Atlantis - v43 - BETA - P32[D,Gp,Gr,FF,XML,BETA]

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Re: Atlantis v4.0 COMPLETE!

Postby Premier2k on Sat Dec 13, 2008 4:18 pm

To bryguy,
OK, I've had a look through the list, there are a few things I'm going to chat over with my team-mate asnd a few things I disagree with. But we'll chat over them and will post an update when we have.

bryguy wrote:hehe, got alot of commenting out of me :D

Always happy to get comments bryguy! Keep em' coming. we may not agree with everything but we'll do our best to please!

bryguy wrote:edit: could you put what page number the newest updates are in the title? it makes it easier (like Atlantis V4.0 Pg 1 and 3)

Added the page numbers.

Keep the comments coming guys and gals! Especially any comments relating to bryguy's epic post ;) and whether you agree or disagree with ideas. It helps us get an overall feel for what the community wants as a whole.

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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby Premier2k on Mon Dec 15, 2008 7:55 am

Hi bryguy,

In response to your questions;

Graphics

1) I like the water texture, but it seems a bit overdone.... enough that it hurts my eyes if I stare at the picture for more than 5 minutes :( maybe tone it down a bit if thats possible?

We have tried toning it down a little but then it doesn't look very good. We'll have a think about what we can do to improve it, but for the time being we're going to have to keep it.

2) The island reefs dont really seem like reefs, more like polluted water.....

I know what you mean (some parts look like an oil slick), but I quite like that look. It looks diffent to every sea texture.

3) The large image looks stretched for some reason, idk why...

Don't know why, the map was designed in large size and shrunk down. I suspect it's because we have posted both large and small so it's easier to notice.

4) The text in the large version legend is blurry

Agreed, this is going to be redone and the text will be sharpened

5) I don't really care for the white borders, the seem out of place. Also, they are very rugged and pixely, maybe try smoothing them out, and setting the opacity to 70%? that way they would be a sort of lighter color than the continent thay are on (maybe not do this for the grey continent....)

We will have a look at this and see what we can come up with for the next version.

6) The drop shadows on the borders seem out of place.

As no. 5

7) So does the speed boat....

The boats are being redone. Initally they were just to show where they would be.

8) For the bevel on the islands the white highlight part where the sun is hitting the islands is out of place. Maybe make the highlight color a brighter-more-whitish-color of the island its on? that might fit better

Good idea, we will try this along with changes for no. 5

9) The islands need a texture of some sort, right now its all smooth

We did have a texture on it, with varying degrees but the majority of people didn't like it so we removed it. Perhaps we'll have a nother play. It won't be on the next version though.

10) The scroll is a little blurry in the large version

This is being redone as mentioned in no. 4

11) Just wondering, but why is there a blue outer glow to each island?

I have just noticed that but I kinda like it! :D

12) I cant read the name of the brown-almost-orange-island-right-under-lyonesse-and-kamuri-kandam

This has been discussed by us, we are investigating other ways of showing the island name

13) I dont care for the compass in the lower right corner, or for how it shows every direction. Why not enlarge it slightly and remove the names for all directions but N, S, E, and W?

We can do that! May be in next version. We have a lot to do for the next version.

14) Upon close observation, the very outside of the picture has a little grey line, as if the ocean layout just stops there. Maybe shrink the canvas size so that the line is no longer there?

Not sure what that is, we will try shrinking the canvas slightly to see if that makes a difference. (I doubt it will though TBH)


GamePlay

1) The circles seem out of place on this map, except on the boats. maybe get rid of them except where needed?

Not quite sure what you mean, all the territories with circles on will have armies. I can post you a version with no circles on if you like for demo purposes.

2) Thule has 9 territories, but only 8 named?

Oops, that will be fixed in next version. Well spotted!

3) Can 1, 2, 3, and 4 (inner grey circle) all attack each other? since they all share the very center of it its hard to tell

Yes, all inner temples can attack each other. Perhaps we could make this a bit clearer.

4) There are alot of.. oh shoot cant remember the owrd... bottle-necks? i think thats what it is... on the map, especially on earlier-mentioned-brown-almost-orange-continent-that-i-cant-read-the-name-of

Decreasing the amount of bottlenecks would increase the bonus numbers which are high enough as it is

5) Some of the bonuses seem a bit off for what they should be. Idk why, but they do

The bonuses were worked out using Oaktown's bonus calc. I will look again at these just in case.

6) Is there anything that can be taken to win the game? kinda like in AoR Magic? (just wondering)

We had discussed having an objective but decided against it, this is a straight fight.

7) Just wondering, but that exactly is the reason for the boats????

