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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Gillipig on Wed Sep 14, 2011 9:37 am

cool map! but it's very hard to see where you can attack certain regions from. how big is the map?
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby The Cheat on Wed Sep 14, 2011 1:45 pm

This is the map idea to rule all other map ideas ... just saying. Awesome work!
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby DiM on Wed Sep 14, 2011 2:11 pm

Gillipig wrote:cool map! but it's very hard to see where you can attack certain regions from. how big is the map?


could you be more specific as to what area is hard to see?
“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: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby DiM on Wed Sep 14, 2011 2:12 pm

The Cheat wrote:This is the map idea to rule all other map ideas ... just saying. Awesome work!


i'm the king of the world :lol:
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Gillipig on Wed Sep 14, 2011 2:44 pm

DiM wrote:
Gillipig wrote:cool map! but it's very hard to see where you can attack certain regions from. how big is the map?


could you be more specific as to what area is hard to see?

The tech levels. Also the text is really hard to read at the moment.
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby The Cheat on Wed Sep 14, 2011 3:39 pm

We are on the path to destruction!
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Re: All Your Base Are Belong To Us[03.Sep.11] - V8 p1&8

Postby Winged Cat on Thu Sep 15, 2011 4:08 pm

Nice map. A few comments:

NP-4 is screwed. All other bases have at least one area they can expand to where they are not immediately in conflict with another player. AS-6 could do nothing but take out any land area NP-4 tries to expand to. Further, NP-4 only has 2 land expansion routes; all other bases have 3 or 4. Also, it seems a bit harder for the humans to get to all the DNA labs than for the aliens to get to all the nuke silos. One possible fix:

* Rotate AS-6, PA-3, and NA-3. That is, make PA-3 a human base, NA-3 a DNA lab, and AS-6 a nuke silo. Disconnect AS-3 and AS-5 (Himalayas border) if you don't want 2 nuke silos connected that closely.

* Have PA-2 and SA-3 connect.

* Have PA-1 connect to PA-2 and PA-4.

* Have AU-1 be able to assault PA-4, and (more importantly) SP-1 be able to assault SP-4 (to guard SP-3 vs. AU-1) and NP-4 be able to assault PA-2.

Also, AT-1 and AT-2 might be confused with Alien Tech. Possibly you could rename this to Alien Science, or...

MarshalNey wrote:(2) I'm assuming that the names for the research will have to be limited to about 4 or 5 characters. Given that...

How about dividing up each 'column' of research into a certain type listed at the very top, then each subsequent region as you go down the line describes an improvement/development.

So for the Alien research, for example, you could have four columns (types) such as:
(TECH 1.1) VIRAL BOTS RAYS PROBES
(TECH 1.2) H1N1 DOOM STUN DEEP
(TECH 2.1) STD T-1000 DEATH MIND
(TECH 2.2) .... etc.

For Human research maybe use some inspiration from Men in Black or X-com (the old computer game series)....


Note that there's the place designator on the map - 4-5 characters - and then the actual place name in the XML. So long as it's clear from the latter which of the former is meat, you can get away with abbreviations. Also, the tier 1 techs are not directly connected to the tier 2-3 techs, leaving 8 trees. So:

Alien 1.1: Cloning basics (CLON)
Alien 1.5: Cloning tanks (VATS)
Alien 1.2: Alien weaponsmithing (RAYS)
Alien 1.6: Metaphysical ammunition (DOOM)
Alien 1.3: Starship piloting (PILOT)
Alien 1.7: Starship construction (UFOS)
Alien 1.4: Alien sensors (PROBE)
Alien 1.8: Alien data compilation (DEEP)

Alien 2.1: Terran biology (TBIO)
Alien 2.5: Terran viruses (VIRUS)
Alien 3.1: Advanced viral transmission tactics (STD)
Alien 3.5: Extinction-inducing plagues (PLAG)

Alien 2.2: Terran geology (GEO)
Alien 2.6: Tectonic disruptors (QUAKE)
Alien 3.2: Volcano inducers (VOLC)
Alien 3.6: Earth-shattering kabooms (KABO)

Alien 2.3: Terran construction (CONS)
Alien 2.7: Rock eating organisms (ROCK)
Alien 3.3: Large-scale terran infrastructure demolition (DEMO)
Alien 3.7: Erasing human civilization (ERAS)

