Archipelago [Quenched]

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Re: Archipelago v2 (p1+2)

Postby t-o-m on Wed Apr 16, 2008 4:38 pm

i dont want you to scrap the map, just ajust it.

Mjinga wrote:TaCktiX: Thank you for notifying us of your non-interest.

i accept your thanks on behalf of him ;) dont i Tack ;)

Mjinga wrote:Oh, you’re ALL the regulars? I never knew that you four decided everything on ConquerClub.

yep thats us, everything on this whole site goes through us :D
what i mean is that i am not a 'regular' but the others are
they do know what works and what doesnt, theyve seen things goes through the foundry, theyve seen what will make it,
so listen to the experienced people and dont go mouthing off to them [-X

and as for the long winded bit: go study some other map threads, they have a good attitude, listen to people, and are not stuborn

CatfishJohnson wrote:lol nicely done, i mean if they didnt have interest in the map they wouldnt keep coming here to axe it :\

umm so u wanna know if we have interest eh?
what you said doesnt even make sense, if we had interest why woudl we "axe it"

TaCktiX wrote:
greenoaks wrote:you were not ignored DiM. they basically told us to piss off in this post. they only want to hear from people who agree with them.


Hear that sound? It's the sound of total lack of interest in this map as it is right now. ;)
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Re: Archipelago v2 (p1+2)

Postby Mjinga on Wed Apr 16, 2008 4:50 pm

t-o-m wrote:i dont want you to scrap the map, just ajust it.
How, then? Please inform me. Specific details work best.

t-o-m wrote:what i mean is that i am not a 'regular' but the others are
they do know what works and what doesnt, theyve seen things goes through the foundry, theyve seen what will make it,
so listen to the experienced people and dont go mouthing off to them [-X
Good for them. I have noted their opinions.

t-o-m wrote: and as for the long winded bit: go study some other map threads, they have a good attitude, listen to people, and are not stuborn
All that I have been stubborn on is that I will not give up. I repeat, I will not. End of story. Next?

I think you rather completely misunderstood both my post and CatfishJohnson’s.
Reputation cleared. :) Never let it be said that Team CC don't investigate fairly.
Although they take bloody forever to do it...
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Re: Archipelago v2 (p1+2)

Postby t-o-m on Wed Apr 16, 2008 4:56 pm

Mjinga wrote:
t-o-m wrote: i dont want you to scrap the map, just ajust it.


How, then? Please inform me. Specific details work best.

im not making the map, i have no interest in this map so my only suggestion is to get a theme, theme it more i.e have flags on there from the countries that have there - i know little about where your doing so do some research into their culture and things and include that in there - atm it looks a bit...meh...boring...i know it is a first draft though
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Re: Archipelago v2 (p1+2)

Postby t-o-m on Wed Apr 16, 2008 6:02 pm

i gave you critisism and a suggestion,

i saw both of your names on the "users browsing this forum", why dont you respond? ;)
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Re: Archipelago --v1 p1--

Postby wcaclimbing on Wed Apr 16, 2008 6:09 pm

DiM wrote:as much as i like fantasy maps i don't find this one attractive at all. i mean making up a bogus archipelago just for the sake of it is wrong. if you want to create a special gameplay yes you can come up with fantasy realms to suit your needs but if it's classic gameplay then why not do a real place? you will have a lot more success by doing the hawaii islands or by making the malay archipelago because people relate better to a real place than to a fantasy theme. and frankly unless the fantasy theme comes from something very popular (middle earth, discworld) or the gameplay is something new and exciting (aom, feudal, aor) then people won't play it.

look at this image of the malay archipelago. isn't it nice?
[image removed]


Colors match up below with text in the quote.

Does it matter that much anyway?

cause maybe there isn't a place that matches this map?
Also, forcing a map onto a real landscape can often trash the gameplay. Because the borders given by a real map won't always give good gameplay for CC.


Is there any evidence out there to support that?

