Page 14 of 21
Posted: Mon Sep 17, 2007 11:06 pm
by Night Strike
Twinkling stars would be amazing, but I believe that any map animation isn't allowed because DiM tried it on AoM for the ship.
Posted: Mon Sep 17, 2007 11:37 pm
by maxdetjens
oaktown wrote:hasn't been done, but it's been talked about and is within the guidelines. I would caution against over-doing it... there's a lot going on with this map already, so subtlety would be in order.
But yeah, worry about everything else first.
Night Strike wrote:Twinkling stars would be amazing, but I believe that any map animation isn't allowed because DiM tried it on AoM for the ship.
So it seems a bit up in air weather its allowed or possible. If i could get a comment from whomever has the final say that would be great.
In any case if i do it would need to be THE last thing. I dont want to have to make pixel tweeks to 36 frames on two maps. Or rather, I wont.
So regardless I'm looking for input on the map. I have a few things for the next update so later this week.
Posted: Tue Sep 18, 2007 12:05 am
by oaktown
I'm no final say, but here's what happened with DiM:
DiM wrote:yes i made an animated map. see page 34 in the age of merchants thread. and yes it has been voted against but because it does not suit the style of the map. on other maps animations could be more appropriate.
but probably the main reason why people voted no is the slowing of the pc. nobody wants to wait for their map to load especially in a RT game.
i still belive animated maps are great but only as an option. this way we'll be able to choose if we want animation.
I don't think anybody told DiM he couldn't do it, the idea was just shot down by the foundry.
Posted: Tue Sep 18, 2007 4:19 am
by cairnswk
maxdetjens....the map is progressing well since i first saw it, and i like the list of future things you got noted there to be done.
I have one major co-concern at this point.
1. I agree with oaktown about possibly making the Jump Gates "legend" less wordy...perhaps "Jump Gates [name format JG-XX] may attack each other"....a suggestion if you and others punters like it.
2. Some of the jump gates are not named in the JG-XX format. they are JG-X...is this deliberate, or are they named after specific gates...and would you consider renaming those that don't have that format?
looking forward to the next update soon hopefully.

Posted: Tue Sep 18, 2007 4:48 am
by edbeard
the XX part refers to where the jump gate is located
AB = asteroid belt
N = Neptune
etc...
so I'm not sure if that can be changed, but the wording definitely could be improved
Posted: Tue Sep 18, 2007 5:28 am
by cairnswk
edbeard wrote:the XX part refers to where the jump gate is located
AB = asteroid belt
N = Neptune
etc...
so I'm not sure if that can be changed, but the wording definitely could be improved
edbeard....duh! -> me.
Thanks for that explanation.
If that is the case, then it possibly doesn't need to be changed. Sorry Max
Max...do you plan any explanation of the
I assume one-way arrows? Will everyone know what they are instantaneously?
Posted: Tue Sep 18, 2007 11:25 am
by maxdetjens
cairnswk wrote:and i like the list of future things you got noted there to be done.
I'm hoping it will catch on with other map makers.
cairnswk wrote:1. I agree with oaktown about possibly making the Jump Gates "legend" less wordy...perhaps "Jump Gates [name format JG-XX] may attack each other"
Thats a clear improvement in wording. I'll try it and see how it looks in that odd space.
cairnswk wrote:2. Some of the jump gates are not named in the JG-XX format. they are JG-X...is this deliberate, or are they named after specific gates...and would you consider renaming those that don't have that format?
edbeard wrote:the XX part refers to where the jump gate is located
AB = asteroid belt
N = Neptune
etc...
Regardless there is some issue with saying the format is XX when sometimes it's X. I kinda hate it, but is there support for:
NE = Neptune
JU = Juputer
UR = Uranus
?
cairnswk wrote:Max...do you plan any explanation of the I assume one-way arrows? Will everyone know what they are instantaneously?
I wasn't planning on it. My second or third CC game was on the SF map. I totally screwed myself by putting a whole bunch of armies on Alcatraz not realizing it was a minnow trap. I think most folk are like me. Once they have that first unpleasant realization that CC supports one way they begin to look for it in maps. One way routes are only sometimes pointed out.
Lets see how the new sun jump gate text looks, and maybe there is room for a blurb about one way transitions from high to low orbit.
Posted: Tue Sep 18, 2007 1:21 pm
by cairnswk
maxdetjens wrote:cairnswk wrote:and i like the list of future things you got noted there to be done.
I'm hoping it will catch on with other map makers.
cairnswk wrote:1. I agree with oaktown about possibly making the Jump Gates "legend" less wordy...perhaps "Jump Gates [name format JG-XX] may attack each other"
Thats a clear improvement in wording. I'll try it and see how it looks in that odd space.
cairnswk wrote:2. Some of the jump gates are not named in the JG-XX format. they are JG-X...is this deliberate, or are they named after specific gates...and would you consider renaming those that don't have that format?
edbeard wrote:the XX part refers to where the jump gate is located
AB = asteroid belt
N = Neptune
etc...
Regardless there is some issue with saying the format is XX when sometimes it's X. I kinda hate it, but is there support for:
NE = Neptune
JU = Juputer
UR = Uranus
?
cairnswk wrote:Max...do you plan any explanation of the I assume one-way arrows? Will everyone know what they are instantaneously?
I wasn't planning on it. My second or third CC game was on the SF map. I totally screwed myself by putting a whole bunch of armies on Alcatraz not realizing it was a minnow trap. I think most folk are like me. Once they have that first unpleasant realization that CC supports one way they begin to look for it in maps. One way routes are only sometimes pointed out.
Lets see how the new sun jump gate text looks, and maybe there is room for a blurb about one way transitions from high to low orbit.
Kewl...maxdetjens...continue the flow to QUENCH.
Posted: Tue Sep 18, 2007 1:31 pm
by jako
on our way to QUENCH.