Alien 2.4: Terran sociology (TSOC)
Alien 2.8: Propaganda (PROP)
Alien 3.4: Brainwashing (BRAIN)
Alien 3.8: Human soldiers (SLAVE)

Human 1.1: Medical databanks (MEDIC)
Human 1.5: Hospitals (HOSP)
Human 1.2: Projectile weapon caches (GUNS)
Human 1.6: Ammunition factories (AMMO)
Human 1.3: Armored vehicle stockpiles (TANK)
Human 1.7: Fossil fuel depots (GAS)
Human 1.4: Farms (FARM)
Human 1.8: Produce distribution networks (FOOD)

Human 2.1: Alien biology (ABIO)
Human 2.5: Alien cellular structure (CELL)
Human 3.1: Poisons effective against aliens (POIS)
Human 3.5: Global fumigation (FUME)

Human 2.2: Robot servants (BOT)
Human 2.6: Cybernetics (CYBER)
Human 3.2: Artificial intelligence (AI)
Human 3.6: Immortality via backups (LIFE)

Human 2.3: Energy weapons (LASER)
Human 2.7: Fusion power (FUSE)
Human 3.3: Antimatter production (ANTI)
Human 3.7: Anti-starship weaponry (BYE)

Human 2.4: Alien sociology (ASOC)
Human 2.8: Alien mental structure (MIND)
Human 3.4: Psionics (PSI)
Human 3.8: Hive mind disruption (HIVE)

If "Anti-starship" is too vague, 3.7 could also be "Anti-mothership weaponry" (or "Anti-UFO weaponry" - but by then, the objects would no longer unidentified).
Last edited by Winged Cat on Thu Sep 15, 2011 6:57 pm, edited 2 times in total.
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Victor Sullivan on Thu Sep 15, 2011 4:33 pm

:shock:

Excuse me while I sweep up my recently combusted brain pieces...

-Sully
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Re: All Your Base Are Belong To Us[03.Sep.11] - V8 p1&8

Postby lostatlimbo on Thu Sep 15, 2011 7:38 pm

Winged Cat wrote:Note that there's the place designator on the map - 4-5 characters - and then the actual place name in the XML. So long as it's clear from the latter which of the former is meat, you can get away with abbreviations. Also, the tier 1 techs are not directly connected to the tier 2-3 techs, leaving 8 trees. So:

Alien 1.1: Cloning basics (CLON)
Alien 1.5: Cloning tanks (VATS)
Alien 1.2: Alien weaponsmithing (RAYS)
Alien 1.6: Metaphysical ammunition (DOOM)
Alien 1.3: Starship piloting (PILOT)
Alien 1.7: Starship construction (UFOS)
Alien 1.4: Alien sensors (PROBE)
Alien 1.8: Alien data compilation (DEEP)

Alien 2.1: Terran biology (TBIO)
Alien 2.5: Terran viruses (VIRUS)
Alien 3.1: Advanced viral transmission tactics (STD)
Alien 3.5: Extinction-inducing plagues (PLAG)

Alien 2.2: Terran geology (GEO)
Alien 2.6: Tectonic disruptors (QUAKE)
Alien 3.2: Volcano inducers (VOLC)
Alien 3.6: Earth-shattering kabooms (KABO)

Alien 2.3: Terran construction (CONS)
Alien 2.7: Rock eating organisms (ROCK)
Alien 3.3: Large-scale terran infrastructure demolition (DEMO)
Alien 3.7: Erasing human civilization (ERAS)

Alien 2.4: Terran sociology (TSOC)
Alien 2.8: Propaganda (PROP)
Alien 3.4: Brainwashing (BRAIN)
Alien 3.8: Human soldiers (SLAVE)

Human 1.1: Medical databanks (MEDIC)
Human 1.5: Hospitals (HOSP)
Human 1.2: Projectile weapon caches (GUNS)
Human 1.6: Ammunition factories (AMMO)
Human 1.3: Armored vehicle stockpiles (TANK)
Human 1.7: Fossil fuel depots (GAS)
Human 1.4: Farms (FARM)
Human 1.8: Produce distribution networks (FOOD)

Human 2.1: Alien biology (ABIO)
Human 2.5: Alien cellular structure (CELL)
Human 3.1: Poisons effective against aliens (POIS)
Human 3.5: Global fumigation (FUME)

