Atlantis - v43 - BETA - P32[D,Gp,Gr,FF,XML,BETA]

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the.killing.44
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Re: Atlantis v4.2 Updates Pages 1 and 3

Post by the.killing.44 »

I suggest that you make the gray bonus +2 instead of +3 … hold 4 terits defend 2 doesn't seem too hard. MO
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Androidz
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Re: Atlantis v4.0 COMPLETE!

Post by Androidz »

Androidz wrote:
Premier2k wrote:
Androidz wrote:i like it but can you try adding a thin black continent line outside the continents?

Not entirely sure what you mean, do you mean around all the continents or around each one individually?

P.


just each continent individually. Just to test it out i feel something is odd without it:P


lol i now see what's odd. Its the white terretorie lines i think they will be better in black:(
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Re: Atlantis v4.2 Updates Pages 1 and 3

Post by Premier2k »

the.killing.44 wrote:I suggest that you make the gray bonus +2 instead of +3 … hold 4 terits defend 2 doesn't seem too hard. MO

We agree, we shall make those changes in the next version.

Androidz wrote:lol i now see what's odd. Its the white terretorie lines i think they will be better in black:(

Yes, I have modified the border lines, they are now a darker gray colour. I'll post when we have a more updated image to show.

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Re: Atlantis v4.2 Updates Pages 1 and 3

Post by bryguy »

Premier2k wrote:
1) I like the water texture, but it seems a bit overdone.... enough that it hurts my eyes if I stare at the picture for more than 5 minutes :( maybe tone it down a bit if thats possible?

We have tried toning it down a little but then it doesn't look very good. We'll have a think about what we can do to improve it, but for the time being we're going to have to keep it.


maybe try making a layer behind the water layer thats (basically) the same color of the water, and lower the opacity of the water layer a bit? that might work if you want to. If not, its okay :)



1) The circles seem out of place on this map, except on the boats. maybe get rid of them except where needed?

Not quite sure what you mean, all the territories with circles on will have armies. I can post you a version with no circles on if you like for demo purposes.


yes plz :)


5) Some of the bonuses seem a bit off for what they should be. Idk why, but they do

The bonuses were worked out using Oaktown's bonus calc. I will look again at these just in case.


oh okay then they should be fine :)

at a glance they just seemed off to me

10) 'Docks connet inner and outer rings on the same line of sight' - that makes now sense. How about inner and outer islands???

Good idea, we shall change this when we update the scroll - how about 'Docks connect the inner and outer islands on the same line of sight'


sounds 110% better :)


11) 'Ports can assault explorer boats' 'Explorer boats can assault ports' - When you say assault, do you mean like attack assault or bombard assault?

Attack assault. Boats can bombard assault other boats. We didn't want to use the word attack as 'attack' is now 'assault' in CC


OKay just wanted to know :)

I dont think you mentioned though that boats can bombard other boats, you might want to if you didnt

12) Theres a name for every island EXCEPT the grey one. That might make the number thing tricky for their....

They are the temple isles. We have no where to put the name. All suggestions on that would be welcome!


maybe add a T in front of every letter for the temple isles? (T1, T2, T3, T4) or TI (TI1, TI2, TI3, TI4), that might help


Version 5 todo list

Hopefully appearing in version 5;

    Redo the legend so it looks less blurry
    Revamp borders
    Put correct boats in the map
    Change the highlight color for the islands
    Fix Numinor name, so it's easier to read
    Show the lyonesse 2 -> lyonesse 4 link better
    Add the missing Thule territ


Please note as it's christmas, updates may be slow to the map. Full work shall resume after christmas from the 5th Jan onwards.
[/quote]

Sounds good :D
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Re: Atlantis v4.2 Updates Pages 1 and 3

Post by Premier2k »

Hi Bryguy,

Had a quick read through your post, will post a non-army-circle-map tommorow and also respond to some of your comments (not doing it tonight cos I've just got in from work and bloody shattered! :lol: )
I particulary liked your idea about the temples!