Posted: Tue Sep 18, 2007 7:48 pm
by boat4hire
i like it
Posted: Tue Sep 18, 2007 9:24 pm
by wcaclimbing
link to the images is broken...
Posted: Wed Sep 19, 2007 1:11 am
by cairnswk
POLL RESULTS
So What Do You Think?
I've missed the point and should just piss off. 16% [ 4 ]
Looks like a shaky start. I'll need to change almost everything. 12% [ 3 ]
There is some potential here. I'll need to roll up my sleves but should be OK. 37% [ 9 ]
Pretty Good. I need to do some tweaking. 33% [ 8 ]
Best Map Ever! I'll need to do some minor stuff before its ready. 0% [ 0 ]
Total Votes : 24
Posted: Wed Sep 19, 2007 7:07 pm
by maxdetjens
MAP TEST
67 Territories, 7 regions, 5 sub-regions, Alternating Jump Gate Bonus, Jump Gates Start with 3 Neutral Armies.
****
XML File ****
Changes:
- Eyeball the XML for errors
- Asteroid belt to me looks a bit too bright on the small map.
- Make the attack lines and army circles more opaque (whiter)
- Change sun text to "All Jump Gates [name format JG-XX] may attack each other." ... If there is room squeeze in a comment about the one ways.
Tasks Included in next update (THIS LIST IS UPDATED UNTIL THE NEXT VERSION)
Pixel Tweeks for next map (THIS LIST IS UPDATED UNTIL THE NEXT VERSION)
Posted: Wed Sep 19, 2007 7:12 pm
by Gilligan
I really think this is done. You've done wonderfully, max! Give yourself a pat on the back!
Posted: Wed Sep 19, 2007 7:17 pm
by edbeard
if you can get the large map's asteroid belt to look like the small map's asteroid belt that would be good.
On the large map it looks like you increased the brightness of all the attack routes except the ones over Jupiter (I'm not saying that's what happened it's just the difference between them is still noticeable because of the planet underneath). I think they all looked fine before except for the Jupiter ones. Overall I'd say something inbetween this version and the one on 21 would be better, except make the one's on Jupiter brighter than the rest otherwise they seem hidden.
Posted: Wed Sep 19, 2007 9:43 pm
by maxdetjens
edbeard wrote:if you can get the large map's asteroid belt to look like the small map's asteroid belt that would be good.
On the large map it looks like you increased the brightness of all the attack routes except the ones over Jupiter (I'm not saying that's what happened it's just the difference between them is still noticeable because of the planet underneath). I think they all looked fine before except for the Jupiter ones. Overall I'd say something inbetween this version and the one on 21 would be better, except make the one's on Jupiter brighter than the rest otherwise they seem hidden.
alright
Posted: Wed Sep 19, 2007 9:45 pm
by maxdetjens
MAP TEST
67 Territories, 7 regions, 5 sub-regions, Alternating Jump Gate Bonus, Jump Gates Start with 3 Neutral Armies.
****
XML File ****
Changes:
- backed the route brightness off just a bit
- made the asteroid belts in the large map look like the small.
Tasks Included in next update (THIS LIST IS UPDATED UNTIL THE NEXT VERSION)
- Dial back the route and ac brightness
- as for the belt. perhaps u can try few small sized ones, and add an occasional large asteroid in there. right now, ur just adding too many miniscule dots from my view, thats y it isnt to ur liking. but if enlarge a couple of them, adn make them sparsely spaced out, then get rid of the others except for a few.
Pixel Tweeks for next map (THIS LIST IS UPDATED UNTIL THE NEXT VERSION)
Posted: Thu Sep 20, 2007 12:40 am
by Night Strike
Hmmm.........I don't like the bright army circles and attack lines. Maybe closer to what you had earlier? The subtlety of the "battlefield" helped the eyes focus on the planetary graphics. I also think this whiteness looks more like your original, insanely bright map, and it covers the background stars that I really enjoyed looking at.
Oh yeah, I'm neutral on the new Asteroid Belt. I don't think it improved the map, but I don't think it hurt it.
Posted: Thu Sep 20, 2007 12:49 am
by Coleman
Well I don't want to have to watch him bounce back and forth between bright and not so bright.

