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Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Sun Feb 07, 2010 7:22 pm
by samuelc812
Nice map mate :)

It's nice and simple and will fit right in with the other maps of it's kind on Conquer Club.

A few graphical nit-picks:
  • The border that surrounds the whole of Cyprus is a bit blurry.
  • The font of the header is nice and suits the Cyprus theme, but i think you could do a bit more with the header, some colour and extra flair. It just looks a bit plain at the moment.
  • The two wheat stalks under the header (If that is what they are?) i think they would look nicer if they underlined the whole Cyprus word instead of just the centre.
  • The mini-map in my opinion is a bit too small, you have a bit more space to use next to the heading. You could make a bigger mini-map?

Looking nice nobodies :)

~Sam

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Sun Feb 07, 2010 7:54 pm
by shakeycat
I'd like if Turkish and Greek were capitalized. It takes a moment more for the word to click when it's all in lower-case.

Is there a clearer way to say "this half is Turkish, this half is Greek"? Something that would make the Turkish half visually different, maybe a red overlay up there, a blue one below? Something subtle but effective.

And it may help to understand the purpose behind the map if there was a short synopsis of the situation behind it, explaining its independence and the presence of the British, UN, Turks and Greeks all on this little island.

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Mon Feb 08, 2010 4:16 am
by rutherfoo
I think this map looks great, graphically and game-play-wise.

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Mon Feb 08, 2010 8:49 pm
by Calidrmr
i like this nobodies! :D

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Wed Feb 17, 2010 5:45 am
by Juan_Bottom
Am I the only one looking at Rizokarpaso, Yalousa, and Akanthou and thinking about nuetrals? If you get dropped with Rizokarpaso and Yalousa with nuetrals on Akanthou in a singles game you have two dead terts. Rare I know, but it would suck to have it happen.

Other than that I kinda agree with Sully, about trying new game play Ideas. With this being a historical place; and today a divided country I would think that you have all kinds of ideas about twisting game play. But! I also believe that on a classic game play map you do not need to go over the top with features, nor even include any. Classic is always excepted around here. And so long as this isn't a new map of Europe or USA I am comfortable with it forging.

What's up with the Brits attacking themselves? Is this to have a bridge to the other side of the island?

EDIT: I don't even remember this post. Not enough coffee in the world some times.

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Wed Feb 17, 2010 7:11 am
by thenobodies80
Thank you all for the comments ;)

I'm going to develope a version B with a totally different gameplay, but i need to look at it a bit more....
I'm not totally sure if i can do exactly what i thought with the current xml features #-o :lol:
Anyway it should be ready in few days :)

Thanks again
Nobodies

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Wed Feb 17, 2010 6:55 pm
by skepticCS
I like it! A good small (but not too small), straightforward map. I think think the land part of the map looks just fine graphically. However, I would like to see some more character in the open areas around the island. Either beef up title and legend or add some background art, perhaps featuring some of the geographic/historical features of the island. That's just a personal thing, though, not a deal-breaker.

Gameplay looks fine to me.

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Wed Feb 24, 2010 3:00 pm
by MrBenn
thenobodies80 wrote:Thank you all for the comments ;)

I'm going to develope a version B with a totally different gameplay, but i need to look at it a bit more....
I'm not totally sure if i can do exactly what i thought with the current xml features #-o :lol:
Anyway it should be ready in few days :)

Looking forward to seeing what you're got up your sleeves ;-)

Re: Cyprus - Version 1.1 (6th Feb)

PostPosted: Sun Jun 20, 2010 1:08 pm
by thenobodies80
This project has gone slowly for too long .... in addition I just discovered that I lost the files. ](*,) I need to restart from a scratch.
So currently, as we say in Italy, i'm on the high seas.......although the sea brought to me a helping hand. 8-[ ;)

Re: Cyprus [Coming Soon]

PostPosted: Sun Jun 20, 2010 1:36 pm
by porkenbeans
This could be a sweet little map. Please continue.
Glad to help with the graphics, if you should need it. ;)

Re: Cyprus [Coming Soon]

PostPosted: Tue Jun 22, 2010 4:24 pm
by thenobodies80
porkenbeans wrote:This could be a sweet little map. Please continue.
Glad to help with the graphics, if you should need it. ;)


Don't worry, I haven't forgotten what we talked about,there's something for which I'm happy to have your help, but not this map. I'll explain to you when the right moment comes. :)
As said i already found an helping hand on the high seas, to be precise a buccaneer.... ;)

Cyprus (23rd June) New version!

