[Abandoned] - Goblin Tribes

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Re: Goblin Tribes v4 may19 update pg 1 & 3

Postby Danyael on Tue May 19, 2009 2:07 pm

VERSION 4.5
Click image to enlarge.
image

Things change/fixed
worked on mountains
legend i made it strong so not an eye sore
moved around chiefs and changed how they attack and made them separate territ
added neutral start numbers on gates
moved around some names and army circles
title
and other little changes

To Do
finish working on the icon and entrance of evil mine
make better goblin chiefs?
finish making a mushroom patch on myz that fungi can one way attack

i have decided that i'll just have the one hut and i will make a mushroom patch on myz and then i'll put on the legened that fungi can one way attack myz any thoughts on this?
as well i'm working on the look for the evil mine as you can see the tracks and entrace are gone and i'll be redoing those and the icon in the legend
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Re: Goblin Tribes v4.5 may19 update pg 1 & 4

Postby TaCktiX on Wed May 20, 2009 9:01 pm

Really good update, the legend is much more understandable and all the graphics are improved.

Graphics
- The title looks good, but on the R, the dripping slime is a little out of proportion with the rest of the letters. Consider keeping the slime only on the top of the R, with a slight drip over the curve and stem (if that makes sense).
- The Skulls and Fangs are far too small on map to be obviously understood. Perhaps consider a different symbol (like a single Fang) to allow for the symbols to look as good as the Bloods and Muds (though the Mud needs to stick out from under the text a bit better. You can put the symbol just about anywhere, and not just underneath the letter).
- The chiefs could use some improving. They're good, but as the rest of the map is improving they look "behind." Definitely look into improving them as you've noted as a possible To Do.

Gameplay
- I think that there needs to be more than one tier of bonus for all the tribes. Make it more like Uniting the tribe bit by bit than a generic "aha, I now have all the power!" at a blockoff point. As it stands, it's either an easy two bonuses (Fangs, Bloods), or a really sweet bonus with a good drop (Muds, Skulls). Perhaps have a minimum territory cutoff (the 3-territory is a good one), and have built bonuses from there on up for each section. (+1 for 3, +2 for 4, +3 for 5, etc.)
- To avoid a really sweet freebie bonus drop in 1v1 games (big problem we've been running into with a lot of recent maps), I would look into either having some default neutrals, or requiring the chief to be held to gain a tribe bonus, and have them neutral.
- The description of the Chief attack routes (and adjacent territory) can be confusing. How about "the territory they are in" or something like that, as strictly speaking, the chief isn't adjacent.
- The Gates description of attack routes is misleading. I assume the two pairs can attack each other, but it looks like it's merely one-way. Also, the bonus is way too high. Sure they technically have to defend against 7 territories, but with them starting neutral they'll get conquered over in expanding empires. Building that into a nearly-freebie +5 would be something to avoid. Their mobility alone is really good, so consider dropping it to a +2 or +3.

Things are coming along nicely on this map, it's a shame I have to make sure it got
Image.
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Re: Goblin Tribes v4.5 may19 update pg 1 & 4

Postby Danyael on Wed May 20, 2009 9:56 pm

TaCktiX wrote:Really good update, the legend is much more understandable and all the graphics are improved.

Thanks
Graphics
- The title looks good, but on the R, the dripping slime is a little out of proportion with the rest of the letters. Consider keeping the slime only on the top of the R, with a slight drip over the curve and stem (if that makes sense).
- The Skulls and Fangs are far too small on map to be obviously understood. Perhaps consider a different symbol (like a single Fang) to allow for the symbols to look as good as the Bloods and Muds (though the Mud needs to stick out from under the text a bit better. You can put the symbol just about anywhere, and not just underneath the letter).
- The chiefs could use some improving. They're good, but as the rest of the map is improving they look "behind." Definitely look into improving them as you've noted as a possible To Do.

The try that with the title. (its not really slime its just the difference colour from the grass behind it but it does have a slime look in a way)

When i first started with the symbols a single fang looked off which is why i made it a shield but yes i agree both skull and fang symbol are not as nice as the muds and bloods i'll work on a few different symbols. I'll also move them around from the names but i kinda like how it looks but function is more important then looks.
As for the chiefs i'm working on better ones i might keep the muds chief he cracks me up but i'll draw up a bunch for people to look at and maybe decide with a poll one which ones to use
i think the tree impassables look out of place and will be changing those as well you think thats a good idea

