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Re: Labyrinth [15/6] V14 Page 7

PostPosted: Sat Jun 16, 2012 1:21 pm
by koontz1973
When we talked, we agreed to keep it at 50 as it is the only part of the winning condition.
you wrote:then 50 might be for the best...honestly, we probably won't know if thats too much or too less until it hits beta

Re: Labyrinth [15/6] V14 Page 7

PostPosted: Sat Jun 16, 2012 1:31 pm
by nolefan5311
You're right. We can see how it plays out in beta I guess.

Re: Labyrinth [15/6] V14 Page 7

PostPosted: Sat Jun 16, 2012 1:32 pm
by koontz1973
You been celebrating going blue with one to many shots that you already forgot this from a week ago. :lol:

Forgot to say thanks for the sticky.

While we wait, can I get opinions on the graphics side of things. What stays, what goes and what needs touching up.

Re: Labyrinth [15/6] V14 Page 7

PostPosted: Sat Jun 16, 2012 2:26 pm
by nolefan5311
I think maybe reducing the size of the grid letters/numbers, and changing the color so that they don't blend in so much with the background?

Re: Labyrinth [15/6] V14 Page 7

PostPosted: Sun Jun 17, 2012 4:51 pm
by DoomYoshi
Swords should be bigger to stand out more. The food doesn't look appetizing at all. Pegasus and trap could probably use better graphics too.

Re: Labyrinth [15/6] V14 Page 7

PostPosted: Sun Jun 17, 2012 6:46 pm
by WILLIAMS5232
the font in the legend is kind of hard to read. maybe you could bold it or change it to something not quite so cursivy...
or maybe put a background around it or something....

EDIT; after another look, the main problem i have with it is the top section of the background is too dark and makes the legend kind of hard to read. if you lighten that up a bit i think everything would be fine. i can read the bottom section with no problems.

Re: Labyrinth [15/6] V14 Page 7

PostPosted: Mon Jun 18, 2012 2:49 am
by koontz1973
nolefan5311 wrote:I think maybe reducing the size of the grid letters/numbers, and changing the color so that they don't blend in so much with the background?

Done and brought in the fire aspect to it.
DoomYoshi wrote:Swords should be bigger to stand out more. The food doesn't look appetizing at all. Pegasus and trap could probably use better graphics too.

Bigger swords, and only god knows how long that food has been there. Traps become pits without the camo.
WILLIAMS5232 wrote:the font in the legend is kind of hard to read. maybe you could bold it or change it to something not quite so cursivy...
or maybe put a background around it or something....

EDIT; after another look, the main problem i have with it is the top section of the background is too dark and makes the legend kind of hard to read. if you lighten that up a bit i think everything would be fine. i can read the bottom section with no problems.

Lighter background. Let me know if the legend is still hard to read and will try a different approach.
Click image to enlarge.
image

Re: Labyrinth [18/6] Page 1/8

PostPosted: Mon Jun 18, 2012 4:05 pm
by DoomYoshi
Legend is much easier to read now. I like the new Pegasus and traps and swords.

Re: Labyrinth [18/6] Page 1/8

PostPosted: Mon Jun 18, 2012 4:47 pm
by nolefan5311
I agree with everything Doom said. Pegasus' look really cool. Have you thought about making the swords the same as the swords for major, but larger? Think that would be a cool touch.

Re: Labyrinth [18/6] Page 1/8

PostPosted: Mon Jun 18, 2012 5:09 pm
by SaviorShot
Nice map. I Can't wait for the beta

Re: Labyrinth [18/6] Page 1/8

PostPosted: Mon Jun 18, 2012 6:04 pm
by nolefan5311
A couple more things I think need clarification before the stamp...

The spears - "Will fire over walls" doesn't make sense. Do they bombard at a range of 3? Or attack? Also, maybe you can add one to each side of Prometheus so that they can attack over Prometheus?
The Sirens - "Can't attack"...does this mean they can only be forted from? Is that possible with the xml (to allow a region to fort wherever, but not attack at all?)
The Traps - I still think they could be more logically placed. The top and bottom three rows have 4 each while the entirety of the rest of the map only has 2 total. Maybe removing them from C6 and L7 would make things a little more balanced. Or maybe just having 4 total guarding the chokepoints and make them like -3 for holding one of them so that people have to fight to acquire the bonuses outside of Prometheus before risking going for Prometheus?
The Slave Entrances - Can they only be attacked via Prometheus? If not, games could end pretty quickly as one person with great dice could attack his opponents slave entrance in the first couple of turns and game over.

Re: Labyrinth [18/6] Page 1/8

PostPosted: Mon Jun 18, 2012 11:54 pm
by koontz1973
nolefan5311 wrote:A couple more things I think need clarification before the stamp...

The spears - "Will fire over walls" doesn't make sense. Do they bombard at a range of 3? Or attack? Also, maybe you can add one to each side of Prometheus so that they can attack over Prometheus?