PostPosted: Tue Jun 22, 2010 5:11 pm
by thenobodies80
ok a good news, luckily I've found an old version and with a bit of work i'm now ready to post again :D

It's a bit a mess, i know, but for now i want comments about how the map works not about how it looks like...
Another good news is that Gilligan jumped on board in this project. He will write the xml and will help me developing the gameplay of this map.

But talking about the map.....what's new:

Two factions - turkish cities --> red circles (+1 every 5) - greek cities --> blue circles (+1 every 7). Both bonuses give you max +2
Nicosia belongs to both factions and start with 5 neutral
The two BMB cities aren't part of any bonus and revert to 2 neutrals
Bonuses are small, i'm open to changes but i'd like to keep all them small
The map has 8 SP (4 turkish and 4 greek - the circles are temporary) and everything else start neutral. All values are temporary.
Objective added: there are two possible objectives, the greek victory - all greek cities, nicosia and kyrenia and famagusta; the turkish victory - all turkish cities, nicosia, paphos, limassol and larnaca. In other words you have to hold all your factions and the other faction district capitals.
Paralimni is now part of Larnaca district, although it is part of Famagusta district, the greek population prevails in this area and it also justifies the last part of the UN buffered zone.

Click image to enlarge.
image


Feedback:
Some aspect i'd like to discuss before submitting the Design Brief:
1. Turkish/ greek bonus - the idea is to balance the two factions, the turkish is a bit smaller and "quick" to hold, the greek is larger but more powerful when held.
2. BMB (Akrotiri and Dhekelia) neutral values - the idea is to have a single quick way to move around the island and to broke the other faction bonus.
3. I'd like to have some suggestions about two different symbols to replace the red/blue circles that are obviously temporary.

Thoughts? :)

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 2:27 am
by theBastard
thenobodies80 wrote:Feedback:
Some aspect i'd like to discuss before submitting the Design Brief:
1. Turkish/ greek bonus - the idea is to balance the two factions, the turkish is a bit smaller and "quick" to hold, the greek is larger but more powerful when held.
2. BMB (Akrotiri and Dhekelia) neutral values - the idea is to have a single quick way to move around the island and to broke the other faction bonus.
3. I'd like to have some suggestions about two different symbols to replace the red/blue circles that are obviously temporary.

Thoughts? :)


I like this map. and the new version looking better in GP.

1, bonuses are not balanced, I think. for turkish bonus player need 5 turkish towns, for greek bonus 7 greek towns. but I can not see any advantage for greeks - you wrote that it is more powerfull...
2, I like this idea, but maybe give them any speciality (bombardment...?)
3, what about only coloured names of towns?

Cyprus is island, so what to add any ports here?
about victory, for turkish player needs to hold less towns, so players starting in turkish side could have advantage...

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 6:13 am
by thenobodies80
theBastard wrote:1, bonuses are not balanced, I think. for turkish bonus player need 5 turkish towns, for greek bonus 7 greek towns. but I can not see any advantage for greeks - you wrote that it is more powerfull...


I mean that the whole greek side gives you more troops when held (max +2 with the greek bonus + 2 paphos + 2 limassol + 3 larnaca) and instead the turkish side gives you less troops but is quicker to hold. Anyway those values can be changed, what values do you want suggest?

theBastard wrote:2, I like this idea, but maybe give them any speciality (bombardment...?)


they already have a special feature, in fact they are both killer neutrals, i think it's enough, or not? :-k

theBastard wrote:3, what about only coloured names of towns?


I thought about this possibilty, but there could be a couple of problems. Nicosia, that belongs to both factions, the coloured name doesn't work in that case. Moreover i used the coloured names in another map i was developing (now on vacation) and the coloured names weren't so much appreciated...so i thought about a sort of symbol (flags or something else, but i'm a bit lost on this :oops: )

Thank you for your suggestions, they were really appreciated :D
Nobodies

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 7:03 am
by theBastard
thenobodies80 wrote:I mean that the whole greek side gives you more troops when held (max +2 with the greek bonus + 2 paphos + 2 limassol + 3 larnaca) and instead the turkish side gives you less troops but is quicker to hold. Anyway those values can be changed, what values do you want suggest?


