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Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sat Jun 28, 2008 8:22 pm
by Joodoo
this map is gonna lead a CC revolution with it's creative gameplay style...

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sat Jun 28, 2008 9:31 pm
by DiM
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 :mrgreen:

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sat Jun 28, 2008 9:35 pm
by cairnswk
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 :mrgreen:


if it's anything like your other maps, i'm sure you're on a winner. ;)

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sun Jun 29, 2008 5:46 pm
by Androidz
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]

Posted: Sun Jun 29, 2008 5:51 pm
by lanyards
Androidz wrote:how do you attack the mall and CC manor i see no attack patterns leading there:O
Subways.

--lanyards

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sun Jun 29, 2008 5:55 pm
by Androidz
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]

Posted: Sun Jun 29, 2008 9:24 pm
by Joodoo
I'm not sure if you could add bonuses to maps in final forge, but how about a bonus for holding all subway stations?

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sun Jun 29, 2008 9:46 pm
by DiM
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.

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Tue Jul 01, 2008 10:11 pm
by AndyDufresne
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

Re: CC City Mogul - V18 pg 1+28 - [Final Forge]

Posted: Wed Jul 02, 2008 8:41 am
by DiM
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
Image

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

small88
Image

small8888
Image

large88
Image

large8888
Image

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.

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Wed Jul 02, 2008 8:55 pm
by AndyDufresne
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

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Sun Jul 06, 2008 6:59 pm
by AndyDufresne
Image

Thanks Forza.


--Andy

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Mon Jul 07, 2008 12:18 pm
by DiM
AndyDufresne wrote:Image

Thanks Forza.


--Andy


woohooo :mrgreen:

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Mon Jul 07, 2008 12:34 pm
by t-o-m
soo...quench please?
i think DiM wants another scooby snak.

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Mon Jul 07, 2008 3:15 pm
by bryguy
DiM wrote:
AndyDufresne wrote:Image

Thanks Forza.


--Andy


woohooo :mrgreen:



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.... :mrgreen:

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Tue Jul 08, 2008 3:31 am
by yeti_c
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.

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Tue Jul 08, 2008 9:14 am
by yeti_c
OK - discussed above with DiM - here's latest XML...

http://www.fileden.com/files/2008/1/19/ ... Mogul2.xml

C.

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Tue Jul 08, 2008 10:11 am
by DiM

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Thu Jul 10, 2008 9:50 am
by danfrank
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]

Posted: Thu Jul 10, 2008 9:57 am
by InkL0sed
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??

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Thu Jul 10, 2008 10:52 am
by DiM
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?

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Thu Jul 10, 2008 2:44 pm
by AndyDufresne
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

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Thu Jul 10, 2008 2:51 pm
by yeti_c
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.

Re: CC City Mogul - FINAL IMAGES+XML - pg 1+30 - [Final Forge]

Posted: Mon Jul 14, 2008 12:16 pm
by badlouie
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]

Posted: Mon Jul 14, 2008 6:35 pm
by t-o-m
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 :)