
Chinese Checkers [Quenched] May '07 re-opener?
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- Captain Crash
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- DiM
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finally. i'm anxious to play it, my eyes are getting wet
because of the emotion.
great job oaktown.
PS: now don't get slacky and start another great map.
great job oaktown.
PS: now don't get slacky and start another great 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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godfatherfan
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godfatherfan wrote:excellent job oaktown
when do we get to play it?
I assume - and hope - that the higher powers are checking double checking the files... I'm pretty confident that the army coordinates are good, but I wouldn't be surprised if I missed an attack route or two. Actually, if I only missed one or two on my first attempt I'd be pretty proud of myself.
On that note, can anyone suggest a file-hosting site that will give you a link direct to the .xml file, rather than a download link? If so, I could test future files using the multiblah.com tester which shows attack routes.
- Qwert
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oaktown
DiM wrote:
it may be just me but some numbers look a little bit to the right.
mainly almost all the 2 digit armies look a bit to the right. or i'm very tired and can't see clearly.
I've noticed that CC doesn't center a 2-digit number based on the center of the number, but on the location of the space between the two digits. So 25 will look centered, but 15 will look just off to the right because the 1 doesn't fill the space as the 2 would.
As such, I originally centered all numbers using a symmetrical 1 digit number, 8.
edit: This same phenomenon makes it look as if many of the lines intersecting the circles are skewed to the left, but I've gone back many times to play with them and they should be pretty close. Suffice it to say this is the last time I make a map with army circles. (Army pyramids is the way to go, just you wait and see!)
Ok, i have same problems, but no my map can go to quench, some people atack me several pages for these and not alove me to continue before centralising numbers and here with no problems map can go to play and army numbers not centralising, its these a justice? I belive its not, and i will consider to continue my work in WWll EASTERN FRONT.
- AndyDufresne
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- Qwert
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AndyDufresne
Qwert, troll somewhere else. As I've said in other topics, you must pick a 'centralizing' point, to give the effect of centralization across the board. This map has effectively done that I believe.
--Andy
Look page 28 and you will see a lot numbers who dont centralised.
What centralising point? These you call centralising point.
- AndyDufresne
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good job, congrats. cant wait to play...
my new site - http://www.spritestitch.com/ - A video game craft weblog...
qwert wrote:Look page 28 and you will see a lot numbers who dont centralised. What centralising point? These you call centralising point.
Qwert, I'm not going to debate you, but I will tell you what I did.
1. I chose a symmetrical one digit number to work with - "8" - because any other number would be appear off-center.
2. I had the benefit of working on a grid, so as long as one number in a row or column lines up they all do.
3. I explained my process along the way and responded to questions/concerns.
I think these look pretty good.
[/i]- Qwert
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boberz
here qwert goes again
I dont create these problems first, i dont mine if numbers go left or right 1 px, but some people atack me for these,say that i must obey and not 1 numbers must going left or right and must be 100% centralising, and when i see that these rule not apply in these map too, i thinking that some guys have privilege.
- Qwert
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oaktownqwert wrote:
Look page 28 and you will see a lot numbers who dont centralised. What centralising point? These you call centralising point.
Qwert, I'm not going to debate you, but I will tell you what I did.
1. I chose a symmetrical one digit number to work with - "8" - because any other number would be appear off-center.
2. I had the benefit of working on a grid, so as long as one number in a row or column lines up they all do.
3. I explained my process along the way and responded to questions/concerns.
I think these look pretty good.
Oaktown, i have same problems, and same explanation, but people dont want to apply my explanation but apply yours, why? These my import question and i will be hapy that someone can explain to me.
- DiM
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qwert wrote:
Oaktown, i have same problems, and same explanation, but people dont want to apply my explanation but apply yours, why? These my import question and i will be hapy that someone can explain to me.
i think there's a conspiracy going on against you.
stop complaining and be a man
on your thread somebody complained but you said you don't belive him. better look closely at his problem istead of trolling here.
“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
- DiM
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qwert wrote:Dim, when you wrote, dont write some parts of letters wrote all.
I not comlaining, i just say that i have same problems like oaktown but, and i also work in grid and also put number 8 on map, but people(some) dont want to heard my explanation who same like oaktown.
maybe i'm having trouble understanding your english, but anyway the idea is to stop complaining or whatever it is and do your map. it's not nice to come on a quenched map and say it's not fair.
“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