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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Post by Premier2k »

As it's christmas, I've posted an image now.

This is version 4.3 with no armies (for [player]bryguy[/player]) and showing the border changes only.

Large Version 4.3 with no armies showing border
[bigimg]http://img88.imageshack.us/img88/792/lrgatlantisv43wj4.png[/bigimg]

Borders look better? I think they look good now. It also shows some of the connections better.

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crosseout
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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Post by crosseout »

Gameplay looks excellent, will be a fun map to play. I do however think that the huge bevel makes the landareas look blurry and very unnatural. Height is usually much harder to see from top perspective. Try going softer and maybe adding some texture?
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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Post by Premier2k »

crosseout wrote:Gameplay looks excellent, will be a fun map to play. I do however think that the huge bevel makes the landareas look blurry and very unnatural. Height is usually much harder to see from top perspective. Try going softer and maybe adding some texture?


Thanks crosseout!

I will try toning down the bevel and softening it slightly and seeing what difference this makes. We won't be adding texture to the islands though as most people didn't like it, sorry ;)

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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Post by Premier2k »

OK, Whilst the map is being worked on by my team-mate I have been generating the XML to go with it.

Some discussion points though;

The explorers, docks, Ys and Temples are all going to start as neutrals. (The rest will be divided up amongst players). Does anyone have a suggestions as to the values of the starting neutrals? Currently everything barr the temples is set to start at nuetral 5, the temples will start at neutral 8.

Does this seem ok, or would anyone have other suggestions? Please bear in mind that we don't want the explorers too easy to be taken. They are quite key to winning the map. So should start reasonably high IMO.

Thoughts?

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Re: Atlantis v5.0! Updates (p.1,3,4)

Post by Premier2k »

Ok version 5.0 is ready!!

The changes made are;

* Terrain texture is back! A few people have commented that they would like to see some texture so we have come up with something we're sure you'll all like.
* New boats! (explorers) These boats fit in much with the theme
* Thule now has 9 territories instead of the 8.
* Nemenor text has been changed to be more visable
* Sea textures altered slightly
* The centre temples now have a pyramid structure to them. We wanted to keep it simple and i think this fits in nicely. Well done to [player]nemesischild[/player] for that!

The only things missing are the scroll in the top right-hand corner, bonus numbers on the minimap they will be completed next.

So here ya go!

Large Version 5.0 No armies displayed
[bigimg]http://img211.imageshack.us/img211/2158/lrgatlantisv52noarmiescc7.png[/bigimg]

Large Version 5.0 With armies
[bigimg]http://img211.imageshack.us/img211/1307/lrgatlantisv52mc4.png[/bigimg]

Comments welcome!

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crosseout
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Re: Atlantis v5.0! Updates (p.1,3,4)

Post by crosseout »

I like this a lot better, much easier on the eyes(;
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Re: Atlantis v5.0! Updates (p.1,3,4)

Post by NemesisChild »

Happy to oblige Crosseout
That damn terrain was a git to do... me being a Photoshop novice!
the bevel I agree was a bit garish but no more than an oversight

Just to let everyone know we are starting the XML now (quite a lot done)
hopefully we will be getting some stamps soon

Nem
Blackadder: Awh, God, God, God. What on earth was I drinking last night? My head feels like there's a Frenchman living in it. Where am I?

Click here to discover the lost islands of Atlantis...
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Re: Atlantis v5.0! Updates (p.1,3,4)

Post by Premier2k »

crosseout wrote:I like this a lot better, much easier on the eyes(;

Thank's crosseout, it's good to know we're getting it right! :D

NemesisChild wrote:Just to let everyone know we are starting the XML now (quite a lot done)

XML is pretty much complete. I need to make a few ammendments and need to add the small map army co-ords.

NemesisChild wrote:hopefully we will be getting some stamps soon

Yes, I think we get an ideas stamp and a drafts stamp.
Can one of the mods confirm this?

Thanks all, keep those comments and suggestions coming!!