The boats provide a link to the inner islands, only a few boats can get to the inner islands. They can also bombard other boats. They remain the key to winning the map.

8) Why would anyone bother to take Lyonesse 2 when they can skip over it to 3 or 1?

For the same reason in other maps, if the want the bonus they have to take it. There are plenty of maps where you can skip across from one territory to another, this is just another way to get to your destination.

9) Can Lyonesse 2 attack lyonesse 4? its hard to tell

Yes, it can. We shall endeavour to make this link clearer for the next version.

10) 'Docks connet inner and outer rings on the same line of sight' - that makes now sense. How about inner and outer islands???

Good idea, we shall change this when we update the scroll - how about 'Docks connect the inner and outer islands on the same line of sight'

11) 'Ports can assault explorer boats' 'Explorer boats can assault ports' - When you say assault, do you mean like attack assault or bombard assault?

Attack assault. Boats can bombard assault other boats. We didn't want to use the word attack as 'attack' is now 'assault' in CC

12) Theres a name for every island EXCEPT the grey one. That might make the number thing tricky for their....

They are the temple isles. We have no where to put the name. All suggestions on that would be welcome!


Version 5 todo list

Hopefully appearing in version 5;

    Redo the legend so it looks less blurry
    Revamp borders
    Put correct boats in the map
    Change the highlight color for the islands
    Fix Numinor name, so it's easier to read
    Show the lyonesse 2 -> lyonesse 4 link better
    Add the missing Thule territ


Please note as it's christmas, updates may be slow to the map. Full work shall resume after christmas from the 5th Jan onwards.

Keep those suggestions and comments coming in!

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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby john9blue on Mon Dec 15, 2008 2:56 pm

Nice map, it reminds me of Conquer Man with all of the bottlenecks (they aren't necessarily a bad thing).

If the center islands are "Temple Islands", then you should put a temple graphic there. Maybe, to clarify, you could have the objective be to capture the center island, and it could start off with neutrals. Unless you really don't want to do that.

Also, if all the boats and docks are assaulting each other, you could just say "attack" instead of "assault". ;)
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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby Premier2k on Mon Dec 15, 2008 3:08 pm

john9blue wrote:Nice map, it reminds me of Conquer Man with all of the bottlenecks (they aren't necessarily a bad thing).

If the center islands are "Temple Islands", then you should put a temple graphic there. Maybe, to clarify, you could have the objective be to capture the center island, and it could start off with neutrals. Unless you really don't want to do that.

Also, if all the boats and docks are assaulting each other, you could just say "attack" instead of "assault". ;)


Yes, I like the bottlenecks too. Perhaps we could thin them down a little though...
I've tried putting temples in the centre, but it makes it look rather cluttered and when the army circles are on there it looks even worse.
We had discussed making the temple isles as an objective but we weren't too keen on the idea. Maybe if there's enough call for it then we'll reconsider.
We may still say attack instead of assault, we were just trying to keep with the CC theme of assault rather than attack.

As a brief update,

I have addressed the borders issue, I don't want to post a new update yet as we have a few more updates to do til we can release the next version. The borders have been changed from white to a darker colour, it fits in much better.

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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby john9blue on Mon Dec 15, 2008 3:46 pm

I sort of meant just putting a single temple in the middle. If you don't have room, that's fine.

Also, you should make it clear whether the 4 center territories can all attack each other or not (they touch in the middle). :)
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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby the.killing.44 on Tue Dec 16, 2008 12:01 am

I suggest that you make the gray bonus +2 instead of +3 … hold 4 terits defend 2 doesn't seem too hard. MO
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Re: Atlantis v4.0 COMPLETE!

Postby Androidz on Tue Dec 16, 2008 2:16 am

Androidz wrote:
Premier2k wrote:
Androidz wrote:i like it but can you try adding a thin black continent line outside the continents?

Not entirely sure what you mean, do you mean around all the continents or around each one individually?

P.


just each continent individually. Just to test it out i feel something is odd without it:P


lol i now see what's odd. Its the white terretorie lines i think they will be better in black:(
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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby Premier2k on Tue Dec 16, 2008 2:48 am

the.killing.44 wrote:I suggest that you make the gray bonus +2 instead of +3 … hold 4 terits defend 2 doesn't seem too hard. MO

We agree, we shall make those changes in the next version.

Androidz wrote:lol i now see what's odd. Its the white terretorie lines i think they will be better in black:(

Yes, I have modified the border lines, they are now a darker gray colour. I'll post when we have a more updated image to show.

