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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby ViperOverLord on Mon May 28, 2012 3:25 am

Maybe you should have a walk of fire in the middle with higher resetting neutrals. :ugeek: I just think that stuff like that could help to lose the boxy feel to the map.
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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby koontz1973 on Mon May 28, 2012 3:44 am

ViperOverLord wrote:Maybe you should have a walk of fire in the middle with higher resetting neutrals. :ugeek: I just think that stuff like that could help to lose the boxy feel to the map.

Can you explain? What where and how it would work.

Reply by PM.
I haven't looked too closely at the details lately, but if you had like say a walk of fire (or if you can come up with an even more mystical name) and fill it with flames then it could animate the map some.

The only reference I have for Greek fire is Prometheus. The god that stole fire from Zeus. Right now I have Hades in the centre of the map. I think it would be OK to just swap these two names over and have the side of the large territ as the walk of fire as you describe. This would then give the 2 weapons and foods an added peril. Let me have a play with it and see what I can come up with.

EDIT: I tried to add the walk of fire to the map today. Just could not make it work, either the layout stopped working, text for said effect could not be reduced and so on. It seemed to similar to the normal decays and also the Medusa killer neutrals. So just some more in the way of graphic changes. Thanks for the idea though.
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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby nebsmith on Mon May 28, 2012 1:50 pm

I like the killer neutral for Pegasus, so movement can't be blocked easily.
How about 5 neutral for the traps ?
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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby AndyDufresne on Mon May 28, 2012 2:46 pm

This is probably a map I would avoid, but I think there definitely is some potential for it. I look forward to seeing some polished graphics.

If you wanted, you could ditch the 'movement' explanation, if you switched from squares to hexagons, since no corners would ever be touching and the movement would remain the same. Hexagons also have that old-style german board game feel, which this kind of has.


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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby chapcrap on Mon May 28, 2012 5:18 pm

The font still isn't the best I think. I'm no good with fonts and that type of thing, so I feel bad critiquing that part when I have nothing to suggest. What happens, is it looks like someone shrank the font down and it's just not showing up like a normal font.

And, I would try to make the starting positions even lighter. Kind of a light tannish color so the numbers can be seen.
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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby koontz1973 on Mon May 28, 2012 10:38 pm

nebsmith wrote:I like the killer neutral for Pegasus, so movement can't be blocked easily.
How about 5 neutral for the traps ?

Will add Pegasus to the killer neutrals.
5 for the traps, not really sure about this one as it would then mean more neutrals going over them than going around. No one would ever do it. But if I raise the centre 2 traps (H6,G11) to 2, this will go some way to evening out the drops from centre and corners.
AndyDufresne wrote:This is probably a map I would avoid, but I think there definitely is some potential for it. I look forward to seeing some polished graphics.

Shame you will avoid it but maybe one day I could persuade you to play a game?
AndyDufresne wrote:If you wanted, you could ditch the 'movement' explanation, if you switched from squares to hexagons, since no corners would ever be touching and the movement would remain the same. Hexagons also have that old-style german board game feel, which this kind of has.
--Andy

Never liked hexagons which is why I have never tried to use them. Kabs is far better at them. ;) I may not end up with squares at the end though, but right now they seemed the bast way forward. But removing the movement square should be OK and while that is being done, the impassable one could come out as well. But still looking at the legend for the best layout and wording.
chapcrap wrote:The font still isn't the best I think. I'm no good with fonts and that type of thing, so I feel bad critiquing that part when I have nothing to suggest. What happens, is it looks like someone shrank the font down and it's just not showing up like a normal font.

Which font are you taking about? The territ letters & numbers or the legend text? I find it hard to believe that you cannot read the legend font. Title font might be harder but that is just the title.
chapcrap wrote:And, I would try to make the starting positions even lighter. Kind of a light tannish color so the numbers can be seen.

