Pirates and Merchants - V9 - Pg 1&13

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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 1:03 pm

well, it looks good at the parts where it's dark but some parts seem to be brighter in the middle, does it have some inner glow or something? maybe if you remove the glow it may blend in better with the map. the river i mean.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 1:11 pm

it's hard to find drawn ships but i like the ones on this maps

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i think the biggest problem with your ships is that i think you see them from the top or something and i don't really like the look of it. and with not getting the 'DiM' feel i basically mean, "well it's good but i think it's not your best".
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby BadgerJelly on Fri Dec 30, 2011 1:30 pm

Neat idea!
You can actually set players to have certain bonuses and others not??
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 4:34 pm

zimmah wrote:well, it looks good at the parts where it's dark but some parts seem to be brighter in the middle, does it have some inner glow or something? maybe if you remove the glow it may blend in better with the map. the river i mean.


there's no glow it's just that rivers are thicker at their end where they flow into the sea, hence the blue is more prominent. near the beginning of the river the stream is thinner and shallower and that's why it looks like a lighter blue. making the rivers the same width and depth all the way is completely unnatural.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 4:35 pm

zimmah wrote:i think the biggest problem with your ships is that i think you see them from the top or something and i don't really like the look of it. and with not getting the 'DiM' feel i basically mean, "well it's good but i think it's not your best".


ok will change them to something hand drawn.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 4:38 pm

BadgerJelly wrote:Neat idea!
You can actually set players to have certain bonuses and others not??



yes you can do that. let's say i want only the merchants to get the continent bonuses. to code that you simply add the merchant ships as a requisite in the continent bonus. so even if you hold that continent you won't get the bonus unless you hold at least a merchant ship.
same goes for the treasures (where you need a pirate ship) or the ports (merchant ship)
i don't know exactly what code tags are used in the xml but that's the basic idea.
zimmah could probably tell you in detail.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 5:24 pm

V2:
*changed the ships to hand drawn
*some name changes and movements
*treasure Xs made more visible
*legend tweaks
*minor modifications here and there
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 5:28 pm

DiM wrote:
BadgerJelly wrote:Neat idea!
You can actually set players to have certain bonuses and others not??



yes you can do that. let's say i want only the merchants to get the continent bonuses. to code that you simply add the merchant ships as a requisite in the continent bonus. so even if you hold that continent you won't get the bonus unless you hold at least a merchant ship.
same goes for the treasures (where you need a pirate ship) or the ports (merchant ship)
i don't know exactly what code tags are used in the xml but that's the basic idea.
zimmah could probably tell you in detail.



this only hold true if you have starting regions that can not be assaulted by anyone else, as i explained before to badger regarding a simular question, all players will be treated equally so it's not possible to apply different rules to different players. in this map the effect is simulated but all players still get the same treatment if they would have a possibility to get the same region.
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby zimmah on Fri Dec 30, 2011 5:29 pm

that's allready much better to me
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Re: Pirates and Merchants [29.Dec.11] - Missions Map - V1 -

Postby DiM on Fri Dec 30, 2011 5:31 pm

zimmah wrote:that's allready much better to me



cool, now forget about graphics for a while and focus on missions.
suggestions are appreciated :)
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby Industrial Helix on Fri Dec 30, 2011 5:38 pm

Hell yeah! a pirate map! and a cool one to boot.

the first thing that I think you need to get done is to fill out all of the mission for each of the captains. Then we can sticky this thread and get moving.
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby DiM on Fri Dec 30, 2011 5:43 pm

Industrial Helix wrote:Hell yeah! a pirate map! and a cool one to boot.

the first thing that I think you need to get done is to fill out all of the mission for each of the captains. Then we can sticky this thread and get moving.


i just hit an inspirational moment and i'm making a mission and a background story for each character.
will post as soon as i finish them.
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby DiM on Fri Dec 30, 2011 6:20 pm

V3:
*added missions
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby zimmah on Fri Dec 30, 2011 6:29 pm

missions sound doable (xml-wise) and different enough to allow for interesting and diverse gameplay, i'll take a more in depth look about balance later. but on the first sight, it looks good.
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby DiM on Fri Dec 30, 2011 6:43 pm

zimmah wrote:missions sound doable (xml-wise) and different enough to allow for interesting and diverse gameplay,


this is what interested me the most.

zimmah wrote:i'll take a more in depth look about balance later.


this part is going to be very tricky and somehow i think no matter how much we'll talk about it in the foundry the only way we'll get this right is going in beta. there are so many variables in this that regardless of how much we analyse it we'll never get it right just by looking at the image.
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby Oneyed on Fri Dec 30, 2011 6:44 pm

this map looks beautiful. and I like interesting idea for each player do different missions :)
just legen is large almost game map...

