CC City Mogul [Quenched]
Moderator: Cartographers
Forum rules
Please read the Community Guidelines before posting.
Please read the Community Guidelines before posting.
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
this map is gonna lead a CC revolution with it's creative gameplay style...
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
Joodoo wrote:this map is gonna lead a CC revolution with it's creative gameplay style...
well i'm not sure it's gonna be a revolution but i sure hope people will like this gameplay twist
“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
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
DiM wrote:Joodoo wrote:this map is gonna lead a CC revolution with it's creative gameplay style...
well i'm not sure it's gonna be a revolution but i sure hope people will like this gameplay twist
if it's anything like your other maps, i'm sure you're on a winner.

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
how do you attack the mall and CC manor i see no attack patterns leading there:O
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
Subways.Androidz wrote:how do you attack the mall and CC manor i see no attack patterns leading there:O
--lanyards

WANT AN ADVANTAGE WHILE WORKING TOWARDS MEDALS?
https://www.conquerclub.com/forum/viewtopic.php?f=529&t=226714
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
ah ok:P thx=) dont know if it necceary but maybe you should point this a bit better on the map. makeing the Subways sings a bit more blackish
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
I'm not sure if you could add bonuses to maps in final forge, but how about a bonus for holding all subway stations?
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
Joodoo wrote:I'm not sure if you could add bonuses to maps in final forge, but how about a bonus for holding all subway stations?
bonuses can be added at any stage of the map if they can improve the gameplay.
however, i honestly i don't see how such a bonus would improve the map.
for starters you need to hold 14 (!!!) stations to get the bonus. so a LOT of terits. second problem is that it is an impossible bonus. since the substations are the only means of moving efficiently on the map it's obvious everybody will go for a few of them in order to get some movement options. i think holding all substations would be even more difficult than holding the objective of the map.
Androidz wrote:makeing the Subways sings a bit more blackish
the subways have the exact same opacity as all the other icons.
“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
- AndyDufresne
- Posts: 24935
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
gimil wrote:DiM wrote:gimil wrote:I see alot of coordinates that could be better centered, do you plan on a coordinates tweek or do you want a list?
make a list i don't plan any tweaks unless i'm pointed what needs to be tweaked.
bear in mind some may appear offcentered but they are like that because of visibility reasons.for example W6 is a bit lower than W5 and W7 because i don't want people to get confused.
I try and do it later tonight for you bud/
How is the XML? Centered? Pleasant looking?
--Andy
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: CC City Mogul - V18 pg 1+28 - [Final Forge]
here you go andy. i have tweaked some coords and they now seem fine to me:
small
http://i178.photobucket.com/albums/w250 ... copy-5.png

large
http://i178.photobucket.com/albums/w250 ... opy-13.png

small88

small8888

large88

large8888

xml:
http://www.sendspace.com/file/m0gh28
i know the quadruple digits on the small version look a bit cramped but that's the best i can do under the circumstances. but basically such occasions will probably never exist because there's no point having thousands of armies next to eachother.
small
http://i178.photobucket.com/albums/w250 ... copy-5.png