yes, but this only valid if you hold (with greek towns) also any region. but no when you hold 7 greek towns as = 2 from one region, 3 from second region and 2 from third...

thenobodies80 wrote:they already have a special feature, in fact they are both killer neutrals, i think it's enough, or not? :-k


than yes, I missed this :oops: . maybe they could attack each other as ports?

thenobodies80 wrote:I thought about this possibilty, but there could be a couple of problems. Nicosia, that belongs to both factions, the coloured name doesn't work in that case. Moreover i used the coloured names in another map i was developing (now on vacation) and the coloured names weren't so much appreciated...so i thought about a sort of symbol (flags or something else, but i'm a bit lost on this :oops: )


flags could be fine. when I will have any idea I will post it :D

thenobodies80 wrote:Thank you for your suggestions, they were really appreciated :D
Nobodies


not at all.

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 7:45 am
by Industrial Helix
I kind of miss the British bases... though they appear on the map in gameplay, they are not designated as such. I woul liek to see them designated somehow.

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 8:30 am
by thenobodies80
theBastard wrote:yes, but this only valid if you hold (with greek towns) also any region. but no when you hold 7 greek towns as = 2 from one region, 3 from second region and 2 from third...


I agree. As said i'm open to change the numbers of territories needed :)
The idea is to simulate a sort of "political influence" / "people support" that gives to you additional troops to help you to take the control of the regions.
In the same time i must say that it looks a bit stupid if you have 7 regions and you don't try to take a zone bonus, specially if you think that each player starts the game with a single territory. The territory bonus seems more easy to hold to me and it should come before the other during a game.

About the two British Military Bases i forgot to write it on the map, but sure they can attack each other :)
I'll update it later, when back home

Thanks again ;)

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 4:29 pm
by theBastard
thenobodies80 wrote:In the same time i must say that it looks a bit stupid if you have 7 regions and you don't try to take a zone bonus, specially if you think that each player starts the game with a single territory. The territory bonus seems more easy to hold to me and it should come before the other during a game.


I agree but no evrybody play intelligent :lol: or no everybody has lucky...

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 5:00 pm
by rockandrull
I think you go a little impassable crazy....and only plus 1 for 5/7 greek/turkish cities, respectfully?

Re: Cyprus (23rd June) New version!

PostPosted: Wed Jun 23, 2010 5:29 pm
by thenobodies80
the original idea was without the factions bonus and honestly i was happy with it, but i've added it to follow the suggestions.
Personally i want to keep this map with low bonuses, very low.
The big impassable is a wall that separates the two parts also in real life (for what i know actually they're planning to destroy it).

Re: Cyprus (23rd June) New version!

PostPosted: Thu Jun 24, 2010 11:08 am
by ManBungalow
That font is a pain to read.

Re: Cyprus (23rd June) New version!

PostPosted: Thu Jun 24, 2010 1:26 pm
by porkenbeans
thenobodies80 wrote:the original idea was without the factions bonus and honestly i was happy with it, but i've added it to follow the suggestions.
Personally i want to keep this map with low bonuses, very low.
The big impassable is a wall that separates the two parts also in real life (for what i know actually they're planning to destroy it).
Yes, I agree wholeheartedly. A small map should have small bonuses.

Re: Cyprus (23rd June) New version!

PostPosted: Sat Jun 26, 2010 8:46 am
by eigenvector
Hi,

I liked the version with the British bases more, too. It was much neater. One more graphical comment: the sea looks a bit dreary, maybe yu could make it brighter and/or add some graphics in the sea?

Anyway, this is a cool project, keep up the good work! :)

Re: Cyprus (23rd June) New version!

PostPosted: Sun Jun 27, 2010 6:57 pm
by thenobodies80
I've made some changes following the suggestions given:
  • Factions bonus is now +1 every 4 and +1 every 5 instead of +1 for 5 or 7.
  • Faction bonus is displayed with a minimap --> Is it clear?
  • Removed the old minimap for a bonus list, I've also decided for different values for district bonuses.
  • Readded the british flag and a visual sea connection between the two BMB
  • More redeable font

Circles on district capitals have a purely indicative purpose (starting positions)

Click image to enlarge.
image

Re: Cyprus V2.0 (28th June)

PostPosted: Sun Jun 27, 2010 7:52 pm
by natty dread
Looks interesting. Although the starting positions that are in the smaller 3-territory bonuses might have an advantage... easier to grab bonuses in the start.