*raises hand*
I'll still play it. I'm looking forward to it.
Remember:
Not everyone likes complex maps.
Not everyone likes real world maps.
Let them make this map. it looks good so far.

Look at this image of a monkey. isn't it nice?
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Re: Archipelago --v1 p1--

Postby t-o-m on Wed Apr 16, 2008 6:26 pm

wcaclimbing wrote:
DiM wrote:as much as i like fantasy maps i don't find this one attractive at all. i mean making up a bogus archipelago just for the sake of it is wrong. if you want to create a special gameplay yes you can come up with fantasy realms to suit your needs but if it's classic gameplay then why not do a real place? you will have a lot more success by doing the hawaii islands or by making the malay archipelago because people relate better to a real place than to a fantasy theme. and frankly unless the fantasy theme comes from something very popular (middle earth, discworld) or the gameplay is something new and exciting (aom, feudal, aor) then people won't play it.

look at this image of the malay archipelago. isn't it nice?
[image removed]


Colors match up below with text in the quote.

Does it matter that much anyway?

cause maybe there isn't a place that matches this map?
Also, forcing a map onto a real landscape can often trash the gameplay. Because the borders given by a real map won't always give good gameplay for CC.


Is there any evidence out there to support that?

*raises hand*
I'll still play it. I'm looking forward to it.
Remember:
Not everyone likes complex maps.
Not everyone likes real world maps.
Let them make this map. it looks good so far.



[color=#800000] yup ;)

well then pick an archipelo that is nice and good gameplay, do some research into the archipelos :roll:


i like real world places, everyone likes what i like ;) :D :D :D

meh

p.s. im just doing this coz i like the prettifull colours
but i did speak sum truth of what i thinks
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Re: Archipelago v2 (p1+2)

Postby InkL0sed on Wed Apr 16, 2008 7:04 pm

Well, I have to say, I personally am not crazy about this idea. But I won't say outright that it can't work -- but you guys will have your work cut out for you.

While I guess making a classic-style map of a place that doesn't exist isn't un-doable per se, I think the fact that so many people have expressed doubts about it reflects the kind of reception it will get. I think no matter what you do, if you stick to this idea, most people will see this map and either go "wtf?" or assume there is some special gameplay to it that they're missing. This will likely make this map unpopular ("who wants to play a classic-style map on a random fantasy world, anyway? There are much cooler places I could play classic-style on").

To make up for that fact, I think you guys really need to get to the next level in terms of graphics. If this map becomes very nice to look at, then it just might make up for the random/pointlessness factor explained above.
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Re: Archipelago v2 (p1+2)

Postby ZeakCytho on Thu Apr 17, 2008 8:48 pm

t-o-m wrote:
Mjinga wrote:
t-o-m wrote: i dont want you to scrap the map, just ajust it.


How, then? Please inform me. Specific details work best.

im not making the map, i have no interest in this map so my only suggestion is to get a theme, theme it more i.e have flags on there from the countries that have there - i know little about where your doing so do some research into their culture and things and include that in there - atm it looks a bit...meh...boring...i know it is a first draft though


Umm...This is a fictional map. There isn't research to do into culture or things, nor are there existing flags. So...not much we can do with that suggestion...

t-o-m wrote:i saw both of your names on the "users browsing this forum", why dont you respond? ;)


Given that your suggestion wasn't very helpful (you told us to research a fictional region that we made up :|), we didn't really have much to say.

wcaclimbing: Thanks for your support!

InkL0sed wrote:Well, I have to say, I personally am not crazy about this idea. But I won't say outright that it can't work -- but you guys will have your work cut out for you.

While I guess making a classic-style map of a place that doesn't exist isn't un-doable per se, I think the fact that so many people have expressed doubts about it reflects the kind of reception it will get. I think no matter what you do, if you stick to this idea, most people will see this map and either go "wtf?" or assume there is some special gameplay to it that they're missing. This will likely make this map unpopular ("who wants to play a classic-style map on a random fantasy world, anyway? There are much cooler places I could play classic-style on").

