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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby thenobodies80 on Thu Sep 08, 2011 2:40 pm

Last Call

The map has passed through rigorous gameplay and graphics examinations and all major concerns have been addressed. If you have any other concerns, please make your voice heard. If after a reasonable amount of time there has not been any 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: Portland [28 AUG 2011] v.40 - XML

Postby Victor Sullivan on Thu Sep 08, 2011 4:16 pm

This:
lostatlimbo wrote:
Victor Sullivan wrote:I propose that the rose gardens be added to the starting positions, to make an even eight:
-Sully


I'm not opposed to that, as long as it does not adversely affect gameplay.

I trust you're attending to the fixing of it? Make sure the gardens are coded neutral when you add them as starting positions.

-Sully
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby flexmaster33 on Thu Sep 08, 2011 6:00 pm

are we beta yet? Can't wait much longer :)
Nice work lost... =D> =D> =D>
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Re: Portland [28 AUG 2011] v.40 - XML

Postby lostatlimbo on Mon Sep 12, 2011 4:08 pm

Victor Sullivan wrote:This:
lostatlimbo wrote:
Victor Sullivan wrote:I propose that the rose gardens be added to the starting positions, to make an even eight:
-Sully


I'm not opposed to that, as long as it does not adversely affect gameplay.

I trust you're attending to the fixing of it? Make sure the gardens are coded neutral when you add them as starting positions.

-Sully


I've been rather busy as of late and was hoping for more feedback/insight on this. I'm no longer sure I know what you are proposing. Why do you want all the microbrews and rose gardens need to be neutral? Won't that throw off the 42 starting positions?

It seems like a pretty big gameplay change. Can you explain in detail how this improves gameplay? I'm not grasping the goal here.
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby lostatlimbo on Mon Sep 12, 2011 4:11 pm

Actually, I guess it isn't 42 anyway, but as it currently stands the microbrews are not neutral. Making those and the rose gardens neutral would bring the starting positions down to 31, which doesn't seem like a good divisible number.

Perhaps I am mis-reading something.

Edit: Forgot that Washington Park is already 2 neutral, so I guess that would be 32 positions, which seems more reasonable.

Still, I have a feeling this will send everything back to the main foundry, so I'd like to discuss the gameplay some more before enacting the change.

Thank you
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby lostatlimbo on Mon Sep 12, 2011 4:28 pm

I also worry that making all the beeritories and rose gardens neutral will effectively nullify their bonus potential. They are already so spread out and if you have to conquer 8-12 neutrals to take them, nobody will bother.

What about making all of the MAX stops 2 neutral instead?

If Washington park was a non-neutral starting position along with the other gardens and beeritories, that would give 32 non-neutral positions to start.

9 neutral MAX territories (2 each? 3 on Fareless Zone)?
4 killer Bike territories
1 neutral neighborhood (Beaverton)
8 starting positions (beer & roses)
24 normal territories
____________________________
14 neutrals
32 non-neutrals

Thoughts?
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby Victor Sullivan on Mon Sep 12, 2011 9:19 pm

Hey lostatlimbo, thanks for the PM. Firstly, I myself am an advocate of low neutrals, since 99 out of 100 players would rather take an opponent's territory over a neutral territory with the same neutral count. So, with that, I'd keep things low - make all of your max stations and bike routes just 1 neutral, especially considering their main use is transportation around the map (as one would expect). Second, I suggest moving the Beaverton neutral to Southwest Hills, so it doesn't "cover up" the MAX station - make sure this is a neutral 2 for similar reasons stated above. Third, make sure your rose gardens and microbrews are coded neutral 2's.

Regions/player:
    2 players - 12
    3 players - 10
    4 players - 8
    5 players - 5
    6 players - 5
    7 players - 4
    8 players - 4
As you can see, we get an unfortunate number for 1v1s. This would be easily remedied by setting your positions max equal to 3 (lowering the regions/player to 10) or by placing another neutral elsewhere (which I wouldn't advise, as it would lower the regions/player across the board).

Hope this helps! Feel free to PM me anytime.

-Sully
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby lostatlimbo on Tue Sep 13, 2011 7:57 pm

Victor Sullivan wrote:Hey lostatlimbo, thanks for the PM. Firstly, I myself am an advocate of low neutrals, since 99 out of 100 players would rather take an opponent's territory over a neutral territory with the same neutral count. So, with that, I'd keep things low - make all of your max stations and bike routes just 1 neutral, especially considering their main use is transportation around the map (as one would expect). Second, I suggest moving the Beaverton neutral to Southwest Hills, so it doesn't "cover up" the MAX station - make sure this is a neutral 2 for similar reasons stated above. Third, make sure your rose gardens and microbrews are coded neutral 2's.

