Island of Doom

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DiM
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by DiM »

natty dread wrote:Hm, the black text on the legend is ok, but the coloured text is not that good, especially on the small version.

Maybe you could just change the coloured parts of the text to the same font as the playable map?



it will look awful to have 2 font types in the same sentence.

i coloured some parts of the legend to help people make mental colour connections faster and ease the legend reading and understanding.

if it's really such a big problem i can simply take out the colour and make all the text black (since that's perfectly readable).
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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natty dread
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by natty dread »

Maybe you could try replacing the black stroke on the coloured text with a drop shadow.
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zimmah
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by zimmah »

http://zimmah.webs.com/islandofdoomv2.1.xml

as for the text, maybe a thicker outline will do.
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Jippd
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by Jippd »

Still too hard to read the text in the small version in the legend IMO. I don't have solutions for how to fix it but maybe larger text may solve the issue. It is too clutter/letters spaced together/blurry looking to me.

But large version looks better
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by chapcrap »

natty dread wrote:Hm, the black text on the legend is ok, but the coloured text is not that good, especially on the small version.

This.

Perhaps the background on the legend should be a different color.
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by AndyDufresne »

I think this is a new favorite map for us admins to play one another on. :D I think the double objective adds a lot of fun to the map.


--Andy
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by chapcrap »

AndyDufresne wrote:I think this is a new favorite map for us admins to play one another on. :D I think the double objective adds a lot of fun to the map.


--Andy

I love admin on admin action.
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zimmah
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by zimmah »

chapcrap wrote:
AndyDufresne wrote:I think this is a new favorite map for us admins to play one another on. :D I think the double objective adds a lot of fun to the map.


--Andy

I love admin on admin action.



2012-03-16 19:56:14 - D00MandD3A7H received 2 troops for holding Two Temples with Four Villages
2012-03-16 19:56:14 - D00MandD3A7H received 4 troops for holding Two Temples with Eight Villages

i think i made an error somewhere.

i think i should add overrides so that holding 2 temples and 8/12 villages as well as 3 temples and 8/12 villages override their lower counterparts, i must have forgotten to do that :oops:
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DiM
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by DiM »

zimmah wrote:
chapcrap wrote:
AndyDufresne wrote:I think this is a new favorite map for us admins to play one another on. :D I think the double objective adds a lot of fun to the map.


--Andy

I love admin on admin action.



2012-03-16 19:56:14 - D00MandD3A7H received 2 troops for holding Two Temples with Four Villages
2012-03-16 19:56:14 - D00MandD3A7H received 4 troops for holding Two Temples with Eight Villages

i think i made an error somewhere.



yep you did.
shouldn't the bigger bonus override the smaller one?

i mean you get 1 troop for 1T+4V and 2 troops for 2T+4V but 2T+4V overrides 1T+4V.
so the first line should not exist. D00M should get just 4 troops for 2T+8V
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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zimmah
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by zimmah »

fixed it, added more overrides

http://zimmah.webs.com/islandofdoomv2.2.xml

also sent to nobodies.
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by thenobodies80 »

And I sent it to the turtle :P
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Hugiboo
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by Hugiboo »

Just started a game with no spoils. This map needs more reinforcements.
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by AndyDufresne »

Hugiboo wrote:Just started a game with no spoils. This map needs more reinforcements.

I can see how for large player games (which your game seems to be) the amount of Villages available for conquering, and the bonus associated with those, probably takes a while to get bonuses going.

But for the 3 player games that I've been playing, the amount of available bonuses I think is pretty fine.

DiM could look into having some sort of partial bonus for say the Antenna, but not sure that would help much or if I'd really want it either.


--Andy
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by DoomYoshi »

Hugiboo wrote:Just started a game with no spoils. This map needs more reinforcements.

Just focus on Dre or Viruga... easy to get a bonus that way.
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by AndyDufresne »

I'm quite satisfied with this map, from the 3 games I've played on it so far.


--Andy
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by chapcrap »

AndyDufresne wrote:I'm quite satisfied with this map, from the 3 games I've played on it so far.


--Andy

I nominate DiM for a special medal. You sir, just satisfied an admin. ;)
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DiM
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by DiM »

chapcrap wrote:I nominate DiM for a special medal. You sir, just satisfied an admin. ;)



this sounds totally wrong and perverse :lol:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by Unbathed »

The two territories Gijan and Kilod are the only access points for a 22-terrirtory region. Is there a precedent?
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by DiM »

Unbathed wrote:The two territories Gijan and Kilod are the only access points for a 22-terrirtory region. Is there a precedent?



lol, i don't know, does it have to be?
chockepoints/bottlenecks can and will always have a great strategic value.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by AndyDufresne »

DiM wrote:
Unbathed wrote:The two territories Gijan and Kilod are the only access points for a 22-terrirtory region. Is there a precedent?



lol, i don't know, does it have to be?
chockepoints/bottlenecks can and will always have a great strategic value.

I don't think I can recall any other precedents from maps with 60-80 regions. I don't think this has come up as an issue in the few games I played, anyone else?


--Andy
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by eddie2 »

AndyDufresne wrote:
DiM wrote:
Unbathed wrote:The two territories Gijan and Kilod are the only access points for a 22-terrirtory region. Is there a precedent?



lol, i don't know, does it have to be?
chockepoints/bottlenecks can and will always have a great strategic value.

I don't think I can recall any other precedents from maps with 60-80 regions. I don't think this has come up as an issue in the few games I played, anyone else?


--Andy


na there is no problem with that i feel because there is 22 regions but while fighting to get that area you are getting wiped out of everywhere else in fog this can be dangerous because of the volcano objective.
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DiM
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by DiM »

actually i just checked and there are several maps with huge regions that lead to a chockepoint.
extreme global warming is split in half by 3 terits. indochina has a 2 terit bottle neck. new world has a 2 terit bottle neck too.
all the maps in the usa map pack have 2 terit bottle necks where you can hold 20-50% of the map.

so there are plenty of other maps where chokepoints exist. but in all cases we're talking about large areas of land and if somebody gets to hold that entire area and protect it from the chokepoint then it's the fault of the other players for allowing him. it's not like somebody has a lucky drop and holds the entire area from the start.
don't get me wrong it's not impossible, it's just improbable. something like having the entire asia from the drop on classic map.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by chapcrap »

DiM wrote: new world has a 2 terit bottle neck too.

I don't have a problem with Doom, but I don't think this is true. Where is said bottle neck?
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DiM
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Post by DiM »

chapcrap wrote:
DiM wrote: new world has a 2 terit bottle neck too.

I don't have a problem with Doom, but I don't think this is true. Where is said bottle neck?


mapuche 5 + aztec 9
hold all of south america and you can simply protect it from those 2 terits.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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