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Re: Castle Lands [D,Gp,Gr] up. 04-27: final version -page 18

Postby oaktown on Tue Apr 28, 2009 3:45 pm

pikkio wrote:oak, i wasn't afraid with you for your asking about neutrals, it's clear that before you give a stamp you must be sure that everything is ok and with the last changes there was a possibility that i changed the neutrals. ;)

Don't worry about it, pikkio. I'm used to being unpopular around here.

Keep in mind that just because the map has hit the Forge there may still be concerns that people raise and discussions about problems. But at this I personally think that the mapmaker should be able to make the final decisions - the community has had ample time to comment.
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Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

Postby thenobodies80 on Fri May 01, 2009 4:47 pm

A busy week for me...

Anyway...
I think i'll be ready in few time ;)

This is just a preview.

Castle Lands XML V1.0

TNBDS
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Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

Postby thenobodies80 on Sun May 03, 2009 12:33 pm

ok guys, i tested the xml.
Everything seems ok...

Xml checked.
xml is valid.See test results.
Summary: 0 errors and 0 warnings detected in CastleLands.xml (10 continents, 42 territories)


CastleLands.xml
Big Version
Small Version

Waiting for Forza AZ approval ;)
.44 try a test with 888
i think there's nothing wrong but i like to know your opinion about :

888 on small map:
  • Duke is partially covered
888 on big map:
  • Duke is covered (only a bit)
  • Forest Tower is covered (only a bit)
  • Savannah is covered
  • Rye blue flag is covered (only a bit)

I think that only duke on the small and savannah on the big need a fix.
What do you think?
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Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

Postby the.killing.44 on Sun May 03, 2009 12:51 pm

Centering's all good.
Small
888 hits "D" on Duke
    move the circle ~3px to the left, along with the co-ords
Large
888 clips "S" on Savannah
    move the name ~2px left
Yeah, nobodies got it. On a graphics standpoint, there seems to be an extra space between the "a" and "i" of the "Mountain" in Mountain Tower. Also, the peak on Peak seems to have a box around it ā€¦

=D>
.44
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Forza AZ

Postby thenobodies80 on Mon May 04, 2009 5:34 am

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Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

Postby pikkio on Mon May 04, 2009 6:03 pm

i corrected all the tweaks. those are the final versions:

Castle Lands Big
Click image to enlarge.
image


Castle Lands Small
Click image to enlarge.
image
Image
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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby thenobodies80 on Tue May 05, 2009 1:07 pm

Pikkio made the graphic changes, as requested.
And i fixed these coordinates:

  • Savannah on the big version
  • Duke on the big version
  • Duke on the small version

Everything is right now... :D

Big version: http://img213.imageshack.us/img213/7411/castlelandsb.jpg
Small version: http://img262.imageshack.us/img262/4815/castlelandss.jpg
Xml: http://www.fileden.com/files/2009/3/21/2373685/CastleLands.xml

TNBDS
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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby iancanton on Tue May 05, 2009 2:23 pm

why are the names of the eight castle courts listed at the start of the xml, before the bridge bonuses? it doesn't look right to me, though i'm not an xml expert. if there's nothing wrong, then ignore my comment! look forward to playing this one!

edit: i see it now - they're the 8 start positions!

ian. :)
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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby the.killing.44 on Tue May 05, 2009 3:59 pm

Image

:)
.44
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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby thenobodies80 on Tue May 05, 2009 5:42 pm

iancanton wrote:edit: i see it now - they're the 8 start positions!

ian. :)


Yes,exactly! they're starting position ;)

the.killing.44 wrote:Image

:)
.44


Thank you friend! :D

TNBDS
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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby pikkio on Tue May 05, 2009 7:12 pm

YEEEEEEEESSSSSSSSS!!! =D> :mrgreen:

thanx to all! i can't wait to play with this map!!! :geek:
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby Hopscotcher on Wed May 06, 2009 11:39 pm

Just throwin in my 2 cents. This looks really cool! can't wait to see it on the game list!
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby AndyDufresne on Tue May 19, 2009 1:45 pm

I'm not seeing much else to add---what does everyone else think?


