Chinese Checkers [Quenched] May '07 re-opener?

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t.e.c
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Post by t.e.c »

awesome \:D/
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Unit_2
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Post by Unit_2 »

i can't wait to play it!!!!
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Wisse
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Post by Wisse »

w00t! nice :)
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Captain Crash
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Post by Captain Crash »

Great map Oaktown!

8)
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yeti_c
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Post by yeti_c »

Great work Oaktown... when's it gonna be up - I wanna play!!!

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DiM
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Post by DiM »

finally. i'm anxious to play it, my eyes are getting wet :cry: because of the emotion.
great job oaktown.


PS: now don't get slacky and start another great map. :wink:
“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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LewisJB3
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Post by LewisJB3 »

Bravo Bravo
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Enigma
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Post by Enigma »

woohoo!!! \:D/ go oaktown! =D>
Do you need an excuse to have a war? I mean, who for? Can't you just say "You got lots of cash and land, but I've got a big sword, so divy up right now, chop chop."
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Aries
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Post by Aries »

I'll have to try this map first chance I get. :D Great job =D> =D>
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XenHu
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Post by XenHu »

=D> WOOT!

Can't wait! Great job Oaktown!


-X
godfatherfan
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Post by godfatherfan »

excellent job oaktown

when do we get to play it?
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oaktown
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Post by oaktown »

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. 8-[

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.
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Qwert
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Post by Qwert »

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. :x
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AndyDufresne
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Post by 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
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boberz
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Post by boberz »

here qwert goes again
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Qwert
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Post by Qwert »

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.
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AndyDufresne
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Post by AndyDufresne »

:) I look forward to playing on this map when Lack has the time and effort to get it on the site, Oaktown. Good job. When this map first came out, I didn't like it. But like most maps, they all grow on me, and I'm excited to try a game or two on it. :)


--Andy
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johloh
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Post by johloh »

good job, congrats. cant wait to play...
my new site - http://www.spritestitch.com/ - A video game craft weblog...
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oaktown
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Post by oaktown »

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.
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Qwert
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Post by Qwert »

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.
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Qwert
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Post by Qwert »

oaktown
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.


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.
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DiM
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Post by DiM »

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. :wink:

stop complaining and be a man :x

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
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Qwert
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Post by Qwert »

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.
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DiM
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Post by DiM »

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
KEYOGI
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Post by KEYOGI »

Alright guys, leave it alone. oaktown's made a beautiful map that we all look forward to playing. Take any discussion about other maps to their relevant threads. 8)
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