Regions/player:
    2 players - 12
    3 players - 10
    4 players - 8
    5 players - 5
    6 players - 5
    7 players - 4
    8 players - 4
As you can see, we get an unfortunate number for 1v1s. This would be easily remedied by setting your positions max equal to 3 (lowering the regions/player to 10) or by placing another neutral elsewhere (which I wouldn't advise, as it would lower the regions/player across the board).

Hope this helps! Feel free to PM me anytime.

-Sully


Thanks Sully

Like that 99%, I too would rather attack an opponent than a neutral, and regardless of the number of neutrals on a territory, I'd rather avoid clogging the map up with any more than necessary. Perhaps we can find another method of getting a fair drop?

If I understand correctly, 12 is bad because it only requires an opponent to take one territory in order to have an advantage? But with 32 starting territories (as I've outlined above), 2 players start with 10 territories (according to this chart). If I am not mistaken, 32 is one of the golden numbers?

2 players - 10
3 players - 10
4 players - 8
5 players - 6
6 players - 5
7 players - 4
8 players - 4

Remember that the MAX stations offer large bonus potential. Wouldn't having MAX stations only 1 neutral makes it far too easy to take those bonuses early on? You'd need only capture 3 neutral troops to receive a bonus of 4 troops and then only 2 more next turn for a bonus of 8. That would present a huge disadvantage.

Regardless of quantities, I think all of those together are too many neutrals for a map of the size. I do not enjoy playing neutral heavy maps like Feudal War (no offense to anyone - just not my style). For reasons I stated above, I believe neutrals would invalidate the rose/brew usability as a bonus.

I still feel like I am missing something here and perhaps I am just very confused as to what you're asking!
Last edited by lostatlimbo on Wed Sep 14, 2011 2:40 am, edited 2 times in total.
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby lostatlimbo on Tue Sep 13, 2011 8:29 pm

Ack - too many scenarios too late in the day. I think I need to sleep on this and maybe I'll be able to get my mind around it better tomorrow.
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby oaktown on Tue Sep 13, 2011 9:18 pm

wow, when this map hit the foundry I was still active. What a long, strange trip this map has been.

Congrats, lost.
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby lostatlimbo on Wed Sep 14, 2011 2:37 am

After brushing up on starting position XML and thinking about this more, what do you think of:

4 killer neutrals of 1 troop each (Bike Paths)
10 neutrals of 2 troops each (Southwest Hills, Washington Park, University, Irvington, Laurelhurst, Old-Town Pioneer MAX, Expo Center MAX, Portland Airport MAX, Alameda MAX, Fareless Zone)
32 classic territories of 3 troops each

That covers 2 gardens, 2 microbrews, 4 MAX stops (each line) from lucky drops and splits well for games of most sizes.
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby flexmaster33 on Wed Sep 14, 2011 2:21 pm

why not make all neutrals 2?
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby lostatlimbo on Wed Sep 14, 2011 5:54 pm

flexmaster33 wrote:why not make all neutrals 2?


Well, trying to compromise. People have questioned the bike lanes before and I can see it both ways. I lean towards them being 2 like the rest, but 1 is okay too.

My main concern now is finding a neutral/starting structure that prevents unfair drops but does not make it too difficult/undesirable to take those bonuses during the game.
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Re: Portland [31 AUG 2011] v.42 - XML approved

Postby Victor Sullivan on Thu Sep 15, 2011 3:29 pm

Gah! I thought I commented on your previous post, but I guess not :| Anywho...

lostatlimbo wrote:After brushing up on starting position XML and thinking about this more, what do you think of:

4 killer neutrals of 1 troop each (Bike Paths)
10 neutrals of 2 troops each (Southwest Hills, Washington Park, University, Irvington, Laurelhurst, Old-Town Pioneer MAX, Expo Center MAX, Portland Airport MAX, Alameda MAX, Fareless Zone)
32 classic territories of 3 troops each

That covers 2 gardens, 2 microbrews, 4 MAX stops (each line) from lucky drops and splits well for games of most sizes.

Okay, so I have a new proposal...