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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V2 -

Postby zimmah on Sat Dec 31, 2011 5:48 am

DiM wrote:
zimmah wrote:missions sound doable (xml-wise) and different enough to allow for interesting and diverse gameplay,


this is what interested me the most.

zimmah wrote:i'll take a more in depth look about balance later.


this part is going to be very tricky and somehow i think no matter how much we'll talk about it in the foundry the only way we'll get this right is going in beta. there are so many variables in this that regardless of how much we analyse it we'll never get it right just by looking at the image.



i'm afraid you're right on that one
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby Industrial Helix on Sat Dec 31, 2011 1:28 pm

I love the missions are, so as mentioned before I will stick I will sticky this thread.

and I noticed two spelling mistakes under Lady mia. misterious should be mysterious. and up under Baron von Bucht, on the second line, produces should be produced and on the third line " he knew" should be "he knows".

out of curiosity did this map start as an entry into the Papua New Guinea contest? And maybe you decided to take the map in a different direction instead of entering the contest?
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby DiM on Sat Dec 31, 2011 2:02 pm

Industrial Helix wrote:I love the missions are, so as mentioned before I will stick I will sticky this thread.

and I noticed two spelling mistakes under Lady mia. misterious should be mysterious. and up under Baron von Bucht, on the second line, produces should be produced and on the third line " he knew" should be "he knows".


thanks. will correct them next year :lol:

Industrial Helix wrote:out of curiosity did this map start as an entry into the Papua New Guinea contest? And maybe you decided to take the map in a different direction instead of entering the contest?


i was talking to bruceswar in the papua contest thread and he could not believe me when i said i could do such an entry for the contest in under 3 hours.
i did it and decided to enter the contest. http://www.conquerclub.com/forum/viewtopic.php?p=3410497#p3410497.
came second and decided i'm not gonna throw away 2 hours and 10 minutes worth of photoshopping so when zimmah said he'd like a map with missions i added added the solomon islands changed the gameplay added stories and got pirates and merchants :D
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby Victor Sullivan on Sat Dec 31, 2011 7:10 pm

DiM wrote:
Industrial Helix wrote:out of curiosity did this map start as an entry into the Papua New Guinea contest? And maybe you decided to take the map in a different direction instead of entering the contest?


i was talking to bruceswar in the papua contest thread and he could not believe me when i said i could do such an entry for the contest in under 3 hours.
i did it and decided to enter the contest. http://www.conquerclub.com/forum/viewtopic.php?p=3410497#p3410497.
came second and decided i'm not gonna throw away 2 hours and 10 minutes worth of photoshopping so when zimmah said he'd like a map with missions i added added the solomon islands changed the gameplay added stories and got pirates and merchants :D

Going green are we? :lol:

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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby Riskmaster101 on Tue Jan 03, 2012 10:01 pm

I love this map! The gameplay seems fair and the graphics appear up to par! Please continue :)
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby DiM on Thu Jan 05, 2012 1:25 pm

how about a main foundry move? :)
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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby thenobodies80 on Thu Jan 05, 2012 8:23 pm

DiM, about your supersize applications, I'm fine with having this map 1200 wide. I was wondering if the legend could be reduced in some way.
Mainly for two reasons: You have lot of unused space there, the minimap doesn't need to have the bonus regions splitted, specially because you have the numbers that fits the bonus territory. You can try also to have the text/objectives written more closer. Honestly at glance I can't say how much space you can save in that way, but try to save more you can. The purpose of my request is to have less height possible, to avoid scrolling. Although it seems strange some users on this site still have small monitors and we should try to make them happy when possible. ;)
As soon as you have the current map cropped in the best way you can, I don't see reason to not give you the supersize approval and see your project moved into the main foundry.

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Btw I like how you turned your old map in this one, nice idea mate! =D>

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Re: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby DiM on Thu Jan 05, 2012 9:44 pm

thenobodies80 wrote:DiM, about your supersize applications, I'm fine with having this map 1200 wide. I was wondering if the legend could be reduced in some way.
Mainly for two reasons: You have lot of unused space there, the minimap doesn't need to have the bonus regions splitted, specially because you have the numbers that fits the bonus territory. You can try also to have the text/objectives written more closer. Honestly at glance I can't say how much space you can save in that way, but try to save more you can. The purpose of my request is to have less height possible, to avoid scrolling. Although it seems strange some users on this site still have small monitors and we should try to make them happy when possible. ;)
As soon as you have the current map cropped in the best way you can, I don't see reason to not give you the supersize approval and see your project moved into the main foundry.

Thanks
Nobodies

Btw I like how you turned your old map in this one, nice idea mate! =D>


i have managed to cut 100px of the height of the map. honestly it's a bit cramped for my taste but if it needs to be done then it needs to be done.
“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: Pirates and Merchants [31.Dec.11] - Missions Map - V3 -

Postby DiM on Thu Jan 05, 2012 9:45 pm

V4:
*reduced height by 100px
*spelling corrections
*legend adjustments

Click image to enlarge.
image
“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
Image
User avatar
Major DiM
 
Posts: 10554
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks
Medals: 45
Standard Achievement (2) Doubles Achievement (2) Triples Achievement (1) Terminator Achievement (2) Assassin Achievement (2)
Freestyle Achievement (1) Nuclear Spoils Achievement (1) Fog of War Achievement (2) Speed Achievement (1) Teammate Achievement (1)
Cross-Map Achievement (2) Ratings Achievement (3) Tournament Achievement (4) General Achievement (4) Map Contribution (10)
Tournament Contribution (4) General Contribution (3)

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