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heli pads

Posted: Wed Apr 11, 2007 12:36 am
by uhlman2
i think the helicopter pads are a sweet idea! Good luck doing the revisions it looks like it will be a cool map.

Posted: Wed Apr 11, 2007 7:26 am
by Wisse
it only becomes final forged when the xml is done and you have a tiny and small map

Posted: Wed Apr 11, 2007 7:39 am
by Skittles!
Wisse wrote:it only becomes final forged when the xml is done and you have a tiny and small map


Don't you mean a large and small map?

Posted: Wed Apr 11, 2007 7:54 am
by yeti_c
Skittles! wrote:
Wisse wrote:it only becomes final forged when the xml is done and you have a tiny and small map


Don't you mean a large and small map?


I guess so - either way this conversation is fairly meaningless...

Large and Small are both done... XML is on the way... lets reconvene when the XML is finished...

C.

Posted: Thu Apr 12, 2007 7:39 am
by yeti_c
We now have "completed" XML for Malta... Rubben is going to upload it shortly with images of the co-ordinates... please provide any input as to whether or not the co-ords are any good... I've done them by eye and TnE... so it's more than likely that some will need changing...

Also once the XML is uploaded it can be ran through the Border checker... I don't think I cocked any up but there was twice where I realised I'd centred the number into the wrong hole - so I may have missed that too!!!

C.

Posted: Thu Apr 12, 2007 10:09 am
by Ruben Cassar
Okay thanks for the XML Yeti.

Here is the latest version of the map v4.20 large. I must still work on the small version which I will be posting later. Any comments and feedback would be appreciated.

Image

Posted: Thu Apr 12, 2007 10:13 am
by Guiscard
I really can't see any issues with this map at the moment. I'll wait for the small version to comment properly, but it looks allg ood to me. Been a long while in development :D

Posted: Thu Apr 12, 2007 10:19 am
by Wisse
yeti_c wrote:
Skittles! wrote:
Wisse wrote:it only becomes final forged when the xml is done and you have a tiny and small map


Don't you mean a large and small map?


I guess so - either way this conversation is fairly meaningless...

Large and Small are both done... XML is on the way... lets reconvene when the XML is finished...

C.


yeti can you do my xml too? i already hate it... i have 3 on the righ place and the others nearby pm me with your e-mail and i will give you the large map and the xml (you only have to do cordinates other things are done)

Posted: Thu Apr 12, 2007 10:33 am
by yeti_c
Wisse wrote:
yeti_c wrote:
Skittles! wrote:
Wisse wrote:it only becomes final forged when the xml is done and you have a tiny and small map


Don't you mean a large and small map?


I guess so - either way this conversation is fairly meaningless...

Large and Small are both done... XML is on the way... lets reconvene when the XML is finished...

C.


yeti can you do my xml too? i already hate it... i have 3 on the righ place and the others nearby pm me with your e-mail and i will give you the large map and the xml (you only have to do cordinates other things are done)


Hi Wisse,

I'm massively busy at work at the moment I'm afraid - and I'm on holiday this weekend...

To be honest the Co-ords are much easier for the GFX guy to do - it's merely a case of getting the right co-ords and then adjusting them in...

I'd more than gladly help with sorting out logic problems and debugging errors.

I saw that Coleman likes XML... although he may be like me and enjoy the logic more than the Co-Ords?

C.

Posted: Thu Apr 12, 2007 2:06 pm
by Wisse
ok mayby you can help me a better way,
i thought it worked this way:
make all cordinates with photoshop right and add all the same number to the cords to fit them right, but they are all more and more away from the right cords

i mean the first is like 10 away the secend 20 etc.

Posted: Thu Apr 12, 2007 2:22 pm
by hulmey
I really can't see any issues with this map at the moment. I'll wait for the small version to comment properly, but it looks allg ood to me. Been a long while in development Very Happy
_________________

You getting sloppy Guiscard what about those borders..They are very pixelted and need smoothing out...Dont you agree?

