Stronghold - updated 29/01/2015

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Re: Stronghold [4/12] Page 7

Postby RedBaron0 on Wed Jan 01, 2014 4:46 pm

I like green for sure, however you are going to need to keep an eye on the color blind test since green in a part of the most common type of color blindness.
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Re: Stronghold [4/12] Page 7

Postby ManBungalow on Fri Jan 03, 2014 4:33 pm

Okay, here's an update:

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I've decided to stick with the green theme.

This update doesn't show everything I want to update right now, but it'll do to be going on with.

Brief summary of changes:
All borders have been refined and should hopefully appear more uniform now.
Water basically smoothed over.
Mountains rounded off and shaded differently.
Different look for forests - I'm not happy with these...will have another look later.
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Re: Stronghold [4/12] Page 7

Postby degaston on Sat Jan 04, 2014 7:22 pm

ManBungalow wrote:...Different look for forests - I'm not happy with these...will have another look later.

Have you tried using real trees? I made this in a few minutes with a screen capture from the birds-eye view of bing maps. Kind of reminds me of those tilt-shift videos. A satellite view might also work, or It might look better if you lined it up with the edge of a forest.
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Re: Stronghold [3/1] Page 9

Postby ManBungalow on Sun Jan 05, 2014 2:21 pm

Thanks, I'll try that with the next update.

The trees in previous versions of this map were actually a composite of a birds-eye image of a real forest, like you're saying. I think the scale was a little off though.

EDIT: the bonus values shown in the legend of the current image are incorrect (see the previous page of this thread for correct values). will change this in the next update.
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Re: Stronghold [3/1] Page 9

Postby RedBaron0 on Tue Jan 07, 2014 11:31 pm

A drawn tree wouldn't look bad either, something generally uniform but with slightly different shades of green for the color of the tree, Something like this maybe:

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Re: Stronghold [4/12] Page 7

Postby Dukasaur on Wed Jan 08, 2014 2:22 am

RedBaron0 wrote:I like green for sure, however you are going to need to keep an eye on the color blind test since green in a part of the most common type of color blindness.

Could he use different shades of green and use textures to make it visible for the colour blind? The black/white contrasts in the textures should be visible even to those who are 100% colour-blind, no?
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Re: Stronghold [3/1] Page 9

Postby ManBungalow on Wed Jan 08, 2014 5:18 am

I ran it through a colourblind filter a few days ago, and it looks okay.

Lake Rebels/Salty Coast are quite similar.

But on the whole, I think having such thick borders to mark the edges of the bonuses makes it pretty unambiguous. Will go over it again though.
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Re: Stronghold [3/1] Page 9

Postby RedBaron0 on Mon Jan 13, 2014 10:28 am

That's fine MB, we all need to see these tests too though, the more people that can judge, the better.
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Re: Stronghold [3/1] Page 9

Postby ManBungalow on Sun Feb 02, 2014 5:56 pm

Just an FYI....I'll update this map very soon. Real life is pretty hectic right now.
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Re: Stronghold [3/1] Page 9

Postby koontz1973 on Wed Feb 05, 2014 4:52 am

ManBungalow wrote:Just an FYI....I'll update this map very soon. Real life is pretty hectic right now.

A little one is better than nothing. Try to get one done this week for us.
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Re: Stronghold [3/1] Page 9

Postby RedBaron0 on Wed Feb 05, 2014 5:08 pm

koontz1973 wrote:
ManBungalow wrote:Just an FYI....I'll update this map very soon. Real life is pretty hectic right now.

A little one is better than nothing. Try to get one done this week for us.


What he said.
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Re: Stronghold [3/1] Page 9

Postby RedBaron0 on Thu Feb 13, 2014 10:20 am

[moved]

Seems the progress of this map has stalled. Should the mapmaker choose to continue the production of this map, all they need do is contact any CA and ask it be moved back to the Foundry, once an update has been made. Be aware that the vacation this map will be put on will be for a period of no longer than 6 months. Should that time period pass without update this map will be consided abandoned, meaning its various gameplay elements will be free to used by any other mapmaker. Even if this map returns to the Foundry it may be reevaluated for gameplay worthyness due to possible changes in Foundry standards that may occur in the meantime. At that time the gameplay stamp may be recinded temperarily to denote its status.
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Re: [Vaction valid until August 2014] Stronghold

Postby ManBungalow on Thu Feb 13, 2014 10:28 am

I've got this. Should have some time soon.
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Re: [Vaction valid until August 2014] Stronghold

Postby dakky21 on Sun Jun 29, 2014 5:02 pm

Anything new about this? Like, almost 5 months passed?
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Re: [Vaction valid until August 2014] Stronghold

Postby ManBungalow on Tue Jan 20, 2015 7:08 pm

Hi, I'm hoping to revive this map!