To make up for that fact, I think you guys really need to get to the next level in terms of graphics. If this map becomes very nice to look at, then it just might make up for the random/pointlessness factor explained above.


Okay, thanks for the comments. Do you have any suggestion as to how we can improve the graphics?

Also, anyone have a suggestion for the total number of territories?
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Re: Archipelago v2 (p1+2)

Postby Unit_2 on Thu Apr 17, 2008 8:58 pm

Wow, nice graphics and gameplay :)
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Re: Archipelago v2 (p1+2)

Postby wcaclimbing on Fri Apr 18, 2008 12:00 am

ZeakCytho wrote:
Okay, thanks for the comments. Do you have any suggestion as to how we can improve the graphics?

Also, anyone have a suggestion for the total number of territories?


My vote is replace the volcano with a regular mountian and it will be good.
but then again, the rest of the entire forum seems to be against this map, so don't listen to me. They probably have more to say....
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Re: Archipelago v2 (p1+2)

Postby CatfishJohnson on Fri Apr 18, 2008 3:04 am

heh its more like 3 people...but w.e u just opened a new can bro, so now what u said is gonna be quoted and used against them two....sigh, but i like the volcano, why dont u like it man
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Re: Archipelago v2 (p1+2)

Postby MrBenn on Fri Apr 18, 2008 4:55 am

Well, it sounds like you guys (mapmakers and commentators) have been getting your knickers in a twist over this one... The first thing I would recommend you all do is to take a step back and take some of the heat out of the discussion.

So, now that everybody has calmed down, we can try and be objective about the map... As far as I know, there are several things that a map needs in order to move forward:
1) A good idea, 2) Good graphics, 3) Good gameplay, 4) Support

The debate about the graphics (which I think are fine) and gameplay (which I haven't looked at) tends to be picked up on and adjusted throughout the Foundry process. The way that these develop is pretty much dependant on the support that you have for your map.

At the moment, I get the impression that while you are quite passionate about your idea, you don't currently have the support that you will need to carry this idea through the rest of the Foundry process. This means that you either need to go and gather some support from elsewhere, or come up with a different idea to make this see the distance.
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Re: Archipelago v2 (p1+2)

Postby CatfishJohnson on Fri Apr 18, 2008 5:37 am

But Mr Been, its the same 3 people that are bitching and more then 3 have supported it, and they bitchers say the same damn thing, its doenst interest me, because its fictional...wtf if i mad a NY times bestseller list
and i involed this god damn island chain gg no re son, u would be creaming yourselfs over the idea
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Re: Archipelago v2 (p1+2)

Postby MrBenn on Fri Apr 18, 2008 6:39 am

Mapmakers:
Zeakcytho (7)
Mjinga (5)

Shown interest:
CatfishJohnson (7)
wcaclimbing (3)
Herakilla (2)

Neutrals:
Inkclosed (2)
Kemmler (1)
Unit_2 (1)
MrBenn (1)

Dis-interested:
t-o-m (17)
Greenoaks (5)
Bryguy (3)
DiM (2)
Tacktix (2)

These figures are based on the number of comments so far.

I stand by my earlier comment:
At the moment, I get the impression that while you are quite passionate about your idea, you don't currently have the support that you will need to carry this idea through the rest of the Foundry process. This means that you either need to go and gather some support from elsewhere, or come up with a different idea to make this see the distance.

Please don't paint me as a bad guy - I am only trying to help.
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Re: Archipelago v2 (p1+2)

Postby TaCktiX on Fri Apr 18, 2008 6:42 am

This map does not interest me because of its similarity to other maps. As far as I'm concerned, it's a better-looking clone of Discworld, with not a smidge worth of different gameplay to distinguish it. Include that with similar mechanics to Discworld, Caribbean Islands, and Battle for Australia (all island-jumping maps), and I see it as redundancy repackaged in a better-looking wrapper. Graphics alone do not make a map worth making.
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