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Posted: Tue Dec 11, 2007 11:00 pm
by AndyDufresne
              Quenching


The Final Forge period has concluded for the Conquer Man Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready for live play (barring any Lack vetoes).

Conquer Club, enjoy!


--Andy

Posted: Tue Dec 11, 2007 11:03 pm
by gimil
congrats on yet another map WM

Posted: Tue Dec 11, 2007 11:04 pm
by Incandenza
Huzzah! Great concept, superb execution. Another fine addition to the site. Congrats, WM!

Posted: Tue Dec 11, 2007 11:10 pm
by WidowMakers
Thanks everyone. I hope this map plays well.

6 player freestyle with escalating would be great!


WM

Posted: Tue Dec 11, 2007 11:13 pm
by Coleman
WidowMakers wrote:Thanks everyone. I hope this map plays well.

6 player freestyle with escalating would be great!


WM


We're totally serious about it on this one. Speed even.

Posted: Tue Dec 11, 2007 11:16 pm
by WidowMakers
Coleman wrote:We're totally serious about it on this one. Speed even.


Yep!!

6 player
Freestyle
Speed
Escalating
Chained


Super fast, hard to follow players and TONS of fun!!!

WM

Posted: Tue Dec 11, 2007 11:36 pm
by demon7896
here's to conquer club's first animated map!

Posted: Wed Dec 12, 2007 12:47 am
by Night Strike
WidowMakers wrote:If I make the cherry have a little sparkle can we quench this then?

I missed the quench last night because of the sparkles. :evil:

I will post the update tonight. Is there anything else?

Again thanks for the input. I think the animations are just what the map needed.

WM



Sorry, I was just trying to help out. :? Looks good.

Posted: Wed Dec 12, 2007 4:40 am
by yeti_c
Congrats wid... looking forward to this one!!!

C.

Posted: Wed Dec 12, 2007 6:16 am
by rebelman
yeti_c wrote:Congrats wid... looking forward to this one!!!

C.

Posted: Wed Dec 12, 2007 6:18 am
by WidowMakers
Night Strike wrote:
WidowMakers wrote:If I make the cherry have a little sparkle can we quench this then?

I missed the quench last night because of the sparkles. :evil:

I will post the update tonight. Is there anything else?

Again thanks for the input. I think the animations are just what the map needed.

WM



Sorry, I was just trying to help out. :? Looks good.
I am joking Night. Just a little sarcasm. Don't worry about it. Thanks for the advice.

WM

Posted: Wed Dec 12, 2007 6:28 am
by Gilligan
Congrats! =D>

Posted: Wed Dec 12, 2007 12:55 pm
by lackattack
I'd hate to meddle with a map after it's quenched, so I'll just post this as a final remark/suggestion.

There is nothing illegal about calling the ghosts ghosts. Copyright only protects the actual artwork, not the idea. So Namco does not have a monopoly on the concept of a round man being chased by ghosts. And "ghost" cannot be a trademark because it is an everyday noun being used in its everyday meaning.

If you want them to be aliens because you like it better, that's fine. But if you want ghosts it wouldn't be illegal and I'd be happy to switch the artwork & xml anytime.

Posted: Wed Dec 12, 2007 1:01 pm
by Coleman
I like aliens better. I think it suits us more. :) WidowMakers might disagree so I guess I should wait for him.

Posted: Wed Dec 12, 2007 3:12 pm
by yeti_c
Conquer Man is well slow with all your XML Coleman!!! (Well with BOB!!)

Also - I'm not sure it's a very good 2 player game... 15 armies first turn!!!

C.

Posted: Wed Dec 12, 2007 4:36 pm
by yeti_c
PS - here's a tip - don't use extended Text Map on this map...

C.

Posted: Wed Dec 12, 2007 4:37 pm
by Gilligan
Holy shit! It's already up?!?!

Posted: Wed Dec 12, 2007 4:42 pm
by bryguy
yes!!!! quenched!!!!

Posted: Wed Dec 12, 2007 4:44 pm
by spinwizard
I got some games up on the new maps! :)

Posted: Wed Dec 12, 2007 4:45 pm
by bryguy
spinwizard wrote:I got some games up on the new maps! :)


awesome



gonna go play it once a spot frees up

Posted: Wed Dec 12, 2007 5:21 pm
by Gilligan
Perhaps this will be the new Battle Royale map?

Posted: Wed Dec 12, 2007 6:05 pm
by benjikat
Nice.

I thought the neutrals were going to be 1 for Aliens and 3 for Diamonds... seeing as they are -1 and +1 respectively on their own. As it currently stands, the diamonds are just way too easy to capture.

Posted: Wed Dec 12, 2007 6:07 pm
by ParadiceCity9
yeti_c wrote:PS - here's a tip - don't use extended Text Map on this map...

C.


i copy/pasted it onto Word and it took up 186 pages on 12 font lol.

Posted: Wed Dec 12, 2007 6:10 pm
by Gilligan
ParadiceCity9 wrote:
yeti_c wrote:PS - here's a tip - don't use extended Text Map on this map...

C.


i copy/pasted it onto Word and it took up 186 pages on 12 font lol.


Really?! I have to try that! :lol:

EDIT: 19 pages :?

Posted: Wed Dec 12, 2007 6:48 pm
by WidowMakers
benjikat wrote:Nice.

I thought the neutrals were going to be 1 for Aliens and 3 for Diamonds... seeing as they are -1 and +1 respectively on their own. As it currently stands, the diamonds are just way too easy to capture.
You are correct. I don't know how I missed that. Maybe it was the other 12,000 line s of code. :D

Anyway here is the updated XML.
http://www.fileden.com/files/2007/6/15/ ... l_Edit.xml
I will also PM lack

Thanks again

WM