Found a solution. As for the centre ones, please no for a couple of reasons. The centre ones can then hit the middle dead warrior regions, giving them an unbalanced strength. And in fog games, they would open up the middle of the board to much.
The Sirens - "Can't attack"...does this mean they can only be forted from? Is that possible with the xml (to allow a region to fort wherever, but not attack at all?)

The sirens cannot attack, they cannot fort from, in fact, the only things they can do is give you a bonus and separate the centre 4 slave entrances with extra neutrals.
The Traps - I still think they could be more logically placed. The top and bottom three rows have 4 each while the entirety of the rest of the map only has 2 total. Maybe removing them from C6 and L7 would make things a little more balanced. Or maybe just having 4 total guarding the chokepoints and make them like -3 for holding one of them so that people have to fight to acquire the bonuses outside of Prometheus before risking going for Prometheus?

This would really slow games down as no one would go for Pro until they had locked up the outside first. Will take out A8,C7,L10,N9. Will bung then in the centre where the food and swords are. Then the food and swords go where the traps where. :lol:
The Slave Entrances - Can they only be attacked via Prometheus? If not, games could end pretty quickly as one person with great dice could attack his opponents slave entrance in the first couple of turns and game over.

Slaves entrances can be attacked. Lose it and you are not out. My reckoning it would take 3 goes with great dice to hit a slaves entrance, but no one would do it.

    Corner to nearest one - 8 neutrals
    Centre to centre - 12 neutrals
    Start of 5 troops 3+2 auto deploy.
    2 rounds of 3 deployable troops.

This is a total of 11 troops. With the auto deploys on the slaves entrance, you will hit a stack of 6 if a player does not fort out every turn, and with the fire killer neutral, they will not for a few turns and it is built up. Once it has been taken losing the slaves entrance is not game over. :-s That player still has troops in the field of battle and by that time may even have a bonus, spoils (if they are in play). So a counter attack is more than possible. No one apart from the silly would hit a slave entrance like you said in a fog game. In a sunny game, you have time to see what is happening and counter.

Click image to enlarge.
image

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 8:36 am
by nolefan5311
I like what you did with the spears. But maybe change the red outline to blue or something? It doesn't stand out very well against the green background.

Everything else you said makes sense, I just wanted a little clarification. Were you going to move the traps around?

Regardless, I think this is ready. I will go ahead and stamp it later this afternoon.

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 9:09 am
by koontz1973
Will do, just a tad busy at the moment with mags map.

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 9:32 am
by koontz1973
Moved the traps. Kept the food and swords also in the middle but place an extra food where one of the old traps where. Also kept 2 of the traps in place.
Click image to enlarge.
image

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 12:35 pm
by nolefan5311
Let's get this one moved to the next stage. Congrats koontz!

Image

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 12:40 pm
by koontz1973
Thanks nole,

OK guys, lets go over the graphics again.
Same questions...
    What stays
    What goes
    What needs touching up

Will go over this, this week to line up all of the symbols and text.

Nole, are you doing the xml on this one for me or would you prefer an easier one to start with?

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 12:48 pm
by nolefan5311
This one shouldn't be too difficult, I can handle it. Time consuming, lol, but pretty straighforward.

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 5:28 pm
by chapcrap
I think red color for the spear was better than the color it was changed to.

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 5:31 pm
by nolefan5311
chapcrap wrote:I think red color for the spear was better than the color it was changed to.


You don't think it caused a contrast issue? I'm green/red colorblind so I was having difficulties.

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 5:42 pm
by chapcrap
nolefan5311 wrote:
chapcrap wrote:I think red color for the spear was better than the color it was changed to.


You don't think it caused a contrast issue? I'm green/red colorblind so I was having difficulties.

I can't comment on issues with colorblindness. It looked ok to me. The new color is hard to tell what squares are also that color that the spear can actually attack.

So, maybe thicker lines/different colors.

Re: Labyrinth [19/6] Page 1/8

PostPosted: Tue Jun 19, 2012 10:15 pm
by koontz1973
Spears colour - noted.

Re: Labyrinth [19/6] Page 1/8

PostPosted: Wed Jun 20, 2012 10:09 am
by isaiah40
The first thing I noticed was that the Minotaurs blend into the background a tad too much. At first I was like "What's in there?" I finally saw what they were after a couple of minutes. I don't have any suggestions right now, but I know you can make them stand out a little more. What do they look like in the colorblind tests?

Re: Labyrinth [19/6] Page 1/8

PostPosted: Thu Jun 21, 2012 12:08 am
by koontz1973
Brought the contrast up on all symbols (swords, food, minatours, medusa, sirens, etc).
CB test from my GIMP filters work very well on all 3 but you should be able to make the out better.
Medusa now sits on the bottom of the territ so as not to be obscured by the 88s.
Food, bottom right as it is the smallest and cannot be seen behind the 88s.
Glows around spears should be far easier to distinguish.
Click image to enlarge.
image

Re: Labyrinth [21/6] Page 1/9

PostPosted: Thu Jun 21, 2012 7:49 pm
by chapcrap
Are the 88s gonna be in the same spot on every tert? I think they need to be.

And, would it look better if the territories that the spears attack have a more prominent outline. It feels like they're a little hard to distinguish to me.