[Vacation valid until Aug. 2014] Ziggurat

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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby BGtheBrain on Wed Apr 03, 2013 9:24 am

I dont know what % of people like the huge maps, but I know it discourages some players if a map is too large. I thnk the current size is great.

I like maps with objectives, would there be any way to tie an objective to this map as well? Perhaps E01 like the St Pats Map has the pot o gold?
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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby jonofperu on Sat Apr 06, 2013 8:55 pm

Thanks for the reminder, Koontz. I've been working on an update, but I'm having some trouble with Photoshop. I may have to flatten some layers since I have thousands now and I think the file is too large. If I try to move the legend or some other group for example, it hangs up processing for a couple minutes before it completes the move...
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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby koontz1973 on Sat Apr 06, 2013 10:29 pm

Never flatten layers if you have to. Send isaiah40 or thenobodies80 a quick PM with your problem. They both use PS and might be able to help you.
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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby isaiah40 on Sat Apr 06, 2013 11:28 pm

jonofperu wrote:Thanks for the reminder, Koontz. I've been working on an update, but I'm having some trouble with Photoshop. I may have to flatten some layers since I have thousands now and I think the file is too large. If I try to move the legend or some other group for example, it hangs up processing for a couple minutes before it completes the move...

Yea I've had this happen a few times. Just work through it, be patient and DON'T try to do anything else while it's attempting to move everything. Leave all the layers as they are because you might have to go back and edit those flattened layers later.
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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby jonofperu on Sun Apr 07, 2013 9:25 pm

Well I'm thinking of flattening some groups in a working file and keeping them in a backup so I can access those layers and import them if I need to. Not exactly sure how easily that's done though. But I'm definitely not going to eliminate layers by flattening unless I can find a way to preserve them. Thing is, if there were a way to easily import/export groups of layers I could reduce the filesize significantly and make the thing usable again.
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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby isaiah40 on Sun Apr 07, 2013 10:41 pm

jonofperu wrote:Well I'm thinking of flattening some groups in a working file and keeping them in a backup so I can access those layers and import them if I need to. Not exactly sure how easily that's done though. But I'm definitely not going to eliminate layers by flattening unless I can find a way to preserve them. Thing is, if there were a way to easily import/export groups of layers I could reduce the filesize significantly and make the thing usable again.

If you want to flatten or merge layers, but have a backup, all you have to do is create a new file with the same size, select the layers you want to backup, and then drag them over onto the new canvas (it's a good idea to have both canvases visible) and viola, you have the layers backed up after you save the new file of course. You can then flatten or merge the layers in your working file. Though if you do this be prepared to do extra work in the long run. One thing you can do is to make sure you don't have any other programs running, that will help when working with PS.
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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby jonofperu on Mon Apr 08, 2013 10:36 pm

Could this map please be placed on vacation for 15-30 days. I'm in an event and there's no way I'm going to get it figured out for an update before that.
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Re: Ziggurat (high ground) [2013/03/09] V7 P5

Postby koontz1973 on Mon Apr 08, 2013 11:05 pm

[Moved]

At the request of the mapmaker, this map has been placed on vacation for a period of 6 months. After the 6 months the map will be considered Abandoned. If the mapmaker wants to continue with the map, then one of the Cartographer Assistants will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

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Re: Ziggurat [18/Sep/2013] v9 (p6)

Postby jonofperu on Wed Sep 18, 2013 9:03 am

UPDATE!
Click image to enlarge.
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In this update:
Applied shadows
Added blood to the altar
Updated the legend per Koontz's suggestions.
- Eliminated standard deploy explanation
- Changed bombardment description
- Eliminated dividers between the last 3 sections

To do:
The biggest thing left IMO is to draw the camps. I'm kinda stumped here. Can anyone draw a fire pit? Not sure what ancient Inka-Aztec tents would look like other than a "pavilion" roof on poles, but something like that would be a nice addition. Only I'm reluctant to draw something else that would have to be three-dimensional. The next step is to draw the stone pathways to each camp. That I can handle. :-)
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Re: Ziggurat [18/Sep/2013] v9 (p6)

Postby koontz1973 on Wed Sep 18, 2013 12:23 pm

Good to see you back in action. Will give you another going over when I have dealt with a couple of other maps.
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Re: Ziggurat [18/Sep/2013] v9 (p6)

Postby iancanton on Thu Sep 19, 2013 8:08 pm

the corners ought to start with n2 neutrals instead of n5. unlike on many other maps, the corners here are disadvantaged because they are the only places that can be attacked by two auto-deploys, while the other locations have more opportunity to climb the pyramid. alternatively, perhaps use 12 starting locations instead of 16.

ian. :)
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Re: Ziggurat [18/Sep/2013] v9 (p6)

Postby jonofperu on Thu Sep 19, 2013 10:18 pm

Great observation, ian. I hadn't thought about it that way. I was thinking the corners were easier to take since you can attack them from two sides and therefore they should have more neutrals to make them harder to take... BUT as you point out they are just has hard to defend and that's probably enough of a balance. Not sure what you mean by the other spots having more opportunity to climb, unless it's that it's harder to get through the corner and start working on the spots with stairs to the next level.

Anyone else think the corners should be a 2 or 3?
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Re: Ziggurat [18/Sep/2013] v9 (p6)

Postby koontz1973 on Fri Sep 20, 2013 3:58 am

iancanton wrote:the corners ought to start with n2 neutrals instead of n5.

jonofperu wrote:Anyone else think the corners should be a 2 or 3?

If ian says it, take it as a must have. ;)
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Re: Ziggurat [18/Sep/2013] v9 (p6)

Postby Beko the Great on Fri Sep 20, 2013 8:43 am

This map has interesting concepts but you have to work a lot on the artwork, add it a lot of summerian style, to create the ambient like you're really Ancient Sumeria ;)

Here's something to inspire you:
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Re: Ziggurat [18/Sep/2013] v9 (p6)

Postby jonofperu on Fri Sep 20, 2013 11:24 pm

LOL, thanks. But I'm thinking Ancient Americas, hence the stonework and legend border.
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