Labyrinth [Quenched]

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Re: Labyrinth [14/9] Poll on rock type. page 19

Postby ManBungalow on Tue Oct 09, 2012 7:13 pm

The squares are good. Add a bit of wear and tear to them and drop some shadows and they'll look much better.
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Re: Labyrinth [14/9] Poll on rock type. page 19

Postby deantursx on Wed Oct 10, 2012 11:41 am

I'm not a fan of the square rocks...I think they looked better the way they were before.
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Re: Labyrinth [14/9]

Postby koontz1973 on Sat Oct 13, 2012 7:53 am

Well, after a week long poll and a PM sent out to around 30+ members that have commented on this map, we have 24 votes. 14 for the original rounded rocks and 10 for the new squared rocks. So now that we have a winner, here is the one to go forward. Removed the ground under the Minitors as requested and polished the image.

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Re: Labyrinth [13/10] ???

Postby isaiah40 on Sat Oct 13, 2012 4:55 pm

Change the impassables in the legend on the large. Then as far as I'm concerned this can be moved on.
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Re: Labyrinth [13/10] ???

Postby koontz1973 on Sat Oct 13, 2012 10:37 pm

isaiah40 wrote:Change the impassables in the legend on the large. Then as far as I'm concerned this can be moved on.

Thanks isaiah, missed that bit.
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Re: Labyrinth [14/10]

Postby isaiah40 on Sun Oct 14, 2012 9:38 am

Last Call

If anyone has any other comments on graphics, now is the time to speak up! If there are no other concerns within the next couple of days, this map will be moved to the Final Forge!

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Re: Labyrinth [14/10]

Postby IcePack on Sun Oct 14, 2012 9:43 am

Where you list graphics and xml participants....i still hate it :) any way to jazz it up and make it not stand out like a sore thumb?
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Re: Labyrinth [14/10]

Postby koontz1973 on Sun Oct 14, 2012 9:49 am

Like how, open to any suggestions but I like sigs to be understated.
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Re: Labyrinth [14/10]

Postby tkr4lf on Sun Oct 14, 2012 10:24 am

To be honest, I didn't even notice the sig until IcePack pointed it out.
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Re: Labyrinth [14/10]

Postby koontz1973 on Sun Oct 14, 2012 10:26 am

And that to me is what a sig should be like. But as I say, give me an idea to play with.
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Re: Labyrinth [14/10]

Postby pamoa on Tue Oct 16, 2012 1:30 pm

nice work =D>
about graphics
have ever tested the map readability with 888's
and what did you try to represent with slave entrance squares
de gueules à la tour d'argent ouverte, crénelée de trois pièces et donjonnée d'un donjon ajouré, crénelé de deux pièces
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Re: Labyrinth [14/10]

Postby koontz1973 on Tue Oct 16, 2012 8:35 pm

pamoa wrote:nice work =D>
about graphics
have ever tested the map readability with 888's
and what did you try to represent with slave entrance squares


coloured 888s in first post.
Slave entrances are gates, roofs. Just a simple thing to show getting in to the game area.

Added a corner rock which I missed, sorted out the grass for RB0, removed the spear targets (bombard regions) where a normal attack is and played with the sig.
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Re: Labyrinth [17/10]

Postby isaiah40 on Wed Oct 17, 2012 9:22 am

I even forgot something: color blind tests - of course you should know that by now! :mrgreen: O:)
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Re: Labyrinth [17/10]

Postby koontz1973 on Wed Oct 17, 2012 10:39 am

isaiah40 wrote:I even forgot something: color blind tests - of course you should know that by now! :mrgreen: O:)

vischeck is not working for some reason. Is their another way to get them done?
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Re: Labyrinth [17/10]

Postby koontz1973 on Wed Oct 17, 2012 11:59 pm

Sorry they are very small, still could not get visicheck to work so another site only allows very small files to be uploaded.
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