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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby bryguy on Tue Dec 16, 2008 1:47 pm

Premier2k wrote:
1) I like the water texture, but it seems a bit overdone.... enough that it hurts my eyes if I stare at the picture for more than 5 minutes :( maybe tone it down a bit if thats possible?

We have tried toning it down a little but then it doesn't look very good. We'll have a think about what we can do to improve it, but for the time being we're going to have to keep it.


maybe try making a layer behind the water layer thats (basically) the same color of the water, and lower the opacity of the water layer a bit? that might work if you want to. If not, its okay :)



1) The circles seem out of place on this map, except on the boats. maybe get rid of them except where needed?

Not quite sure what you mean, all the territories with circles on will have armies. I can post you a version with no circles on if you like for demo purposes.


yes plz :)


5) Some of the bonuses seem a bit off for what they should be. Idk why, but they do

The bonuses were worked out using Oaktown's bonus calc. I will look again at these just in case.


oh okay then they should be fine :)

at a glance they just seemed off to me

10) 'Docks connet inner and outer rings on the same line of sight' - that makes now sense. How about inner and outer islands???

Good idea, we shall change this when we update the scroll - how about 'Docks connect the inner and outer islands on the same line of sight'


sounds 110% better :)


11) 'Ports can assault explorer boats' 'Explorer boats can assault ports' - When you say assault, do you mean like attack assault or bombard assault?

Attack assault. Boats can bombard assault other boats. We didn't want to use the word attack as 'attack' is now 'assault' in CC


OKay just wanted to know :)

I dont think you mentioned though that boats can bombard other boats, you might want to if you didnt

12) Theres a name for every island EXCEPT the grey one. That might make the number thing tricky for their....

They are the temple isles. We have no where to put the name. All suggestions on that would be welcome!


maybe add a T in front of every letter for the temple isles? (T1, T2, T3, T4) or TI (TI1, TI2, TI3, TI4), that might help


Version 5 todo list

Hopefully appearing in version 5;

    Redo the legend so it looks less blurry
    Revamp borders
    Put correct boats in the map
    Change the highlight color for the islands
    Fix Numinor name, so it's easier to read
    Show the lyonesse 2 -> lyonesse 4 link better
    Add the missing Thule territ


Please note as it's christmas, updates may be slow to the map. Full work shall resume after christmas from the 5th Jan onwards.
[/quote]

Sounds good :D
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Re: Atlantis v4.2 Updates Pages 1 and 3

Postby Premier2k on Tue Dec 16, 2008 2:43 pm

Hi Bryguy,

Had a quick read through your post, will post a non-army-circle-map tommorow and also respond to some of your comments (not doing it tonight cos I've just got in from work and bloody shattered! :lol: )
I particulary liked your idea about the temples!

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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Postby Premier2k on Tue Dec 16, 2008 2:57 pm

As it's christmas, I've posted an image now.

This is version 4.3 with no armies (for bryguy) and showing the border changes only.

Large Version 4.3 with no armies showing border
Click image to enlarge.
image


Borders look better? I think they look good now. It also shows some of the connections better.

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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Postby crosseout on Tue Dec 16, 2008 5:00 pm

Gameplay looks excellent, will be a fun map to play. I do however think that the huge bevel makes the landareas look blurry and very unnatural. Height is usually much harder to see from top perspective. Try going softer and maybe adding some texture?
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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Postby Premier2k on Tue Dec 16, 2008 5:08 pm

crosseout wrote:Gameplay looks excellent, will be a fun map to play. I do however think that the huge bevel makes the landareas look blurry and very unnatural. Height is usually much harder to see from top perspective. Try going softer and maybe adding some texture?


Thanks crosseout!

I will try toning down the bevel and softening it slightly and seeing what difference this makes. We won't be adding texture to the islands though as most people didn't like it, sorry ;)

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Re: Atlantis v4.3 Half Update Pages 1,3 and 4

Postby Premier2k on Wed Dec 17, 2008 2:10 pm

OK, Whilst the map is being worked on by my team-mate I have been generating the XML to go with it.

Some discussion points though;

The explorers, docks, Ys and Temples are all going to start as neutrals. (The rest will be divided up amongst players). Does anyone have a suggestions as to the values of the starting neutrals? Currently everything barr the temples is set to start at nuetral 5, the temples will start at neutral 8.

Does this seem ok, or would anyone have other suggestions? Please bear in mind that we don't want the explorers too easy to be taken. They are quite key to winning the map. So should start reasonably high IMO.

Thoughts?

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Re: Atlantis v5.0! Updates (p.1,3,4)

Postby Premier2k on Thu Dec 18, 2008 6:31 am

Ok version 5.0 is ready!!