Human 2.2: Robot servants (BOT)
Human 2.6: Cybernetics (CYBER)
Human 3.2: Artificial intelligence (AI)
Human 3.6: Immortality via backups (LIFE)

Human 2.3: Energy weapons (LASER)
Human 2.7: Fusion power (FUSE)
Human 3.3: Antimatter production (ANTI)
Human 3.7: Anti-starship weaponry (BYE)

Human 2.4: Alien sociology (ASOC)
Human 2.8: Alien mental structure (MIND)
Human 3.4: Psionics (PSI)
Human 3.8: Hive mind disruption (HIVE)

If "Anti-starship" is too vague, 3.7 could also be "Anti-mothership weaponry" (or "Anti-UFO weaponry" - but by then, the objects would no longer unidentified).


Wow. Well done! This is an awesome list.
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby MarshalNey on Thu Sep 15, 2011 11:41 pm

lostatlimbo wrote:Wow. Well done! This is an awesome list.


No kidding, Winged Cat you took something and ran with it. Amusing list and yet very thematic =D>
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby grifftron on Fri Sep 16, 2011 12:39 am

They wont let you have the title flashing on and off like your sig huh? a shame, would be great.

Map is awesome!

-griff
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Winged Cat on Fri Sep 16, 2011 1:42 am

MarshalNey wrote:
lostatlimbo wrote:Wow. Well done! This is an awesome list.


No kidding, Winged Cat you took something and ran with it. Amusing list and yet very thematic =D>


Thanks. Credit to you for the inspiration. (Sorry I couldn't get doombots in there, but bots are something that could help humanity or the aliens - and "metaphysical ammunition" seemed ideal to pair with rays. ;) )
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Re: All Your Base Are Belong To Us[03.Sep.11] - V8 p1&8

Postby zimmah on Fri Sep 16, 2011 1:46 am

yeti_c wrote:
Victor Sullivan wrote:I would, however, like to reiterate my desire to restrict the territory bonus to the land area (i.e. excluding the tech regions).

-Sully


Remember that doing this will complicate the XML a great deal...

It's not hard XML to write - just an extra lot of it... and there's always the (annoying) force 1 to minus off the bonuses and detract from legibility in the log (see Poker club for an example of annoyance)

C.


hey yeti, you're back too? haven't seen you in ages.
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby mr. CD on Fri Sep 16, 2011 3:06 am

Yay, good to see this is back! In my opinion the arrow between Np-4 and Pa-1 is a bit weird, can't it connect directly?
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby DiM on Fri Sep 16, 2011 6:54 am

wonderful input and great list of techs.
unless anybody has something against it i will proceed on making all the requested changes and tweaks. hopefully tomorrow or the day after i'll come up with an update.


btw, it's ok to have the short tech name on the map and the long on in the drop down menu, right?

for example on the map the tech is called "CLON" but in the menu it will appear as "Cloning basics (CLON)"
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby isaiah40 on Fri Sep 16, 2011 8:59 am

DiM wrote:wonderful input and great list of techs.
unless anybody has something against it i will proceed on making all the requested changes and tweaks. hopefully tomorrow or the day after i'll come up with an update.


btw, it's ok to have the short tech name on the map and the long on in the drop down menu, right?

for example on the map the tech is called "CLON" but in the menu it will appear as "Cloning basics (CLON)"


Yes it is.
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Winged Cat on Fri Sep 16, 2011 1:59 pm

mr. CD wrote:Yay, good to see this is back! In my opinion the arrow between Np-4 and Pa-1 is a bit weird, can't it connect directly?


I think the intent was that any home base, human or alien, can attack out but can't be attacked back. NP-4 being a home base, PA-1 can't attack it back.

DiM wrote:wonderful input and great list of techs.


Thanks.

