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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby koontz1973 on Sat Jan 12, 2013 11:55 pm

ManBungalow wrote:
koontz1973 wrote:What I also said to ManB also was that I would be willing to look again at the rocks if he went and found something that he thought was better. So, even though I said no to him, I also said yes as well.

Could you send the .xcf to manbungalow@yahoo.co.uk and I'll try to demonstrate what I'm thinking ?

You don't have to, of course.

ManB, I am sorry but I will not send you my xcf files. You are more than welcome to describe, post a picture, jump up and down screaming, send smoke signals or any other form of communication. ;)

While you are at it, can you go and tell nobodies what your problem is with Madrid so we can get it into beta.
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby deantursx on Sun Feb 03, 2013 4:00 pm

Is this map going to go into Beta soon? I'm looking forward to playing lots of 1v1 on it.
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby koontz1973 on Sun Feb 03, 2013 11:34 pm

Sorry for the delay dean, something cropped up. Should be in play soon I hope.
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby nolefan5311 on Sat Feb 16, 2013 11:12 pm

I've attached the updated XML in this thread, with the correct code for the collection bonuses. I will post another updated copy once a decision has been made on how to name the collections. Think we can get this one in play soon?

http://www.fileden.com/files/2012/5/13/3303803/Labyrinth%2016Feb.xml

The above URL has also been edited into the post on the XML Check Thread.
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby deantursx on Sat Feb 16, 2013 11:32 pm

nolefan5311 wrote:I've attached the updated XML in this thread, with the correct code for the collection bonuses. I will post another updated copy once a decision has been made on how to name the collections. Think we can get this one in play soon?

http://www.fileden.com/files/2012/5/13/3303803/Labyrinth%2016Feb.xml

The above URL has also been edited into the post on the XML Check Thread.



Awesome! So pumped
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby thenobodies80 on Sun Feb 17, 2013 7:47 am

XML looks good!

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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby thenobodies80 on Sun Feb 17, 2013 7:50 am

The map has been sitting for awhile, so let me boost it a bit now! :mrgreen:

Last Call

The map has passed through rigorous gameplay and graphics examinations and all major concerns have been addressed. The XML has been written, checked and stamped, so if you have any other concerns, please make your voice heard.

If after a reasonable amount of time there has not been any reasonable 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: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby ManBungalow on Mon Feb 18, 2013 6:55 am

The texture on the wall around the edge still sucks and I'm not a fan of the font in the legend.

Try using auto-hinter or something to make it look, uh, more ... good. I think I mentioned something about fonts in one of the other threads.
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby Armandolas on Mon Feb 18, 2013 7:01 am

Gameplay looks pretty cool indeed.
But how does this have the Graphics Stamp on It?????? :?
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby koontz1973 on Mon Feb 18, 2013 7:03 am

Armandolas wrote:Gameplay looks pretty cool indeed.
But how does this have the Graphics Stamp on It?????? :?

What part of the graphics do you mean? Let me know what part you feel needs looking into and I will get it sorted.
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby Armandolas on Mon Feb 18, 2013 7:26 am

Well i dont even know where to start, but i will try :)

First, the main Grey surrounding area, work on it. Use a different texture, play around with it to see what u can get from it. Also make it a bit darker, and the letters a bit lighter(A to N), so the map gets a bit more contrast and gets easier to the eye

Second, Slve entrances. It took me a few days to try to understand what the hell is that(without reading the legend)
It looks a bit of cardbox rippen apart...do something like a bridge ,gate or something that can be easier to identify as an entrance of
something

Then the icons, like medusa rings etc...i can say u can find some stuff prettier than that
The prometheus in the center, make it more beautifull and proeminent

Finally The legend. That font has a bold version?if so try it out. Letters are to thin, and in that orange background they tend to fade a bit

Thats it, hope it helps
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby koontz1973 on Mon Feb 18, 2013 7:38 am

Armandolas wrote:Well i dont even know where to start, but i will try :)

First, the main Grey surrounding area, work on it. Use a different texture, play around with it to see what u can get from it. Also make it a bit darker, and the letters a bit lighter(A to N), so the map gets a bit more contrast and gets easier to the eye

Looks like the walls will have to go the way before. Will get them changed.

Second, Slve entrances. It took me a few days to try to understand what the hell is that(without reading the legend)
It looks a bit of cardbox rippen apart...do something like a bridge ,gate or something that can be easier to identify as an entrance of
something

Top down wooden roof. Perfectly fine and it needs to show the numbers off as well so these will stay as is.

Then the icons, like medusa rings etc...i can say u can find some stuff prettier than that The prometheus in the center, make it more beautifull and proeminent

Icons will stay as is as well. These where gone over in great detail. remember, they have to be different ebough from each other, hold an army number on top and be colour blind friendly.

Finally The legend. That font has a bold version?if so try it out. Letters are to thin, and in that orange background they tend to fade a bit

Legend font, will look at the bolded version but size is a key factor here. I have very little room on the small map. Will have a look at it and see what can be done. No promises though.