--Andy
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby sailorseal on Wed May 20, 2009 11:30 am

AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy

Agreed 100%
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby pikkio on Wed May 20, 2009 2:41 pm

sailorseal wrote:
AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy

Agreed 100%


SO DO I !! :D
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby neanderpaul14 on Thu May 21, 2009 4:54 pm

AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy



Let's PLAY
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Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

Postby AndyDufresne on Mon May 25, 2009 12:46 pm

thenobodies80 wrote:Pikkio made the graphic changes, as requested.
And i fixed these coordinates:

  • Savannah on the big version
  • Duke on the big version
  • Duke on the small version

Everything is right now... :D

Big version: http://img213.imageshack.us/img213/7411/castlelandsb.jpg
Small version: http://img262.imageshack.us/img262/4815/castlelandss.jpg
Xml: http://www.fileden.com/files/2009/3/21/2373685/CastleLands.xml

TNBDS


Just a clarification---are the above links to the Final images and XML?


--Andy
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby AndyDufresne on Tue May 26, 2009 2:17 pm

Pikkio, Nobodies?


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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby thenobodies80 on Tue May 26, 2009 2:51 pm

Yes!
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Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

Postby AndyDufresne on Wed May 27, 2009 12:23 pm

          Beta - Quenching

---The Final Forge period has concluded for the Castle Lands Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry 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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--Andy
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Re: Castle Lands [Beta]

Postby AndyDufresne on Wed May 27, 2009 12:26 pm

Map Medals will be given out once the map is removed from BETA.


--Andy
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Re: Castle Lands [Beta]

Postby thenobodies80 on Wed May 27, 2009 12:41 pm

\:D/ YES! \:D/

i want to play this map!
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Re: Castle Lands [Beta]

Postby pikkio on Thu May 28, 2009 4:24 am

HORRAAAAYYYY!!! =D> :D
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Castle Lands' future

Postby Lupo on Thu May 28, 2009 5:44 am

Hello my friends!

I would like to congratulate with you for this nice map and the good and hard job you did.

I am really sorry about not having had enough time to read the whole 20 pages discussion about this map, so I apologize in advance if I will talk about something you're already discussed here before.

Probably, I am in late to make any kind suggestion, anyway I try to point out the following ones:


-> Personally, I believe that between the four external continents, the MOUNTAINS be the better ones to start with:

- FORESTS (5 territories, 3 borders, +3 bonus)

- MOUNTAINS (6 territories, 3 borders, +4 bonus)

- FIELDS + Savannah (8 territories, 3 borders, +5 bonus)

- DESERTS + Peak (8 territories, 3 borders, +5 bonus)


-> I would like to typify the four external continents:

- the FORESTS, inserting 1 or more rivers crossing the continent, making these waterways the only possible path to move troops across its territories;

(NOTE: eventually some of this rivers could have their wellsprings in the adjacent MOUNTAINS)

- the MOUNTAINS, inserting 1 or more extra neutral territories and 1 way borders, in order to penalize the movement inside this continent;

- the FIELDS, inserting some production bonus, similar to the "Age Of Merchants" map;

- the DESERTS, inserting a central oasis bonus and around it setting some territories with negative bonuses, something similar (on a smaller scale) to the "Oasis" map.


-> About the graphics, it would be very cool if you used perspective and someone with enough skills started to make a draft of this map.


Well, I know I am asking so much and too in late with map foundry process, but I hope you could keep this suggestion for your future update or re-make.

thank you for your attention,

Lupo
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Re: Castle Lands [Beta]

Postby AndyDufresne on Thu May 28, 2009 1:46 pm

...the army coords for "Peak" on large version of Castle lands is off


Mind looking into this?


--Andy
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