Will do.
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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby AndyDufresne on Tue May 29, 2012 9:16 am

Fair enough, I just think Hexagons are more userfriendly with the setup you have, since you won't need a legend to explain how to move around.


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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby chapcrap on Tue May 29, 2012 11:49 am

Andy might have a point about hexagons...

As far as the font, I was talking about the legend. I can read it, but it's not pretty. It doesn't look very good is all I'm saying.
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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby koontz1973 on Wed May 30, 2012 6:46 am

Going to change the font again :roll: and will change the squares.

I am going to stagger the columns of squares so they are all off set. This will give me the look I want and give Andy and Chapcrap the hexagons they want (Go back a page and look at level two for example). The other way would be to use normal territs on the board. This would really cut down on the number of territs as I would need to fit more into each region.
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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby patrickaa317 on Wed May 30, 2012 5:49 pm

I'm sure you know this but there is a computer game called Age of Mythology out there. (a kick ass game actually). I don't know if there are any copyright issues with using the same name or not. just throwing it out there just in case.

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Re: Age of Mythology Level one-Labarinth [28/5] V10 P4

Postby koontz1973 on Wed May 30, 2012 11:12 pm

I found that a couple of days ago. As for copyright, I would rather change the name than try to find out if it is copyrighted. Will change it for the next version. Should be over the weekend as it is having an overhaul.
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Re: Labarinth [3/6] V11 P4

Postby koontz1973 on Sun Jun 03, 2012 10:17 am

Spent a week trying to convert this three times.
Hex grid - did not try very hard as I did not want it but it did not work.
Normal territs - again, did not work. This map is perfectly symmetrical so trying to get a difference with the territs did not work. It became very unbalanced.
Off set square grid - tried this but it moved too much in a direction I did not want.

Nothing changed in game play apart from making the god the winning condition. Graphical changes, well, not a single pixel was left untouched.
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Re: Labarinth [3/6] V11 P4

Postby nebsmith on Sun Jun 03, 2012 10:44 am

I like it - when do I get to play ?
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Re: Labarinth [3/6] V11 P4

Postby WILLIAMS5232 on Sun Jun 03, 2012 12:08 pm

i'm a colorblind person.
the a-n, and the 1-15 are hard for me to read. it seems to be near or close to the same color as the background.
even with the black outline it's still hard.

can i still read it? yes.
but i think if would be much better if you added some more blue or yellow tint to it.
i would still play it either way. i'd just have to squint.
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Re: Labarinth [3/6] V11 P4

Postby koontz1973 on Sun Jun 03, 2012 12:41 pm

nebsmith wrote:I like it - when do I get to play ?

Soon I hope, but expect this one over the summer.
WILLIAMS5232 wrote:i'm a colorblind person.
the a-n, and the 1-15 are hard for me to read. it seems to be near or close to the same color as the background.
even with the black outline it's still hard.

can i still read it? yes.
but i think if would be much better if you added some more blue or yellow tint to it.
i would still play it either way. i'd just have to squint.

Thanks, I used my CB filters and they looked fine, but they are no substitute for the real thing. I will add that to the to do list for next update.
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Re: Labarinth [3/6] V11 P4

Postby AndyDufresne on Mon Jun 04, 2012 10:01 am

koontz1973 wrote:Hex grid - did not try very hard as I did not want it but it did not work.


I won't bring it up again, other than to say I think you add some unnecessary complexity / confusion to a map with the current set-up.

Best of luck,


--Andy
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Re: Labarinth [3/6] V11 P4

Postby koontz1973 on Mon Jun 04, 2012 11:19 am

AndyDufresne wrote:
koontz1973 wrote:Hex grid - did not try very hard as I did not want it but it did not work.


I won't bring it up again, other than to say I think you add some unnecessary complexity / confusion to a map with the current set-up.

