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The Conquer 500

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Re: The Conquer 500 [GP] - Background Image Discussion

Postby natty dread on Fri Sep 10, 2010 3:32 pm

Why should they be? The colours of the players who get the cars will be random anyway.
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Re: The Conquer 500 [GP] - Background Image Discussion

Postby Victor Sullivan on Sat Sep 11, 2010 10:18 am

Idk, I think it'd look better. At least make is so none of the cars match their CC positions, if you know what I mean. It just bothers me that only cyan's in its CC position, cuz it seems less... random, I guess. Idk maybe I'm just being OCD.
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Re: The Conquer 500 [GP] - Background Image Discussion

Postby dolomite13 on Wed Sep 15, 2010 10:45 am

Victor Sullivan wrote:For the colors of the cars, is there a reason why they're not ordered in the standard CC way (y'know, 1-red, 2-green, 3-blue, etc.)?

Not really ... I just happened to put them in that order and wasn't paying any attention to the order whatsoever. If you could select player absolute starting areas it would be sort of fun to match color to color but because its random it never entered my mind. I am also one of those people that likes things to have synergy so I will see if I can get them in the CC color order with a minimum amount of effort =)

=D=
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Re: The Conquer 500 [GP] - Background Image Discussion

Postby Victor Sullivan on Wed Sep 15, 2010 2:36 pm

dolomite13 wrote:I am also one of those people that likes things to have synergy so I will see if I can get them in the CC color order with a minimum amount of effort

Yay! Go synergy?

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Re: The Conquer 500 [GP] - Background Image Discussion

Postby dolomite13 on Tue Sep 21, 2010 9:02 am

Changes in this version
- Changed the color order to match the CC player order.
- Moved the "no standard territory bonus" to the key under the track area.
- Made top area where the map name is smaller.
- various graphic tweaks.

To Do
- Clean up more graphics.
- Fix tense of Bombard and Assault in key.
- Small map.

=D=

http://farm5.static.flickr.com/4088/501 ... 9d77_b.jpg

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Re: The Conquer 500 [GP] - Map Tweaks

Postby Victor Sullivan on Tue Sep 21, 2010 10:52 am

This makes me happy :D
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Re: The Conquer 500 [GP] - Map Tweaks

Postby ender516 on Tue Sep 21, 2010 12:27 pm

Team 3 is not really blue, though, is it? It's purple. I'm not saying it needs to change, but all that fuss about CC colour order, and they aren't really CC colours. (And the green here is much more yellow.)
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Re: The Conquer 500 [GP] - Map Tweaks

Postby dolomite13 on Tue Sep 21, 2010 2:39 pm

ender516 wrote:Team 3 is not really blue, though, is it? It's purple. I'm not saying it needs to change, but all that fuss about CC colour order, and they aren't really CC colours. (And the green here is much more yellow.)
Yep the green i used is more lime and the dark blue ... well I like using purple for it but can make that more blue.

=D=
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Re: The Conquer 500 [GP] - Map Tweaks

Postby ender516 on Tue Sep 21, 2010 2:56 pm

Like I said, don't change the shade on my account. The purple probably fits better with the overall colour scheme of the title and legend and so on. I just thought I would warn you that someone will likely suggest that it should really be blue to match the CC colours. Feel free to consider the issue, take a stand now, and say that the purple stays. It is your artwork.
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Re: The Conquer 500 [GP] - Map Tweaks

Postby dolomite13 on Wed Sep 22, 2010 1:10 pm

I will be changing the colors a little... I will have an update later today or tomorrow =)

=D=
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Re: The Conquer 500 [GP] - Map Tweaks

Postby lurkerleader on Wed Sep 22, 2010 1:32 pm

Map has come a long way since i looked in the foundry dolomite :D good work - also I think i see a typo in your Starting Forces type up underneath the map


In a 3 player game
- all players would have 3 pit crew each with 2 remainder set to 1 neutral. (8/3)
- all players would have 6 track locations each with 2 remainder set to 3 neutral. (20/3)

Do you mean to say they would have 2 pit crew each, equaling 6 pit crews used?
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Re: The Conquer 500 [GP] - Map Tweaks

Postby RjBeals on Wed Sep 22, 2010 5:21 pm

map looking pretty good.
I don't care for that background picture with the cheap filter run on it.
I would suggest working on the road/track graphic also - it looks sort of tubular.
Your icons & layout are really good.

Nice work.
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Re: The Conquer 500 [GP] - Map Tweaks

Postby kengyin on Sun Sep 26, 2010 6:37 pm

dont you need 3 digits? thats what i was told
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Re: The Conquer 500 [GP] - Map Tweaks

Postby ender516 on Mon Sep 27, 2010 10:04 am

Yes, it is customary to see how the map looks with three digits. A cursory examination tells me that most of the troop numbers will be fine as they are, but it might look better if in the Pit Equipment portion, the boxes containing the numbers were swapped with the icons next to them, so that instead of seeing

A 88 *

it would be

A * 88

which would give room for longer numbers with obscuring the icon.
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Re: The Conquer 500 [GP] - Map Tweaks

Postby dolomite13 on Mon Sep 27, 2010 11:34 am

ender516 wrote:Yes, it is customary to see how the map looks with three digits. A cursory examination tells me that most of the troop numbers will be fine as they are, but it might look better if in the Pit Equipment portion, the boxes containing the numbers were swapped with the icons next to them, so that instead of seeing

A 88 *

it would be

A * 88

which would give room for longer numbers with obscuring the icon.