The changes made are;

* Terrain texture is back! A few people have commented that they would like to see some texture so we have come up with something we're sure you'll all like.
* New boats! (explorers) These boats fit in much with the theme
* Thule now has 9 territories instead of the 8.
* Nemenor text has been changed to be more visable
* Sea textures altered slightly
* The centre temples now have a pyramid structure to them. We wanted to keep it simple and i think this fits in nicely. Well done to nemesischild for that!

The only things missing are the scroll in the top right-hand corner, bonus numbers on the minimap they will be completed next.

So here ya go!

Large Version 5.0 No armies displayed
Click image to enlarge.
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Large Version 5.0 With armies
Click image to enlarge.
image


Comments welcome!

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Re: Atlantis v5.0! Updates (p.1,3,4)

Postby crosseout on Thu Dec 18, 2008 4:26 pm

I like this a lot better, much easier on the eyes(;
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Re: Atlantis v5.0! Updates (p.1,3,4)

Postby NemesisChild on Thu Dec 18, 2008 6:34 pm

Happy to oblige Crosseout
That damn terrain was a git to do... me being a Photoshop novice!
the bevel I agree was a bit garish but no more than an oversight

Just to let everyone know we are starting the XML now (quite a lot done)
hopefully we will be getting some stamps soon

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Re: Atlantis v5.0! Updates (p.1,3,4)

Postby Premier2k on Thu Dec 18, 2008 7:11 pm

crosseout wrote:I like this a lot better, much easier on the eyes(;

Thank's crosseout, it's good to know we're getting it right! :D

NemesisChild wrote:Just to let everyone know we are starting the XML now (quite a lot done)

XML is pretty much complete. I need to make a few ammendments and need to add the small map army co-ords.

NemesisChild wrote:hopefully we will be getting some stamps soon

Yes, I think we get an ideas stamp and a drafts stamp.
Can one of the mods confirm this?

Thanks all, keep those comments and suggestions coming!!

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Re: Atlantis v5.0! Updates (p.1,3,4)

Postby MrBenn on Fri Dec 19, 2008 9:58 am

The map is improving, although I still think you have a lot of work ahead of you.

[Advanced Draft]
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Postby Premier2k on Sat Dec 20, 2008 8:47 am

New Update!

Version 5.4 is now available!
Well Done to Nemesischild for getting this version completed along with his new textures.

The XML is going through a couple of changes and I will add it as soon as it is completed!

Version 5.4 with armies
Minimap and bonuses now displayed
Scroll redone.

Image

Thoughts, comments, and suggestions for Version 6 needed please!
Anything you like? Don't like? Want to see?

Thanks all for your continued support!

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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Postby Androidz on Sat Dec 20, 2008 9:30 am

I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Postby Premier2k on Sat Dec 20, 2008 9:41 am

Androidz wrote:I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?


You mean the centre temple island?
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Postby bryguy on Sat Dec 20, 2008 10:08 am

Looking good :)


1) I like the whole T.O.P thing :) is it gonna start out neutral tho?
2) Boats are much better :)
3) Love the unique new texture
4) Yay! thule has its 9 territories!! but now Lemuria does not.... its missing 9
5) Just noticed this, but some of the borders are VERY VERY pixely




All I have time to comment on right now :)
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Postby NemesisChild on Sat Dec 20, 2008 10:23 am

1) I like the whole T.O.P thing :) is it gonna start out neutral tho?


Yes all territories apart from the outer islands will start nuetral

2) Boats are much better :)


I like the boats too ... but I'm biased, good idea to use older boats, gives it a better all round look

3) Love the unique new texture

Thank you.. it took ages

4) Yay! thule has its 9 territories!! but now Lemuria does not.... its missing 9


Ooops! guess where thules 9 came from!! damit I will fix this next version (without nicking it from somewhere else!!! )

5) Just noticed this, but some of the borders are VERY VERY pixely


I am looking into bettering the borders I agree that they are a bit pixely.. if anyone knows how to resolve this it would be much apprecited as i am struggling with it.. PM me with the help if you can

Nem
Blackadder: Awh, God, God, God. What on earth was I drinking last night? My head feels like there's a Frenchman living in it. Where am I?

Click here to discover the lost islands of Atlantis...
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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Postby Androidz on Sat Dec 20, 2008 12:15 pm

Premier2k wrote:
Androidz wrote:I'm not sure the choice of colours in the middle is the best choice. Could you try black with a silver glow?


You mean the centre temple island?


yes, i know its something special on the map but still you could manage with better colours on the text than this=)
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