Best of luck,


--Andy

Andy, never got a problem trying things out, if it makes a better map, then so be it. But let me explain why the current set up. When I first tried this idea out on paper, I tried hexes and normal territs. But when I looked into the idea for a maze style map, one of the things that came to me was that mazes tend to be in straight lines or curves.
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I tried the circular maze with Angels and Demons (intend to go back to that some point). This had a normal territ design with circular walls but with the same maze feel as this one. But the style of map I chose was not good so dropped the idea. With Knights going into Beta, it became obvious that having square territs was OK and could be used for some maps. So I went back to it and had another look at this set up. Been playing around with hexes for a World War 2 Pacific map so gave that a go. But it did not mesh with the straight lines of the map. How can you get a straight wall to fit into territs that curve going down. Again, I came back to squares. Unlike Kings Court which is a great map and would love to one day make a map half as good as Kabs, the starting territs are all at the sides of the map. Why, well you can only get into a maze from the edges. :P This again caused problems with the hex grid as it became plainly obvious that to balance as much as possible the 8 starting territs was going to be nigh on imposable (for me) for a 1v1 game and also the 8 player game.

So with the squares chosen, it gave me a lot of advantages.

    -Allows me to make the map with a lot of territs and not go over the max for the small map size. As this is now the rule, why start something only to have it stopped later.
    -Allow me to make the squares smaller as each one does not need to fit a name into it. This means that some of the confusion is removed.
    -Gives me the opportunity to balance the map, as nole found when he looked at it, from each starting position, the difference is only one neutral.

These reasons and also, I like the way it looks :mrgreen: gives me a better opportunity to create something that is not only unique to the site. ;) Believe me when I say that between this update and the last, I did go back and try to find a way to accommodate you with the hexes.
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Re: Labarinth [3/6] V11 P4

Postby AndyDufresne on Mon Jun 04, 2012 12:36 pm

I am not saying there aren't good reasons for squares! :D I just think your map would be better overall with the other look. But I'm zipping my lips now.


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Re: Labarinth [3/6] V11 P4

Postby DiM on Mon Jun 04, 2012 12:41 pm

hexes can create perfectly straight lines just like in the second image of the hedge labyrinth (not labArinth)
“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
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Re: Labarinth [3/6] V11 P4

Postby koontz1973 on Mon Jun 04, 2012 12:54 pm

AndyDufresne wrote:I am not saying there aren't good reasons for squares! :D I just think your map would be better overall with the other look. But I'm zipping my lips now.


--Andy

Never zip the lips Andy, not only will it hurt, but I want your comments. Will go and have another look at it for you.

[quote"DiM"]hexes can create perfectly straight lines just like in the second image of the hedge labyrinth (not labArinth)[/quote]
You are right, going at the angle. :oops:
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Re: Labarinth [3/6] V11 P4

Postby chapcrap on Mon Jun 04, 2012 4:56 pm

I agree with the difficulty reading the letters and numbers for the grids.

I think lightening the starting terts was good, but some are still difficult. Maybe they should not have the black lines on the terts. I think that's the problem.
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Re: Labarinth [3/6] V11 P4

Postby koontz1973 on Tue Jun 05, 2012 1:15 pm

Still not convinced that this is a better way to go and this is only a preliminary mock up.
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Re: Labarinth [3/6] V11 P4 hex test image page 6

Postby nolefan5311 on Tue Jun 05, 2012 5:42 pm

Not a fan of that at all. I like the grid system.
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Re: Labarinth [3/6] V11 P4 hex test image page 6

Postby isaiah40 on Tue Jun 05, 2012 8:52 pm

nolefan5311 wrote:Not a fan of that at all. I like the grid system.

What he said!!
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Re: Labarinth [3/6] V11 P4 hex test image page 6

Postby Victor Sullivan on Tue Jun 05, 2012 9:11 pm

What if, what if you did pentagons? Haha, it would be cool, but it probably wouldn't work!

Anywho, I mainly stopped in here because *labyrinth* is spelled wrong!

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