Island of Doom

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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Thu Nov 24, 2011 5:18 pm

natty_dread wrote:Yeah it's still pixelated. Look at the difference between the land outlines in your map image and that image you posted.

A line can be sharp and detailed without being pixelated.



add a one px black outline in the image i showed and you'll get an exactly identical result as the one on my map. ;)
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby natty dread on Thu Nov 24, 2011 5:18 pm

No you don't if you draw the line smoothly.

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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Thu Nov 24, 2011 5:24 pm

natty_dread wrote:No you don't if you draw the line smoothly.

Image


line is not drawn. it's a stroke. don't know what options you have in gimp for stroke but on photoshop i can't chose to make it a certain way.

anyway, the stroke stays and so does it's style. i like the crispness of it.

PS: between what i have now: Image and a smoother version: Image i prefer the 1st.
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby natty dread on Thu Nov 24, 2011 5:32 pm

DiM wrote:line is not drawn. it's a stroke. don't know what options you have in gimp for stroke but on photoshop i can't chose to make it a certain way.


Really? In GIMP you can make strokes with any painting tool, using any brush you want. I can't see how the expensive, state-of-the-art graphics editor would settle for any less...

Or maybe you're talking about something different? PS has weird names for things sometimes...

It's not a layer style, is it?
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Thu Nov 24, 2011 5:33 pm

see my post above
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby natty dread on Thu Nov 24, 2011 5:35 pm

Meh, I prefer the 2nd version, but it's your map...
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby gimil on Thu Nov 24, 2011 6:46 pm

Just to chip in my two cent...

I think both version are fine. Each is consistent and looks good
What do you know about map making, bitch?

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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Thu Nov 24, 2011 6:54 pm

gimil wrote:Just to chip in my two cent...

I think both version are fine. Each is consistent and looks good


cool.
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Sun Nov 27, 2011 2:26 am

any gameplay concerns on this one?
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby Victor Sullivan on Sun Nov 27, 2011 2:30 am

DiM wrote:any gameplay concerns on this one?

Of course, sweet pea. Let me just finish my write-up for Quilt Wars ;)

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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Sun Nov 27, 2011 2:32 am

Victor Sullivan wrote:
DiM wrote:any gameplay concerns on this one?

Of course, sweet pea. Let me just finish my write-up for Quilt Wars ;)

-Sully


great.
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby Victor Sullivan on Sun Nov 27, 2011 3:53 am

Whoa, last night was craaaazy, you think to yourself, clutching your throbbing forehead. Wait... What did happen last night? Images flash in your mind in no cohesive order, or none that you seem to grasp. Coloured numbers? More numbers, except these are on squares of green and white? Some weird-looking guy named "zimmah"? You finally resolve not to give a damn, cursing your former self for apparently drinking too much booze. You look around... Trees? Where am I? you ask yourself. You stand up and look around again. Oh, God, oh, God! It can't be! Not again! you think to yourself, as you realize you are stuck once again on...

Gameplay Island.
  • With regard to the objectives, it seems to me the Temple/Volcano objective seems much more feasible than the Antenna/Military Base objective. The temples are more defensible, since two of them only border one other territory (while the Inland Antenna borders 5 territories), they provide a supplement bonus to the village bonus (though small, it is certainly still worth going for, especially considering there aren't many bonuses to be had), and the Military Base is in an auto-decay zone, while the Volcano is more or less in a safe zone. I think a way to balance this out is make the Military Base an auto-deploy +1, connect Mutobe to Umanet, and connect Sukele to Zun or Ketro.
  • No two villages should be adjacent, and no village should be adjacent to a temple or antennae, thus, the village at Suracca should be moved to Qua. This also adds some to the southeast corner of the map that is devoid of villages.
  • Despite there not being any impassables per se, I like how you use connections that avoid going over things like mountains and rivers. Well, all except for the Inland-Leban connection. I think you should do away with it entirely and perhaps connect Leban to Cro, Sefo, or both. In addition, it bothers me that Nukiba only connects to Luutee, when I see no reason why it couldn't connect to Viroga or Burina.
  • The "red zone" is not explicitly specified as to what exactly it is. I think it would be best if you included it in the visual portion of the legend (with it's own fancy text color, perhaps). Also, more as a minor thing, the circle of X's seems rather misshapen. It bothers me. Idk why, though.
  • The script-y font is really bothering me for some reason. And it doesn't scream "doom" to me, especially compared to the title text.
It's a good thing you took that class on bamboo and coconut construction after the last time. The Professor was a bit kooky, but he knew what he was talking about! Hopefully you won't be on this forsaken rock too much longer...