Gameplay
- I think that there needs to be more than one tier of bonus for all the tribes. Make it more like Uniting the tribe bit by bit than a generic "aha, I now have all the power!" at a blockoff point. As it stands, it's either an easy two bonuses (Fangs, Bloods), or a really sweet bonus with a good drop (Muds, Skulls). Perhaps have a minimum territory cutoff (the 3-territory is a good one), and have built bonuses from there on up for each section. (+1 for 3, +2 for 4, +3 for 5, etc.)
- To avoid a really sweet freebie bonus drop in 1v1 games (big problem we've been running into with a lot of recent maps), I would look into either having some default neutrals, or requiring the chief to be held to gain a tribe bonus, and have them neutral.
- The description of the Chief attack routes (and adjacent territory) can be confusing. How about "the territory they are in" or something like that, as strictly speaking, the chief isn't adjacent.
- The Gates description of attack routes is misleading. I assume the two pairs can attack each other, but it looks like it's merely one-way. Also, the bonus is way too high. Sure they technically have to defend against 7 territories, but with them starting neutral they'll get conquered over in expanding empires. Building that into a nearly-freebie +5 would be something to avoid. Their mobility alone is really good, so consider dropping it to a +2 or +3.

yes I'll play with your bonus ideas if any one else wants to add to this idea please.
using the chief to obtain the bonus and making them neutral would be a good way to stop a first drop bonus but i think that would only be good if the chiefs were more centralized because i can see countless times people would just suicide thru the chiefs to eliminate the tribe bonus but maybe thats a good thing.
The gate connection are zip connects to zap(evilmine) and zoop connects to zoom (dark portal). As it stands the evil mine connections don't connect to the dark portal in other words zoop or zoom cannot attack zip or zap or vice versa
maybe i need to word it on the legend but i thought it would be clear any suggestions on doing this. Maybe they should all connect? as for the bonus i went with 5 due to the fact evil mine connections are separate then the dark portal making it a lot harder to hold
I guess this is important to figure out the best way to go with the gate connections i'll need comments on this for sure.



thanks once again your input is very appreciated
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Re: Goblin Tribes v5 may26 update pg 1 & 4

Postby Danyael on Tue May 26, 2009 11:32 pm

Version 5
Click image to enlarge.
image

Changes
finished new mine and portal on map and legend
changed wording for gate connection

To Do
reword chief assault legend better
add new chiefs
add info on mushroom patch
new icons for fangs and skulls
"change bonuses"

discussion on bonuses would be very welcome concerning
TaCktiX wrote:- I think that there needs to be more than one tier of bonus for all the tribes. Make it more like Uniting the tribe bit by bit than a generic "aha, I now have all the power!" at a blockoff point. As it stands, it's either an easy two bonuses (Fangs, Bloods), or a really sweet bonus with a good drop (Muds, Skulls). Perhaps have a minimum territory cutoff (the 3-territory is a good one), and have built bonuses from there on up for each section. (+1 for 3, +2 for 4, +3 for 5, etc.)
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Re: Goblin Tribes v5 may26 update pg 1 & 4

Postby Merker on Thu May 28, 2009 3:10 am

Some of this may allready be covered so, please do correct me;

-What is that pink blob next to Muck?
-I do realise that you are colourblind, but it may be appropiate to make the bonus information providerer things according to the colour;

Bloods ; Red
Fangs ; Brown
etc.

-It looks like the Bloods chief is carrying a sack, not next to a puddle of blood.
-The fangs look INCREDIBLY creepy.

I'll edit in more later, but I'm very busy!
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Re: Goblin Tribes v5 may26 update pg 1 & 4

Postby Danyael on Thu May 28, 2009 1:53 pm

Merker wrote:Some of this may allready be covered so, please do correct me;

-What is that pink blob next to Muck?
-I do realise that you are colourblind, but it may be appropiate to make the bonus information providerer things according to the colour;

Bloods ; Red
Fangs ; Brown
etc.

-It looks like the Bloods chief is carrying a sack, not next to a puddle of blood.
-The fangs look INCREDIBLY creepy.

I'll edit in more later, but I'm very busy!

thank you very much for you input merker

-The pink blob is going is an impassable along with the trees they will be made better to suit
the map i might end up making it look like a deep hole or a fire pit but not sure yet
but it will not be a pink blob in the end

-i understand why the colour coding might be good but its just as easy to tell the difference
by first letter and icon i.e. "F" in Fangs.
so i don't think making a colour code is needed aswell

-haha the blood chief is holding a bag his real name is loe i grabbed him from a painting i did
a couple of years ago. here is the rough draft i took him from when i started this map as
you'll see he's clearly holding a bag
Click image to enlarge.
image

of babbies!
but as i said in To Do all the chiefs are getting a overhaul so they look as good as the rest of
the map