DiM wrote:btw, it's ok to have the short tech name on the map and the long on in the drop down menu, right?

for example on the map the tech is called "CLON" but in the menu it will appear as "Cloning basics (CLON)"


Yes, exactly. :) I copied this from other maps with the same issue (the Rail maps are a good example): the map says "ABBR", while the XML says "Full name (ABBR)".
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Victor Sullivan on Fri Sep 16, 2011 10:49 pm

DiM wrote:wonderful input and great list of techs.
unless anybody has something against it i will proceed on making all the requested changes and tweaks. hopefully tomorrow or the day after i'll come up with an update.


btw, it's ok to have the short tech name on the map and the long on in the drop down menu, right?

for example on the map the tech is called "CLON" but in the menu it will appear as "Cloning basics (CLON)"

I imagine I would flip it, so players can find it easier in the drop-down (as they would probably look for "KABO" instead of "Earth-shattering kabooms" in the drop-down). So it would look like: (CLON) Cloning Basics or [CLON] Cloning Basics

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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Winged Cat on Fri Sep 16, 2011 10:55 pm

Hmm. If you're doing that, might I suggest "CLON - Cloning Basics"? That way, people can keyboard quick-jump to the first letter of the abbreviation, if they might be in a situation where they have to choose from many of them.
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby Victor Sullivan on Fri Sep 16, 2011 11:25 pm

Winged Cat wrote:Hmm. If you're doing that, might I suggest "CLON - Cloning Basics"? That way, people can keyboard quick-jump to the first letter of the abbreviation, if they might be in a situation where they have to choose from many of them.

Ah, yes, that would be better, wouldn't it? Danke!

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Re: All Your Base Are Belong To Us[03.Sep.11] - V8 p1&8

Postby DiM on Sun Sep 18, 2011 2:27 pm

i have implemented the list of techs (see next post for the update)

show: techs



also i need more opinions on these comments:


Winged Cat wrote:NP-4 is screwed. All other bases have at least one area they can expand to where they are not immediately in conflict with another player. AS-6 could do nothing but take out any land area NP-4 tries to expand to. Further, NP-4 only has 2 land expansion routes; all other bases have 3 or 4. Also, it seems a bit harder for the humans to get to all the DNA labs than for the aliens to get to all the nuke silos. One possible fix:

* Rotate AS-6, PA-3, and NA-3. That is, make PA-3 a human base, NA-3 a DNA lab, and AS-6 a nuke silo. Disconnect AS-3 and AS-5 (Himalayas border) if you don't want 2 nuke silos connected that closely.

* Have PA-2 and SA-3 connect.

* Have PA-1 connect to PA-2 and PA-4.

* Have AU-1 be able to assault PA-4, and (more importantly) SP-1 be able to assault SP-4 (to guard SP-3 vs. AU-1) and NP-4 be able to assault PA-2.
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Re: All Your Base Are Belong To Us[10.Sep.11] - V9 p1&10

Postby DiM on Sun Sep 18, 2011 2:30 pm

V10:
*changed all tech names according to the feedback
*made some tweaks to the arrows to make them more visible

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Re: All Your Base Are Belong To Us[18.Sep.11] - V10 p1&12

Postby DiM on Sun Sep 18, 2011 2:33 pm

i'm also thinking of making the above image as small and making the large at 1100*889.
right now i think everything is perfectly visible but if i reduce the current image to make the small then the text might be very problematic.
thoughts?
do i need to make another approval request?
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Re: All Your Base Are Belong To Us[18.Sep.11] - V10 p1&12

Postby isaiah40 on Sun Sep 18, 2011 8:10 pm

DiM wrote:i'm also thinking of making the above image as small and making the large at 1100*889.
right now i think everything is perfectly visible but if i reduce the current image to make the small then the text might be very problematic.
thoughts?
do i need to make another approval request?


I don't think there will be a problem. First can you please reduce it down to 840x679 which should be about 17% difference in size (if my math is correct), and then edit your supersize application and send me a pm so I know you got it done. This way it will be the first thing I do before anything else. Thanks.

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Re: All Your Base Are Belong To Us[18.Sep.11] - V10 p1&12

Postby DiM on Sun Sep 18, 2011 8:26 pm

isaiah40 wrote:
DiM wrote:i'm also thinking of making the above image as small and making the large at 1100*889.
right now i think everything is perfectly visible but if i reduce the current image to make the small then the text might be very problematic.
thoughts?
do i need to make another approval request?


I don't think there will be a problem. First can you please reduce it down to 840x679 which should be about 17% difference in size (if my math is correct), and then edit your supersize application and send me a pm so I know you got it done. This way it will be the first thing I do before anything else. Thanks.

isaiah40


i'm not sure but i think i am missing something. what's the 17% about?
i thought the small has to be at least 9% (but no more than 33%) smaller than the large.
the current map i have is 990*800. if i consider this small and make a large that's 1100*889 then my small map would be 10% smaller than the large which is within the 9%-33% limits.
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