4 killer neutral 1's for the Bike Paths
2 neutral 2's for Fareless Zone MAX and Southwest Hills
8 starting positions of 2 territories each (max of 3):
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<map>
<positions max="3">
   <position>
      <territory>University</territory>
      <territory>Old Town-Pioneer MAX</territory>
   </position>
   <position>
      <territory>Alberta Arts</territory>
      <territory>Beaverton MAX</territory>
   </position>
   <position>
      <territory>Laurelhurst</territory>
      <territory>Expo Center MAX</territory>
   </position>
   <position>
      <territory>Nob Hill</territory>
      <territory>Mt. Tabor MAX</territory>
   </position>
   <position>
      <territory>St. Johns</territory>
      <territory>Hollywood-Laurelhurst MAX</territory>
   </position>
   <position>
      <territory>Washington Park</territory>
      <territory>Overlook-Mississippi MAX</territory>
   </position>
   <position>
      <territory>Irvington</territory>
      <territory>Portland Airport MAX</territory>
   </position>
   <position>
      <territory>Hawthorne</territory>
      <territory>Alameda MAX</territory>
   </position>
</positions>

Each MAX, microbrew and rose garden would, of course, have to be coded neutral 2's. So, with this set-up you have the low low neutral territory count of 6 (minimum). So the territory distribution would look like so:

    2 players: 14
    3 players: 12
    4 players: 10
    5 players: 6
    6 players: 6
    7 players: 5
    8 players: 5
So we do get an unfortunate number for 3-player games, but there are now 8 less neutrals...

-Sully
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Re: Portland [31 AUG 2011] v.42 - Neutral changes(?)

Postby lostatlimbo on Thu Sep 15, 2011 4:45 pm

This sounds great!

I think I was getting confused before by the "coded as neutrals", but now I realize you meant only as it applies to a remainder, not starting neutral.

Thanks for your help (and patience) with this. Still learning some things about the XML piece.

I will try to get this updated and resubmitted to XML check this evening.
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Re: Portland [31 AUG 2011] v.42 - Neutral changes(?)

Postby Victor Sullivan on Thu Sep 15, 2011 5:36 pm

Cool beans. Glad I could help!

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Portland [18 SEP 2011] v.42 - XML updated with start pos

Postby lostatlimbo on Mon Sep 19, 2011 12:39 am

I've updated the XML per Sully's changes. I presume I'll need to get it checked again.

Changes:
All MAX stations, microbrews and rose gardens are starting positions
Fareless Zone and SW Hills start 2 neutral
Bike Paths are killer neutrals of 1 each