Update 5.3
Click image to enlarge.
image

Changes
made the new icons for fangs and skulls
moved all icons away from letters to clear up the words
added to portal graphics
changed chief and gate bonuses and wording
worked on "R" in the title
over little stuff

To Do
make new chiefs
finish better tree and pink blob impassables
and lots of over little things :P
figure out gameplay
(just an idea to add with orginal bonuses as TaCktiX's suggests
-hold blood chief and get +1 for every 2 bloods
-hold fang chief and get +2 for every 3 fangs
etc..
keep any comments coming
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Re: Goblin Tribes v5.3 June 3 update pg 1 & 4

Postby Danyael on Wed Jun 03, 2009 12:25 am

Version 6
Click image to enlarge.
image

Changes
made all impassables mountains added cracks and grunge around them to look more natural
made new blood chief

In the works and to do
finish mud fang and skull chiefs
improved bonus set up involving chiefs
make a different army circle look for chiefs

As mentioned i think i will add another bonus to the chiefs i think it will be along the lines of
HOLD CHIEF AND 3 OF THERE TRIBAL LAND FOR +1
this will make the build your own bonus have another layer
any additional thought on this

any feed back is appreciated nit picks and all everything helps in the process
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Re: Goblin Tribes v5.3 June 3 update pg 1 & 4

Postby squishyg on Wed Jun 03, 2009 2:24 pm

The lettering on the legend is nice, but it looks crowded to me. At first glance I actually though the words were overlapping. If you give some more space above and below words like "Chiefs" "Evil" "Dark", etc., I think it'll be easier to read.

I like the bigger goblin chief image on the left. They should all be big like that. This map is super cute. We need more goblins on cc.
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Re: Goblin Tribes v5.3 June 3 update pg 1 & 4

Postby neanderpaul14 on Wed Jun 03, 2009 4:02 pm

I love the fact that you put Muck right below Mudbutt.
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Re: Goblin Tribes v5.3 June 3 update pg 1 & 4

Postby Danyael on Wed Jun 03, 2009 4:21 pm

squishyg wrote:The lettering on the legend is nice, but it looks crowded to me. At first glance I actually though the words were overlapping. If you give some more space above and below words like "Chiefs" "Evil" "Dark", etc., I think it'll be easier to read.

I like the bigger goblin chief image on the left. They should all be big like that. This map is super cute. We need more goblins on cc.


thanks for the support i almost have the new fang chief done then only two more to go for the big guys i'll also work on the parts of the legend that you think need more space as well due to your suggestion i noticed that the gate legend is slightly crooked

neanderpaul14 wrote:I love the fact that you put Muck right below Mudbutt.


i never realized that but it makes a good sense :lol:
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Re: Goblin Tribes v5.3 June 3 update pg 1 & 4

Postby pikkio on Wed Jun 03, 2009 7:16 pm

really good looking map!
the new chief is fantastic and absolutely connected with the map's graphic style. go on and make all the chief like that!
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Re: Goblin Tribes v5.3 June 3 update pg 1 & 4

Postby Danyael on Thu Jun 04, 2009 5:51 pm

pikkio wrote:really good looking map!
the new chief is fantastic and absolutely connected with the map's graphic style. go on and make all the chief like that!

thanks pikkio

june 4 update
Click image to enlarge.
image

changes
finished fang and blood chief
played with the legend as squishyq mentioned

to do and working on
skull chief
legend redesign for chiefs and new bonus structure
new army cirlces for chiefs
thinking i wil make a little crown on a square this will; be in next update
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Re: Goblin Tribes v6.5 June 4 update pg 1 & 4

Postby Bruceswar on Fri Jun 05, 2009 6:23 am

Why is this still in Drafting? Should this not be moved by now?
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Re: Goblin Tribes v6.5 June 4 update pg 1 & 4

Postby Danyael on Fri Jun 05, 2009 12:59 pm

Bruceswar wrote:Why is this still in Drafting? Should this not be moved by now?

thanks for your support

at times i ask myself the same thing
as i'm in no rush to see it moved forward as this time in the drafting room has made this map brood from
this
Click image to enlarge.
image

to
this
Click image to enlarge.
image

and i still see a lot of improvements and things to add

the main reason i think its still here is that i don't have the community feed back which is required
i'm sure it will come in due time but until then i'll keep on improving it
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Re: Goblin Tribes v6.5 June 4 update pg 1 & 4

Postby squishyg on Fri Jun 05, 2009 11:02 pm

The new chiefs look great. The legend is also much more readable. The lettering needs to be bigger below "Gates" and above "Chiefs". It could also stand to be just a bit bigger below "Chiefs" too, but that's me just being nitpicky.

I really like the fangs and the little mushrooms in Myz!
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