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Re: Atlantis v5.0! Updates (p.1,3,4)

Post by MrBenn »

The map is improving, although I still think you have a lot of work ahead of you.

[Advanced Draft]
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PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Premier2k »

New Update!

Version 5.4 is now available!
Well Done to [player]Nemesischild[/player] for getting this version completed along with his new textures.

The XML is going through a couple of changes and I will add it as soon as it is completed!

Version 5.4 with armies
Minimap and bonuses now displayed
Scroll redone.

Image

Thoughts, comments, and suggestions for Version 6 needed please!
Anything you like? Don't like? Want to see?

Thanks all for your continued support!

[player]Premier2k[/player] and [player]Nemesischild[/player]
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Androidz
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Androidz »

I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Premier2k »

Androidz wrote:I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?


You mean the centre temple island?
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by bryguy »

Looking good :)


1) I like the whole T.O.P thing :) is it gonna start out neutral tho?
2) Boats are much better :)
3) Love the unique new texture
4) Yay! thule has its 9 territories!! but now Lemuria does not.... its missing 9
5) Just noticed this, but some of the borders are VERY VERY pixely




All I have time to comment on right now :)
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by NemesisChild »

1) I like the whole T.O.P thing :) is it gonna start out neutral tho?


Yes all territories apart from the outer islands will start nuetral

2) Boats are much better :)


I like the boats too ... but I'm biased, good idea to use older boats, gives it a better all round look

3) Love the unique new texture

Thank you.. it took ages

4) Yay! thule has its 9 territories!! but now Lemuria does not.... its missing 9


Ooops! guess where thules 9 came from!! damit I will fix this next version (without nicking it from somewhere else!!! )

5) Just noticed this, but some of the borders are VERY VERY pixely


I am looking into bettering the borders I agree that they are a bit pixely.. if anyone knows how to resolve this it would be much apprecited as i am struggling with it.. PM me with the help if you can

Nem
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Click here to discover the lost islands of Atlantis...
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Androidz »

Premier2k wrote:
Androidz wrote:I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?


You mean the centre temple island?


yes, i know its something special on the map but still you could manage with better colours on the text than this=)
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Premier2k »

Androidz wrote:
Premier2k wrote:
Androidz wrote:I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?


You mean the centre temple island?


yes, i know its something special on the map but still you could manage with better colours on the text than this=)

So do you mean change the text colour or the island colour?
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Androidz »

Premier2k wrote:
Androidz wrote:
Premier2k wrote:
Androidz wrote:I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?


You mean the centre temple island?


yes, i know its something special on the map but still you could manage with better colours on the text than this=)

So do you mean change the text colour or the island colour?


text
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Chao »

Wow guys, this is really coming along!

I still think the color scheme is a bit light. Maybe define the borders a bit more? Some parts look a bit blurry.

I think the texture could still use a bit of adjustment. It looks a bit rugged.

I do like the Poseidon thing, cept you should probably make it start neutral.

I'll definitely try this one when it comes out! :)
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Premier2k »

Chao wrote:Wow guys, this is really coming along!

I still think the color scheme is a bit light. Maybe define the borders a bit more? Some parts look a bit blurry.

I think the texture could still use a bit of adjustment. It looks a bit rugged.

I do like the Poseidon thing, cept you should probably make it start neutral.

I'll definitely try this one when it comes out! :)

Thanks Chao!

Poseidon will start neutral, as will everything except for the outer islands. We're considering making this have an objective, such as hold Poseidon for x number of turns.
What do you think?

We are working on the borders as well.
I'm really pleased with the way this map is coming on. Nemesischild has done a fantastic job with the map. My only complaint is I have to keep changing the bloody XML to match! :D
Version 6 is in production but updates may be slow now as christmas approaches.

Keep the comments and ideas coming please everyone!

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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Post by Chao »

If you're going to make Poseidon neutral, you should probably get rid of autodeploy and put extra armies on it instead of the usual 3. Otherwise, it sounds like an interesting idea. :D
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