Thats it, hope it helps
Cheers

Will work on the walls today, should still have the old file for that.
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Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

Postby koontz1973 on Wed Feb 20, 2013 5:39 am

This should solve the concerns by Armandolas. As I said, the rocks can change as he pointed out, their was a need graphically for them to do so. Icons have stayed the same. As explained, these ones are proven to show up behind all numbers and sizes, even with the CB issues. Decided to redo the slave entrances. After all, why not when I worked on the rest. A lot of the smaller eliments have had to be redone as they all tied into each other. Looked at the font, the bolded font for this one makes it to large and when taken down a pixel or two to allow it to fit, it becomes completely unreadable. Looked at another font but again, the same issue. I do not see it as such as no one else has said they cannot read it but will keep it in mind when in beta.
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Re: Labyrinth [20/2] Pg 1/23

Postby nolefan5311 on Wed Feb 20, 2013 8:51 am

=D>

I have to admit koontz, this looks much, much cleaner. Will the coordinates needs to be changed in the xml?
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Re: Labyrinth [20/2] Pg 1/23

Postby koontz1973 on Wed Feb 20, 2013 11:53 am

No, checked the cords before posting.

It is cleaner, but not as fluid. More of a man made place than something that has been carved out by natural forces. More man than other world.
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Re: Labyrinth [20/2] Pg 1/23

Postby Gilligan on Wed Feb 20, 2013 12:05 pm

koontz1973 wrote:No, checked the cords before posting.

It is cleaner, but not as fluid. More of a man made place than something that has been carved out by natural forces. More man than other world.


I like the other version much better. The massive blocks of grey on the left and right hand sides just looks weird to me. When I hear "maze of death" I don't expect it to be so neat.
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Re: Labyrinth [20/2] Pg 1/23

Postby koontz1973 on Wed Feb 20, 2013 12:11 pm

Gilligan wrote:
koontz1973 wrote:No, checked the cords before posting.

It is cleaner, but not as fluid. More of a man made place than something that has been carved out by natural forces. More man than other world.


I like the other version much better. The massive blocks of grey on the left and right hand sides just looks weird to me. When I hear "maze of death" I don't expect it to be so neat.

I just cannot seem to please anyone lately. :evil: Either I take the soul out of the map, or get accused of putting to much into a map. Either way I just cannot win.

Sorry Gilligan, like you I loved my version of the map, but I am just fed up of having to argue my point. Enough people now have asked for the change and I just have no energy for this map any more. Considering I will never even play it, enough time has been spent on it. Let the people have what they want.
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Re: Labyrinth [20/2] Pg 1/23

Postby nolefan5311 on Wed Feb 20, 2013 12:41 pm

Why would you never play it?
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Re: Labyrinth [20/2] Pg 1/23

Postby koontz1973 on Wed Feb 20, 2013 12:49 pm

nolefan5311 wrote:Why would you never play it?

Never liked playing these types of maps (Feudals etc). Over five thousand games, less than 100 have been played on these types of maps.
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Re: Labyrinth [20/2] Pg 1/23

Postby IcePack on Wed Feb 20, 2013 12:54 pm

Omg - haven't been here in awhile. Koontz I know you feel like you can't please anyone and I know it must be hard to be a map maker here.

But wtf is that? The old rocks were 1000% better and fit thr theme! These look like cast in place concrete walls. What is it, a Disney theme park map? Seriously that last graphic change was terrible and a shame. The others looked great.

I'm looking forward to playing the map but was shocked w these new walls. Terrible (not ur work, just they do not fit!)

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Re: Labyrinth [20/2] Pg 1/23

Postby koontz1973 on Wed Feb 20, 2013 1:04 pm



Final files.
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FinalLabs.xml
(49.81 KiB) Downloaded 565 times


Gone back to giving this map some life. But Armandolas did make a couple of good points so have kept some of the things he asked for on this one. Slave entrances, numbers, glows. Simple things like that. Also, one last adjustment to the xml has been made. Dead Warriors have now lost their numbers. I know it is not a big difference, but it should help to confuse some bob users.
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Re: Labyrinth [20/2] Pg 1/23

Postby deantursx on Fri Feb 22, 2013 12:04 am

koontz1973 wrote:
nolefan5311 wrote:Why would you never play it?

Never liked playing these types of maps (Feudals etc). Over five thousand games, less than 100 have been played on these types of maps.



You're missing out on the best maps Koontz! I'm gonna play this one so much haha.
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Re: Labyrinth [20/2] Pg 1/23

Postby koontz1973 on Fri Feb 22, 2013 5:50 am

deantursx wrote:
koontz1973 wrote:
nolefan5311 wrote:Why would you never play it?

Never liked playing these types of maps (Feudals etc). Over five thousand games, less than 100 have been played on these types of maps.



You're missing out on the best maps Koontz! I'm gonna play this one so much haha.

That is why I made it dean. For the guys like you who like this type of map.
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Re: Labyrinth [21/2] Pg 1/24

Postby nolefan5311 on Fri Feb 22, 2013 7:06 am

Can you have 6 bonuses of the same name? It's not like the numbers gave anything away anyway (the number were not specific to a place on the map).
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Re: Labyrinth [21/2] Pg 1/24

Postby koontz1973 on Fri Feb 22, 2013 7:25 am

nolefan5311 wrote:Can you have 6 bonuses of the same name? It's not like the numbers gave anything away anyway (the number were not specific to a place on the map).

You can, Christmas map has all bonuses for the tree named the same. Same as the Vertex/Austrum maps. All bonuses on that are connection of 4 in Latin. :)
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