Agreed ...
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Re: The Conquer 500 [GP] - Map Tweaks

Postby Victor Sullivan on Mon Sep 27, 2010 9:45 pm

Explain to me why I would try to go for the Pit Equipment?
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Re: The Conquer 500 [GP] - Map Tweaks

Postby RedBaron0 on Thu Sep 30, 2010 2:24 pm

I agree the road surface is pretty uniform, it could use a bit of texture, like an actual road surface, and the red dividers lines are a bit pixely and aren't a uniform length. In places the line is too long, going over the track, and others too short not touch the edges of the track. I suggest changing the color to a caution yellow like the lines on any normal road.
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Re: The Conquer 500 [GP] - Map Tweaks

Postby dolomite13 on Sun Oct 03, 2010 3:08 pm

RedBaron0 wrote:I agree the road surface is pretty uniform, it could use a bit of texture, like an actual road surface, and the red dividers lines are a bit pixely and aren't a uniform length. In places the line is too long, going over the track, and others too short not touch the edges of the track. I suggest changing the color to a caution yellow like the lines on any normal road.

I am looking at white or yellow as possibilities. I also want them to show attack direction so I have a chevron shape I am experimenting with,
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Re: The Conquer 500 [GP] - Map Tweaks

Postby dolomite13 on Sun Oct 03, 2010 3:10 pm

Victor Sullivan wrote:Explain to me why I would try to go for the Pit Equipment?

Your car is worth +5 total bonus ... you can bombard the other players cars from pit equipment as well as gain a bonus for holding pit equipment.
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Re: The Conquer 500 [GP] - Map Tweaks

Postby Victor Sullivan on Sun Oct 03, 2010 3:20 pm

dolomite13 wrote:
Victor Sullivan wrote:Explain to me why I would try to go for the Pit Equipment?

Your car is worth +5 total bonus ... you can bombard the other players cars from pit equipment as well as gain a bonus for holding pit equipment.

Ah! Found it. Must've missed it before, thanks.
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Re: The Conquer 500 [GP] - Map Tweaks

Postby dolomite13 on Tue Oct 05, 2010 12:04 am

Got around to updating this ...

=D=

Updates

- Changed background to be less stylized
- Added some flavor to track by adding red/white corner rails in places.
- Change track to be less smooth looking.
- Changed track segment dividers to yellow chevrons showing attack flow around the track.
- Changed the track locations that the pit row can attack to use a different graphic color instead of red.
- Swapped the unit boxes and the icons in the pit equipment area.
- Changed car color order as well as pet crew order to match the generic colors of the conquer club units.

To Do

- Adjust map size from 803 x 785 to a new more uniform size.
- Minor tweaks to align map icons and text around the map.
- Create a small map.

Large Map (88's) - v0.2.13

http://farm5.static.flickr.com/4132/505 ... 73ec_b.jpg

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Large Map (888's) - v0.2.13

http://farm5.static.flickr.com/4092/505 ... e88e_b.jpg

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Last edited by dolomite13 on Tue Oct 05, 2010 9:57 am, edited 1 time in total.
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Re: The Conquer 500 [GP] - Map Updated (10/4)

Postby natty dread on Tue Oct 05, 2010 9:55 am

I like the yellow arrows. The red/white curve things look a bit rushed at some places (C2-C3 for example.)
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Re: The Conquer 500 [GP] - Map Updated (10/4)

Postby RedBaron0 on Mon Oct 11, 2010 11:22 am

Yeah, clean up the red/white shoulder curves a bit as natty has said
The background is showing through the title block on the top.
All of the checkered flags are missing a white block near the top by the flag pole.
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Re: The Conquer 500 [GP] - Map Updated (10/4)

Postby Industrial Helix on Mon Oct 11, 2010 12:38 pm

I'd like to see some desaturation on the hats and cars, maybe the red and white corner things. The colors are abnormally strong and look unrealistic.

Otherwise its looking quite nice since last I visited.
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Re: The Conquer 500 [GP] - Map Updated (10/4)

Postby Victor Sullivan on Mon Oct 11, 2010 3:41 pm

Industrial Helix wrote:I'd like to see some desaturation on the hats and cars, maybe the red and white corner things. The colors are abnormally strong and look unrealistic.

Otherwise its looking quite nice since last I visited.

I have to agree with IH here. Also, I'm not so crazy about the blue-outlined track territories. I just think it doesn't quite stand out as much as I'd like, and I'm not so sure the shade matches with the rest of the map. I thought the red was okay. You could try using the same red that's used in the railings.
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