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Island of Doom

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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby AndyDufresne on Mon Jan 30, 2012 2:51 pm

Go go go!


--Andy
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby Gilligan on Sun Feb 05, 2012 11:09 am

AndyDufresne wrote:Go go go!


--Andy


+1
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby thenobodies80 on Tue Feb 07, 2012 5:43 pm

Not a great fan of the signatures, but I'm not going to bitch about how you want to put your signature on a map.....so

Last Call

The map has passed through rigorous gameplay and graphics examinations and all major concerns have been addressed. If you have any other concerns, please make your voice heard. If after a reasonable amount of time there has not been any objection or protest, the map will be stamped and submitted for the Beta period.

Please, post questions and concerns if any.

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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby Chewie1 on Wed Feb 08, 2012 2:11 pm

Looks good from first look. The writing at the bottom could be made a bit clearer tho.
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby AndyDufresne on Wed Feb 08, 2012 2:18 pm

Chewie1 wrote:Looks good from first look. The writing at the bottom could be made a bit clearer tho.

In terms of legibility or clarity of gameplay (comprehension)?


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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby macbone on Thu Feb 09, 2012 5:28 am

This map looks like it'll be a ton of fun to play. Looking good, guys!
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby bragsie on Fri Feb 10, 2012 6:44 pm

I think chewie is taking about font clarity, military especially needs sharpening and maybe a slight change in hue it's a little messed around the bottom compared with therest of the map.
Great work DiM loving the recent map work, wishing I had the same level of skill
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby D00MandD3A7H on Sat Feb 11, 2012 2:05 am

Cmon roll this baby out! D00M Rulez!
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby chapcrap on Fri Feb 17, 2012 7:54 pm

I'm ready for some BETA action!!
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby Chewie1 on Sun Feb 19, 2012 10:51 am

AndyDufresne wrote:
Chewie1 wrote:Looks good from first look. The writing at the bottom could be made a bit clearer tho.

In terms of legibility or clarity of gameplay (comprehension)?


--Andy


Since I made that post have you cleared up the writing which describes the bonuses?
When I first looked at the map (the first one on page 1) the bonus description was difficult to read in the style and colour contrst in the background.
Its one of my bugbears on new complicated maps when the bonus description is little hazy.

The map looks great by the way, looking forward to giving it a go.
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby DiM on Sun Feb 19, 2012 12:23 pm

Chewie1 wrote:
AndyDufresne wrote:
Chewie1 wrote:Looks good from first look. The writing at the bottom could be made a bit clearer tho.

In terms of legibility or clarity of gameplay (comprehension)?


--Andy


Since I made that post have you cleared up the writing which describes the bonuses?
When I first looked at the map (the first one on page 1) the bonus description was difficult to read in the style and colour contrst in the background.
Its one of my bugbears on new complicated maps when the bonus description is little hazy.

The map looks great by the way, looking forward to giving it a go.


i was waiting for you to clarify andy's question.
unfortunately i still can't tell if you're unable to read the text because graphically it's hard to read or if the wording is hazy. or maybe both.
tell me what you want me to do and i'll try to accommodate your concerns.
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Re: Island of Doom [10.Jan.12] - V14 - p1&12

Postby DiM on Sun Feb 19, 2012 5:53 pm

i improved the legibility of the text. i hope it's ok now.

large:
Click image to enlarge.
image

small:
Click image to enlarge.
image
“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: Island of Doom [20.Feb.12] - V15 - p1&13

Postby koontz1973 on Mon Feb 20, 2012 12:21 am

DiM, sorry for the late comments but........

Your connections are made to look like footsteps (correct), if so, is everyone playing Jesus as he was the only one that could walk on water.
Next to Bilof, you have what I presume is a dock for that connection to Ri, but have it no where else.
So how about a different look over the water (ships wake might look nice) and putting the docks elsewhere.
Your volcano looks like it has red ribbons coming out with the steam. Thats OK but the steam/smoke/ash should be darker and over the volcano.
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby DiM on Mon Feb 20, 2012 9:38 am

koontz1973 wrote:DiM, sorry for the late comments but........

Your connections are made to look like footsteps (correct), if so, is everyone playing Jesus as he was the only one that could walk on water.
Next to Bilof, you have what I presume is a dock for that connection to Ri, but have it no where else.
So how about a different look over the water (ships wake might look nice) and putting the docks elsewhere.


this has already been discussed as far as i remember. the idea is that it's better for consistency to have it like this. the footsteps are a graphical representation for travelling and they don't necessarily mean walking. maybe in some places they crawl, in others they swim or use a boat, heck they might even find a horse and use it. would i have to put different connections for all of them? imagine what a mess would be. the connections are just that, a connection and nothing more. i simply wanted to use something different than simple line.

koontz1973 wrote:Your volcano looks like it has red ribbons coming out with the steam. Thats OK but the steam/smoke/ash should be darker and over the volcano.


the "red ribbons" are actually streams of lava going down the volcano's side where they meet in the water and produce more steam.
something like this:
Image

so the volcano is no longer spewing ash and smoke it's just slowly pouring out lava. the first stage of the eruption is over so the smoke you see on the map is actually just some steam from where the water hits the ocean and gets drifted by the wind. there's no point for it to be black.
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby natty dread on Mon Feb 20, 2012 10:28 am

Dim, you should colour the entire map black. Realistically, the whole island would be covered by a cloud of volcanic ash by now!
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby DiM on Mon Feb 20, 2012 10:43 am

dang you should have said that from the start. it would have been much easier :)
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby zimmah on Mon Feb 20, 2012 10:51 am

DiM wrote:dang you should have said that from the start. it would have been much easier :)



would be very hard for me to get the positions right though.
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby isaiah40 on Mon Feb 20, 2012 8:09 pm

The text is purrrfect now!!
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby thenobodies80 on Mon Feb 27, 2012 5:54 pm

          Beta - Quenching

---The Final Forge period has concluded for the Island of Doom Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).

Conquer Club, enjoy!

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While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.


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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby Victor Sullivan on Tue Feb 28, 2012 6:48 am

=D>

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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby AndyDufresne on Tue Feb 28, 2012 2:12 pm

I might give this map a shot...it doesn't look too hard to learn the nuances of it. Maybe a team game would help me learn it better.


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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby Iron Maid on Tue Feb 28, 2012 4:50 pm

Map looks great.

First game finished:

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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby ManBungalow on Tue Feb 28, 2012 6:05 pm

This map is more difficult to play than it has to be. It's quite uncomfortable trying to scan the map and identify where troops are at a glance, especially in relation to the bonuses.

If I were to pick two faults which I feel cause this issue, they would be as follows:
> The map is so obnoxiously oversized that I can't fit all of the troops into one frame at any one time without buying a new monitor or changing my resolution. You may have to compromise the graphics slightly in order to make the game more fun.
> The background (meaning the land, not the water in particular) colours have such extreme contrast that they are visually distracting. Please tone it down slightly. The vivid colours are brought to the forefront of the image in my mind, forcing the attack routes into a second banana position (figuratively).
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby crazymilkshake5 on Tue Feb 28, 2012 11:30 pm

Am i actually the first to find a glitch in the map??? i have to take this moment and savor it...
...
...
...
...
...
Military base auto drop 1 not 2, cheers!
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Re: Island of Doom [20.Feb.12] - V15 - p1&13

Postby DiM on Tue Feb 28, 2012 11:42 pm

crazymilkshake5 wrote:Am i actually the first to find a glitch in the map??? i have to take this moment and savor it...
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Military base auto drop 1 not 2, cheers!


not a glitch. base gets+2 but then loses 1 for being inside the circle of infestation.
“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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