Posted: Thu Apr 12, 2007 2:24 pm
by Anarkistsdream
Ruben, it looks GREAT, man!

Posted: Thu Apr 12, 2007 4:25 pm
by Ruben Cassar
Wisse wrote:ok mayby you can help me a better way,
i thought it worked this way:
make all cordinates with photoshop right and add all the same number to the cords to fit them right, but they are all more and more away from the right cords

i mean the first is like 10 away the secend 20 etc.


Wisse shift this to private messages and stop spamming please or I'll grab you from your tail and throw you somewhere in Gelderland! :p

Posted: Thu Apr 12, 2007 4:27 pm
by Ruben Cassar
Anarkistsdream wrote:Ruben, it looks GREAT, man!


Thanks mate. Actually I think that most of the newer maps look much better than mine graphically but I guess this is my limit at the moment with the skills I possess.

Posted: Thu Apr 12, 2007 4:28 pm
by Lone.prophet
uhuh that was a stupid comment, now go and let this map be shown to the rest of tha world :P

Posted: Thu Apr 12, 2007 5:13 pm
by nagerous
dont be so modest about your work, its looks great

Posted: Thu Apr 12, 2007 5:36 pm
by KEYOGI
This is a beautiful map Ruben, and I've been looking forward to playing it for a long time now. As usual, there's always room for improvement though.:wink:

While I like the texture, I'm not too keen on it across the whole map. Perhaps try a different texture for the water or the land, or even just making it more subtle in one of these areas.

The borders are a bit pixelated in places and probably a little too thin. Try playing around with your settings and see what you can come up with. Some borders could probably be adjusted to give your army shadows some more room. While up in Nofsinhar ta' Ghawdex, I'd consider mixing up the placement of your army shadows and territory names to see if you can get them to fit a little better.

You could probably use an extra hill on the East end of the Cottonera/Marsaskala border and an extra mountain in the middle of the group on the Xaghra/Nadur border.

Looking great though, keep up the good work.

Posted: Thu Apr 12, 2007 5:48 pm
by Ruben Cassar
Thanks Keyogi. I will be working on these issues and trying to refine the map in the coming days.

Posted: Thu Apr 12, 2007 6:01 pm
by MarVal
I''ll think its a great, playable and beatyfull map..
Can't wait to play on it. With you... Ruben.

Grtz
MarVal

Posted: Fri Apr 13, 2007 1:18 am
by Wisse
Ruben Cassar wrote:
Wisse wrote:ok mayby you can help me a better way,
i thought it worked this way:
make all cordinates with photoshop right and add all the same number to the cords to fit them right, but they are all more and more away from the right cords

i mean the first is like 10 away the secend 20 etc.


Wisse shift this to private messages and stop spamming please or I'll grab you from your tail and throw you somewhere in Gelderland! :p

yes sir ruben!

Posted: Fri Apr 13, 2007 3:39 pm
by Tisha
this map looks great....what else needs to be done on it to get it going?

i am eager to play on it..... :lol:

Posted: Sat Apr 14, 2007 11:40 pm
by Hyperion
The map looks great, I'll be looking forward to playing it.

Posted: Sun Apr 15, 2007 4:22 am
by boberz
mgarr co-ordinate is it too far to the right

Posted: Sun Apr 15, 2007 8:36 am
by Ruben Cassar
boberz wrote:mgarr co-ordinate is it too far to the right


Yes I will have to go through all the coordinates again and adjust them a bit. I think there are others that need to be adjusted as well.

At the moment I am a bit busy with some personal stuff, however I will address the coordinates issue in my next update as well as the other graphic issues.

Malta map

Posted: Sat May 19, 2007 6:24 am
by r1yan
I can't wait to play on this map. Please make it become one of the maps that can be used. [-o< And so on and so forth. We all want to play on the new map!!!!!!!!!!!!!!!!!!