Does anyone still visit the foundry? Mods?

8-[

Here's an update. Can I get it back in the main foundry please? :)

Click image to enlarge.
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Summary of update:
*New trees
*New connection between Crown Plains and Cobble to eliminate the bottleneck which was there before
*Neutral 2 moved from Trout Bay to Minty Fields so nobody starts next to the Sun Rebels, as that can only be attacked by one region
*Minor tweaks
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Re: [Vaction valid until August 2014] Stronghold

Postby sempaispellcheck on Wed Jan 21, 2015 12:56 pm

ManBungalow wrote:Hi, I'm hoping to revive this map!

IT'S ALIIIIIIIIIIIIVE!!!!! :o :lol:

I support this being revived.
Good to see you back, ManB.

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Re: Stronghold - updated 21/01/2015

Postby waauw on Wed Jan 21, 2015 3:37 pm

great map.
Though one question, why are the bonuses for Crown plains and Gargoyle different? They both have the same number of territories and borders and they both stand on equally dangerous positions.
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Re: Stronghold - updated 21/01/2015

Postby iancanton on Thu Jan 22, 2015 3:54 am

glad to see an update! moved to the main foundry workshop!

ian. :)
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Re: Stronghold - updated 21/01/2015

Postby ManBungalow on Thu Jan 22, 2015 5:27 am

waauw wrote:great map.
Though one question, why are the bonuses for Crown plains and Gargoyle different? They both have the same number of territories and borders and they both stand on equally dangerous positions.

I guess because the Cobble <-> Crown Plains border wasn't there until the last update, so Crown Plains was easier to defend!

I'll have a good look at and review the bonus values this evening. Hopefully I'm allowed to tweak them a little bit even though I already have the gameplay stamp?

Cheers guys!
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Re: Stronghold - updated 21/01/2015

Postby Endgame422 on Fri Jan 23, 2015 1:46 pm

Looks great.
Love a map with an objective(esp with fog)
Im glad you stuck with the green i much prefer it.
Are the 3 neutrals next to stronghold killer?
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Re: Stronghold - updated 21/01/2015

Postby ManBungalow on Fri Jan 23, 2015 3:21 pm

Endgame422 wrote:Looks great.
Love a map with an objective(esp with fog)
Im glad you stuck with the green i much prefer it.
Are the 3 neutrals next to stronghold killer?

Thank you kindly!

Those neutrals are NOT killer neutrals. They would be a good candidate for killer neutrals, but there are 2 reasons why they sadly cannot be:

1) I'm aiming to have this map be as simple as possible, such that you don't have to check the legend more than once - so many other maps have me reading ancient texts to work out how to attack now
2) As this map was the product of a competition - the competition determined specific gameplay criteria which I'm not allowed to deviate from (eg by introducing killer neutrals)

Thanks for your interest!
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Re: Stronghold - updated 21/01/2015

Postby Dukasaur on Sun Jan 25, 2015 1:55 am

Good to see you back, ManB!

I still love this map!
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Re: Stronghold - updated 21/01/2015

Postby ManBungalow on Thu Jan 29, 2015 3:21 pm

Small update:

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Summary:

More balanced bonus values - @cartographers, sorry about this change, I don't think I'm supposed to change gameplay after getting the stamp? I think it's for the best though!

Slightly changed colours to make some kingdoms more distinct
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Re: Stronghold - updated 21/01/2015

Postby iancanton on Sun Feb 15, 2015 4:10 pm

now that u've bumped up the easier bonuses, the harder ones in the middle are looking unattractive. to fix that, try sherwood +5, gargoyle +6, crown plains +6 and darwin +4. expanding the western forest to separate raven from coven rebels will help to bring the latter into play, as its the only rebel region adjacent to 3 other regions. on an open map such as this, players usually try to avoid wasting their troops on attacking neutrals, so reducing the rebel starting neutrals to n2 will encourage players to attack the rebels (cut the auto-deploy from +2 to +1 to compensate).

from what i can see, the new greens make each bonus zone stand out well from its neighbours.

ian. :)
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