XMLUpdated 9/18
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<map>
<positions max="3">
   <position>
      <territory>University</territory>
      <territory>Old Town-Pioneer MAX</territory>
   </position>
   <position>
      <territory>Alberta Arts</territory>
      <territory>Beaverton MAX</territory>
   </position>
   <position>
      <territory>Laurelhurst</territory>
      <territory>Expo Center MAX</territory>
   </position>
   <position>
      <territory>Nob Hill</territory>
      <territory>Mt. Tabor MAX</territory>
   </position>
   <position>
      <territory>St. Johns</territory>
      <territory>Hollywood-Laurelhurst MAX</territory>
   </position>
   <position>
      <territory>Washington Park</territory>
      <territory>Overlook-Mississippi MAX</territory>
   </position>
   <position>
      <territory>Irvington</territory>
      <territory>Portland Airport MAX</territory>
   </position>
   <position>
      <territory>Hawthorne</territory>
      <territory>Alameda MAX</territory>
   </position>
</positions>
<continent>
   <name>NoPo</name>
   <bonus>4</bonus>
   <components>
      <territory>St. Johns</territory>
      <territory>Expo Center</territory>
      <territory>University</territory>
      <territory>Overlook</territory>
      <territory>Swan Island</territory>
   </components>
</continent>
<continent>
   <name>NE</name>
   <bonus>8</bonus>
   <components>
      <territory>Columbia Slough</territory>
      <territory>Portland Airport</territory>
      <territory>Cascadia</territory>
      <territory>Mississippi</territory>
      <territory>Alberta Arts</territory>
      <territory>Alameda</territory>
      <territory>Hollywood</territory>
      <territory>Irvington</territory>
   </components>
</continent>
<continent>
   <name>SE</name>
   <bonus>5</bonus>
   <components>
      <territory>Laurelhurst</territory>
      <territory>Mt. Tabor</territory>
      <territory>Woodstock</territory>
      <territory>Clinton</territory>
      <territory>Hawthorne</territory>
      <territory>Reed</territory>
      <territory>OMSI</territory>
   </components>
</continent>
<continent>
   <name>SW</name>
   <bonus>2</bonus>
   <components>
      <territory>Beaverton</territory>
      <territory>Southwest Hills</territory>
      <territory>Marquam</territory>
   </components>
</continent>
<continent>
   <name>NW</name>
   <bonus>3</bonus>
   <components>
      <territory>Forest Park</territory>
      <territory>Sylvan Heights</territory>
      <territory>Washington Park</territory>
      <territory>Industrial</territory>
   </components>
</continent>
<continent>
   <name>Downtown</name>
   <bonus>6</bonus>
   <components>
      <territory>Nob Hill</territory>
      <territory>Pearl</territory>
      <territory>Old Town</territory>
      <territory>Pioneer</territory>
      <territory>PSU</territory>
      <territory>Goose Hollow</territory>
   </components>
</continent>
<continent>
   <name>Microbrews</name>
   <bonus>5</bonus>
   <components>
      <territory>Nob Hill</territory>
      <territory>University</territory>
      <territory>Alberta Arts</territory>
      <territory>Laurelhurst</territory>
   </components>
</continent>
<continent>
   <name>Rose gardens</name>
   <bonus>5</bonus>
   <components>
      <territory>Washington Park</territory>
      <territory>St. Johns</territory>
      <territory>Irvington</territory>
      <territory>Hawthorne</territory>
   </components>
   <overrides>
      <override>Microbrews</override>
   </overrides>
</continent>
<continent>
   <name>Blue MAX</name>
   <bonus>4</bonus>
   <components>
      <territory>Beaverton MAX</territory>
      <territory>Old Town-Pioneer MAX</territory>
      <territory>Fareless Zone MAX</territory>
   </components>
</continent>
<continent>
   <name>Yellow MAX</name>
   <bonus>4</bonus>
   <components>
      <territory>Expo Center MAX</territory>
      <territory>Overlook-Mississippi MAX</territory>
      <territory>Fareless Zone MAX</territory>
   </components>
</continent>
<continent>
   <name>Red MAX</name>
   <bonus>6</bonus>
   <components>
      <territory>Fareless Zone MAX</territory>
      <territory>Hollywood-Laurelhurst MAX</territory>
      <territory>Mt. Tabor MAX</territory>
      <territory>Alameda MAX</territory>
      <territory>Portland Airport MAX</territory>
   </components>
</continent>
<territory>
   <name>Beaverton</name>
   <borders>
      <border>Beaverton MAX</border>
      <border>Southwest Hills</border>
   </borders>
   <coordinates>
      <smallx>127</smallx>
      <smally>453</smally>
      <largex>169</largex>
      <largey>595</largey>
   </coordinates>
</territory>
<territory>
   <name>Southwest Hills</name>
   <borders>
      <border>Beaverton</border>
      <border>Marquam</border>
   </borders>
   <coordinates>
      <smallx>219</smallx>
      <smally>456</smally>
      <largex>290</largex>
      <largey>598</largey>
   </coordinates>
   <neutral>2</neutral>
</territory>
<territory>
   <name>Marquam</name>
   <borders>
      <border>Southwest Hills</border>
      <border>PSU</border>
      <border>SW Bike Path</border>
      <border>Reed</border>
   </borders>
   <coordinates>
      <smallx>330</smallx>
      <smally>464</smally>
      <largex>439</largex>
      <largey>609</largey>
   </coordinates>
</territory>
<territory>
   <name>PSU</name>
   <borders>
      <border>Marquam</border>
      <border>SW Bike Path</border>
      <border>Pioneer</border>
   </borders>
   <coordinates>
      <smallx>305</smallx>
      <smally>415</smally>
      <largex>405</largex>
      <largey>544</largey>
   </coordinates>
</territory>
<territory>
   <name>Pioneer</name>
   <borders>
      <border>PSU</border>
      <border>Old Town-Pioneer MAX</border>
   </borders>
   <coordinates>
      <smallx>333</smallx>
      <smally>386</smally>
      <largex>443</largex>
      <largey>505</largey>
   </coordinates>
</territory>
<territory>
   <name>Old Town</name>
   <borders>
      <border>Old Town-Pioneer MAX</border>
      <border>Pearl</border>
      <border>Nob Hill</border>
   </borders>
   <coordinates>
      <smallx>340</smallx>
      <smally>353</smally>
      <largex>452</largex>
      <largey>461</largey>
   </coordinates>
</territory>
<territory>
   <name>Pearl</name>
   <borders>
      <border>Old Town</border>
      <border>Nob Hill</border>
      <border>Irvington</border>
   </borders>
   <coordinates>
      <smallx>312</smallx>
      <smally>312</smally>
      <largex>414</largex>
      <largey>406</largey>
   </coordinates>
</territory>
<territory>
   <name>Nob Hill</name>
   <borders>
      <border>Pearl</border>
      <border>Old Town</border>
      <border>Goose Hollow</border>
      <border>Washington Park</border>
      <border>Forest Park</border>
      <border>Industrial</border>
      <border>Overlook</border>
   </borders>
   <coordinates>
      <smallx>254</smallx>
      <smally>313</smally>
      <largex>337</largex>
      <largey>408</largey>
   </coordinates>
   <neutral>2</neutral>
</territory>
<territory>
   <name>Goose Hollow</name>
   <borders>
      <border>Nob Hill</border>
   </borders>
   <coordinates>
      <smallx>252</smallx>
      <smally>393</smally>
      <largex>334</largex>
      <largey>514</largey>
   </coordinates>
</territory>
<territory>
   <name>Washington Park</name>
   <borders>
      <border>Nob Hill</border>
      <border>Sylvan Heights</border>
      <border>Forest Park</border>
   </borders>
   <coordinates>
      <smallx>196</smallx>
      <smally>351</smally>
      <largex>260</largex>
      <largey>459</largey>
   </coordinates>
   <neutral>2</neutral>
</territory>
<territory>
   <name>Sylvan Heights</name>
   <borders>
      <border>Washington Park</border>
      <border>Forest Park</border>
   </borders>
   <coordinates>
      <smallx>124</smallx>
      <smally>347</smally>
      <largex>164</largex>
      <largey>453</largey>
   </coordinates>
</territory>
<territory>
   <name>Forest Park</name>
   <borders>
      <border>Sylvan Heights</border>
      <border>Washington Park</border>
      <border>Nob Hill</border>
      <border>St. Johns</border>
      <border>NW Bike Path</border>
   </borders>
   <coordinates>
      <smallx>135</smallx>
      <smally>199</smally>
      <largex>179</largex>
      <largey>256</largey>
   </coordinates>
</territory>
<territory>
   <name>St. Johns</name>
   <borders>
      <border>Forest Park</border>
      <border>University</border>
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</map>
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Re: Portland [18 SEP 2011] v.42 - XML updated with start pos