large
http://i178.photobucket.com/albums/w250 ... opy-13.png

small88

small8888

large88

large8888

xml:
http://www.sendspace.com/file/m0gh28
i know the quadruple digits on the small version look a bit cramped but that's the best i can do under the circumstances. but basically such occasions will probably never exist because there's no point having thousands of armies next to eachother.
“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
- AndyDufresne
- Posts: 24935
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
DiM wrote:i know the quadruple digits on the small version look a bit cramped but that's the best i can do under the circumstances. but basically such occasions will probably never exist because there's no point having thousands of armies next to eachother.
No worries. Quad digits are rare in most real games. If this map seems to have problems with coordinates during live play, we'll get it to work.
--Andy
- AndyDufresne
- Posts: 24935
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Thanks Forza.
--Andy
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
AndyDufresne wrote:
Thanks Forza.
--Andy
woohooo
“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
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
soo...quench please?
i think DiM wants another scooby snak.
i think DiM wants another scooby snak.
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
DiM wrote:AndyDufresne wrote:
Thanks Forza.
--Andy
woohooo
Maybe put that stamp in the stamps section of your first post??
t-o-m wrote:soo...quench please?
i think DiM wants another scooby snak.
yes plz quench!!
oh wait... whose gonna supply the scooby snaks? i ate mine....
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
DiM...
I've noticed something...
At the moment - you have the starting territories defined in the positions...
You also have these territories "non-neutral"...
Say you have a 5 player game... 5 starts are handed out 1 to each player... there will be 3 remaining starts -> which are 6 remaining territories... each player will get 1 of these each (and 1 neutral).
Is this something you want?
If not - then you need to define all the 16 starting territories neutral (this will be overriden by the positions if they are given out).
C.
I've noticed something...
At the moment - you have the starting territories defined in the positions...
You also have these territories "non-neutral"...
Say you have a 5 player game... 5 starts are handed out 1 to each player... there will be 3 remaining starts -> which are 6 remaining territories... each player will get 1 of these each (and 1 neutral).
Is this something you want?
If not - then you need to define all the 16 starting territories neutral (this will be overriden by the positions if they are given out).
C.

Highest score : 2297
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
OK - discussed above with DiM - here's latest XML...
http://www.fileden.com/files/2008/1/19/ ... Mogul2.xml
C.
http://www.fileden.com/files/2008/1/19/ ... Mogul2.xml
C.

Highest score : 2297
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
thanks yeti
so here are the images and xml. coord tests are on the previous page:
small
http://i178.photobucket.com/albums/w250 ... copy-5.png

large
http://i178.photobucket.com/albums/w250 ... opy-13.png

xml:
http://www.fileden.com/files/2008/1/19/ ... Mogul2.xml
so here are the images and xml. coord tests are on the previous page:
small
http://i178.photobucket.com/albums/w250 ... copy-5.png

large
http://i178.photobucket.com/albums/w250 ... opy-13.png

xml:
http://www.fileden.com/files/2008/1/19/ ... Mogul2.xml
“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
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
This map is horrible.. The graphics are gradeschool level.. This is my point where certain individuals get preferential treatment when moving a map through the foundry... Is it because you used C.C. in the tile??
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
danfrank wrote:This map is horrible.. The graphics are gradeschool level.. This is my point where certain individuals get preferential treatment when moving a map through the foundry... Is it because you used C.C. in the tile??
You obviously don't know what you're talking about...
Prove the graphics are grade school level then and duplicate the map yourself... surely you can??
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
danfrank wrote:This map is horrible.. The graphics are gradeschool level.. This is my point where certain individuals get preferential treatment when moving a map through the foundry... Is it because you used C.C. in the tile??
no it's not because i used CC in the title it's because i bribed lack.
PS: danfrank, do me a favour and go home. you're just another muppet of seamusk aren't you? go post in your buddy's map threads, k?
“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
- AndyDufresne
- Posts: 24935
- Joined: Fri Mar 03, 2006 8:22 pm
- Location: A Banana Palm in Zihuatanejo
- Contact:
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
Lets all play nice, or I have to become a Mean Monkey, and no one wants me to be a Mean Monkey...not even me! 
--Andy
--Andy
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
AndyDufresne wrote:Lets all play nice, or I have to become a Mean Monkey, and no one wants me to be a Mean Monkey...not even me!
--Andy
Says Andy "Placid" Dufresne!!!
C.

Highest score : 2297
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
danfrank wrote:This map is horrible.. The graphics are gradeschool level.. This is my point where certain individuals get preferential treatment when moving a map through the foundry... Is it because you used C.C. in the tile??
Wow.... what a douchebag. I happen to think this map is going to be VERY popular.
I like the map itself, and I love the multiplier concept. No more bitching about dice (wishful thinking on my part perhaps).
Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]
danfrank wrote:This map is horrible.. The graphics are gradeschool level.. This is my point where certain individuals get preferential treatment when moving a map through the foundry... Is it because you used C.C. in the tile??
i loved that comment so much mr frank, please see this topic:
viewtopic.php?f=31&t=56148
tom hopes for quenching soon