Posted: Thu Sep 20, 2007 12:50 am
by Night Strike
Coleman wrote:Well I don't want to have to watch him bounce back and forth between bright and not so bright.

Yeah, I know. I'd rather see it quenched.

(But I do prefer the not so bright)
Posted: Thu Sep 20, 2007 1:52 am
by maxdetjens
Night Strike wrote:Hmmm.........I don't like the bright army circles and attack lines. Maybe closer to what you had earlier? The subtlety of the "battlefield" helped the eyes focus on the planetary graphics. I also think this whiteness looks more like your original, insanely bright map, and it covers the background stars that I really enjoyed looking at.
Coleman wrote:Well I don't want to have to watch him bounce back and forth between bright and not so bright.

I don't like it either. all the brightness totally overwhelms the map and make it look like an ugly jangle of circles and lines. But tragically it makes the blue and green army numbers more legible. On some level having the practical stuff like legible numbers and easy to see routes makes sense considering thats what people will be useing. But I still hate it.
I'll try dialing it back to somewhere in the middle and hopefully I can find a happy medium.
Night Strike wrote:Oh yeah, I'm neutral on the new Asteroid Belt. I don't think it improved the map, but I don't think it hurt it.
Me too but a few people didn't like the old "popcorn" one so now we have this one. I was never super happy with the old one.. and I'm only marginally pleased with this one. But I cant really picture the way i want it to look considering that the Asteroid belt isn't a very tight belt like in science fiction anyway.. its mostly a broad zone of pea gravel and the occasional asteroid.
Posted: Thu Sep 20, 2007 2:48 am
by jako
well, i dont think u can really improve on the lines since tuning them down makes the routes illegible. but this one seems to bright. hopefully u can find that suitable medium.
as for the belt. perhaps u can try few small sized ones, and add an occasional large asteroid in there. right now, ur just adding too many miniscule dots from my view, thats y it isnt to ur liking. but if enlarge a couple of them, adn make them sparsely spaced out, then get rid of the others except for a few.
Posted: Thu Sep 20, 2007 10:14 am
by maxdetjens
jako wrote:well, i dont think u can really improve on the lines since tuning them down makes the routes illegible. but this one seems to bright. hopefully u can find that suitable medium.
as for the belt. perhaps u can try few small sized ones, and add an occasional large asteroid in there. right now, ur just adding too many miniscule dots from my view, thats y it isnt to ur liking. but if enlarge a couple of them, adn make them sparsely spaced out, then get rid of the others except for a few.
more work on the belt. check.
I think...
Posted: Thu Sep 20, 2007 2:55 pm
by mrjayfbennett
...the belt is improved above and beyond acceptable...Idon't know how much better you'll get with this back and forth.
Brightness, I can see a slight reduction...but it's only worth one more pass/shot at it.
You could be turning that dial up and down eternally.
PS...
Posted: Thu Sep 20, 2007 2:56 pm
by mrjayfbennett
...I'm really excited to see this one get quenched.