-Sully
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Sun Nov 27, 2011 4:16 am

Victor Sullivan wrote:With regard to the objectives, it seems to me the Temple/Volcano objective seems much more feasible than the Antenna/Military Base objective. The temples are more defensible, since two of them only border one other territory (while the Inland Antenna borders 5 territories), they provide a supplement bonus to the village bonus (though small, it is certainly still worth going for, especially considering there aren't many bonuses to be had), and the Military Base is in an auto-decay zone, while the Volcano is more or less in a safe zone. I think a way to balance this out is make the Military Base an auto-deploy +1, connect Mutobe to Umanet, and connect Sukele to Zun or Ketro.


military base will be give a +1 autodeploy. the connections however are on hold, read bellow.

Victor Sullivan wrote:No two villages should be adjacent, and no village should be adjacent to a temple or antennae, thus, the village at Suracca should be moved to Qua. This also adds some to the southeast corner of the map that is devoid of villages.


will move

Victor Sullivan wrote:Despite there not being any impassables per se, I like how you use connections that avoid going over things like mountains and rivers. Well, all except for the Inland-Leban connection. I think you should do away with it entirely and perhaps connect Leban to Cro, Sefo, or both. In addition, it bothers me that Nukiba only connects to Luutee, when I see no reason why it couldn't connect to Viroga or Burina.


i'll get rid of the inland-leban connection.
the others i;m not so keen on changing. the thing is, most of my maps were done as very open battle grounds with lots and lots of connections. what i want to try here is add dead ends thus giving people the "chance" to make mistakes by advancing in the wrong place (especially in escalating games).

Victor Sullivan wrote:The "red zone" is not explicitly specified as to what exactly it is. I think it would be best if you included it in the visual portion of the legend (with it's own fancy text color, perhaps). Also, more as a minor thing, the circle of X's seems rather misshapen. It bothers me. Idk why, though.


i'll try to make some sort of graphic in the legend to depict the red zone better.
as for the circle of Xs, it's not a circle, it's not even meant to be an oval. it's just a hand drawn shape of how the virus spread. and it certainly can't spread perfectly circular.

Victor Sullivan wrote:The script-y font is really bothering me for some reason. And it doesn't scream "doom" to me, especially compared to the title text.


fonts are always my problem. i generally like fancy fonts but they almost always cause readability issues.
if you can show me a "doom" font that's perfectly readable i'll change it in a heart beat.
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby Victor Sullivan on Sun Nov 27, 2011 4:21 am

DiM wrote:
Victor Sullivan wrote:With regard to the objectives, it seems to me the Temple/Volcano objective seems much more feasible than the Antenna/Military Base objective. The temples are more defensible, since two of them only border one other territory (while the Inland Antenna borders 5 territories), they provide a supplement bonus to the village bonus (though small, it is certainly still worth going for, especially considering there aren't many bonuses to be had), and the Military Base is in an auto-decay zone, while the Volcano is more or less in a safe zone. I think a way to balance this out is make the Military Base an auto-deploy +1, connect Mutobe to Umanet, and connect Sukele to Zun or Ketro.


military base will be give a +1 autodeploy. the connections however are on hold, read below.

I suppose the 'normal' regions are less of an issue with regard to connections, but for gameplay reasons, I think at minimum the Mutobe-Umanet should be made.


DiM wrote:
Victor Sullivan wrote:The "red zone" is not explicitly specified as to what exactly it is. I think it would be best if you included it in the visual portion of the legend (with it's own fancy text color, perhaps). Also, more as a minor thing, the circle of X's seems rather misshapen. It bothers me. Idk why, though.


i'll try to make some sort of graphic in the legend to depict the red zone better.
as for the circle of Xs, it's not a circle, it's not even meant to be an oval. it's just a hand drawn shape of how the virus spread. and it certainly can't spread perfectly circular.

Yeah, I suppose. It was really kind of a silly thing anyway.


DiM wrote:
Victor Sullivan wrote:The script-y font is really bothering me for some reason. And it doesn't scream "doom" to me, especially compared to the title text.


fonts are always my problem. i generally like fancy fonts but they almost always cause readability issues.
if you can show me a "doom" font that's perfectly readable i'll change it in a heart beat.

I'll see if I can find something.

-Sully
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Re: Island of Doom [25.Nov.11] - V6 - p1&3

Postby DiM on Sun Nov 27, 2011 4:25 am

ok, i'll get on with the changes later today.
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