Postby thenobodies80 on Mon Sep 19, 2011 4:30 am

The error that the xml wizard gives to you is because it isn't updated so it won't accept the max option into the position tag. Don't worry, I've tested your xml using the official validator on the site, it is valid. ;)

Everything else (the changes you've done) will be checked asap.

Nobodies
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Re: Portland [18 SEP 2011] v.42 - XML updated with start pos

Postby lostatlimbo on Mon Sep 19, 2011 11:51 am

thenobodies80 wrote:The error that the xml wizard gives to you is because it isn't updated so it won't accept the max option into the position tag. Don't worry, I've tested your xml using the official validator on the site, it is valid. ;)

Everything else (the changes you've done) will be checked asap.

Nobodies


Thanks! I was hoping that was the reason.
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Re: Portland [18 SEP 2011] v.42 - XML updated with start pos

Postby thenobodies80 on Mon Sep 19, 2011 1:48 pm

A thing I've noticed is that your legend still says that bike paths reset to 2 neutral troops.
Everything else is ready to go. :)
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Re: Portland [18 SEP 2011] v.42 - XML updated with start pos

Postby lostatlimbo on Mon Sep 19, 2011 2:06 pm

Ah, good catch. Will update that today.
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Re: Portland [19 SEP 2011] v.42 - XML & Graphics updated

Postby lostatlimbo on Mon Sep 19, 2011 9:36 pm

42nd Draft
Updated legend to reflect gameplay change
Image
Click image to enlarge.
image
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Re: Portland [19 SEP 2011] v.42 - XML & Graphics updated

Postby thenobodies80 on Tue Sep 20, 2011 1:53 pm

          Beta - Quenching

---The Final Forge period has concluded for the Portland Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta 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!

              Image


While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.


thenobodies80
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Re: Portland [19 SEP 2011] v.42 - XML & Graphics updated

Postby Victor Sullivan on Tue Sep 20, 2011 6:12 pm

Yay! :D =D>

Congrats! Invite me to a game when it goes live! :P

-Sully
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Re: Portland [19 SEP 2011] v.42 - XML & Graphics updated

Postby lostatlimbo on Tue Sep 20, 2011 9:09 pm

Awesome!!! This is very exciting news.

Sincerest thanks to all who helped make this map into what it is today.

It had quite a journey:
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