Spaceness Map(v0.9 BETA, page 15) [vacation]

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Postby Ninjastar13 on Wed Oct 17, 2007 11:26 pm

Quick Question for anyone:
When proggramming the xml for a map do i have to restate the borders? for instance in the above mape if a say for tow that stubb is a border do i have to repeat it for stubb and say tow is a border?
Any help wuld be greatly appreciated! thanks!
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Postby Coleman on Wed Oct 17, 2007 11:30 pm

Yes.

If you listed tow as a border for stubb but not the other way around then Tow could attack (or fortify to) stubb but stubb could not attack (or fortify to) tow.
Warning: You may be reading a really old topic.
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Postby Ninjastar13 on Wed Oct 17, 2007 11:40 pm

Thank you very much!
Thats Very anooying but thank you. :lol:
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Postby Aerial Attack on Wed Oct 17, 2007 11:54 pm

[XML Comment]
Sweet. That's how 1-way borders are established. I bet the first time someone made one was through an accidental omission *lol*
[/XML Comment]


Back to the topic at hand. The new update looks pretty decent. Those flying jellyfish with corkscrew tails might actually need to be bigger (to hold the army numbers [circles?]).

With the darkness of space, the planets need just a little brightening - mainly so people can see the features. I realize we are on the dark side of this particular solar system (pretend it's a two star system?).

I would suggest a different color for the terr borders on the rings (since they overlap the planetary terr borders).

The planetary terr borders that are on the sunny side of their planets need to be made crisper and more defined (they fade too much).

It takes a very very close look at the legend to realize that Pheris is the planet on the bottom left and Omicron the upper right. This could definitely stand some sharpening up.

The attack path between Eef and Satt needs to be made more distinguishable - right now it's too close to the border of Satt and Urnn. Same with Mu/Ness2.

Here are links to WidowMaker's Continent Bonus spreadsheet and Cairnswk's Continent Bonus Spreadsheet

Both in the Map Making Tools (stickied at the top of the Map Foundry forum) thread. Not sure if Coleman uses one of these or if he has his own.

39 terrs isn't exactly small. It's pretty much medium. A lot of the maps being made are large (60+ terrs) or mega (90+) terrs.

Excellent work so far.
Last edited by Aerial Attack on Thu Oct 18, 2007 11:11 am, edited 1 time in total.
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Postby bloknayrb on Thu Oct 18, 2007 12:31 am

Ok, so I've made some fixes, clarified some bits. I can't make the dark sides lighter because I already flattened the PSD's, but even if I hadn't, I'm kind of a stickler for realism, and when I tried it out with lighter planetary shadows I didn't like the result at all. The reason the shapenesses are imbalanced in terms of bonuses is because each one is a border territory, and I feel that being able to hold all of them would be extremely difficult. Let me know if you see anything else that needs alteration:


EDIT: Now the shapenesses work very differently; only the buckle can attack the shapeness next to it, though all shapenesses can attack one another, their attacks on planets are one-way. However, each planet can bombard a shapeness near one other planet. I think that this can produce some interesting gameplay dynamics, especially in team games, and can cause interesting alliances in standard games. What do you all think?

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Postby cena-rules on Fri Oct 19, 2007 5:03 am

I like that make.

I would maybe make the planets stand out a bit
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Postby bloknayrb on Fri Oct 19, 2007 5:35 am

Stand out how?
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Postby cena-rules on Fri Oct 19, 2007 5:49 am

well just so you can see them against the background
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Postby bloknayrb on Fri Oct 19, 2007 6:19 am

Oh, I did it this way for realism, I hate the way it looks when there's a lightsource but no shadows.
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Postby unriggable on Sat Oct 20, 2007 6:39 pm

bloknayrb wrote:Image


Issues, gameplay anyways.

The Halo5 rings look aweful the way they stack. I suggest you make them like layers going outwards instead of split into fours. (how it is now) Either that or get rid of them as territories since in RL it wouldn't be that way.

I don't think mast should be able to bombard ness5.

Same goes for It and Ness 1, and Sigma.

Establish 1 way borders more, unclear ATM.

No need to say that the buckle offers no bonus. Clear enough.

Erch (the name) should be next to the army circle.

All in all, great map. Just a few things I don't like about it.
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Postby bloknayrb on Sat Oct 20, 2007 8:32 pm

Well actually the rings are only two territories... you really think I should just get rid of them?

I made the bombardment the way it is specifically so it encourages different stuff, I don't want players to be able to take the sapenesses from the planets, rather only from the buckle... Does that make sense?

Everything else you said is a good point, I'll make sure to take care of that stuff, thanks.
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Postby gimil on Sun Oct 21, 2007 12:26 pm

Unfortunatly as much as i se the realsim in this map, there is going to need to be some sacrifised.

1. The sun is far to harmfully on the eyes, i would suggest removing it altogether but if you want to keep id definetly suggest moving it to one of te corners so that its not so in your face.

2. I think your boarders could be better coloured, im thinking black with an outer glow of cream of white to try and keep the feel your going for.

3. The terr names seem kind of hard hitting compared to the softness this map is ceating. im not sure at te moment how to combat this thought.
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Postby Unit_2 on Sun Oct 21, 2007 1:40 pm

the sun is still too bright, try to dim the color to a darker yellow
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Postby jako on Sun Oct 21, 2007 2:38 pm

perhaps changing from a yellow star to maybe a blue dwarf? the blue wont be as hard hitting to the eyes and the blue is a very passive colour. i believe that maybe solve ur brightness problem as well as allow u to keep ur sun where it is right now, cause i do like its positioning, just not so bright.
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Postby unriggable on Sun Oct 21, 2007 7:18 pm

jako wrote:perhaps changing from a yellow star to maybe a blue dwarf? the blue wont be as hard hitting to the eyes and the blue is a very passive colour. i believe that maybe solve ur brightness problem as well as allow u to keep ur sun where it is right now, cause i do like its positioning, just not so bright.


I don't think there is such a thing as a blue dwarf. Only white dwarves, neutron stars, those things (try a neutron star actually).
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Postby bloknayrb on Sun Oct 21, 2007 11:32 pm

Ok, I desaturated the star, I think it should be a bit easier on the eyes now. I recolored the borders between territories, very good call on that one gimil, thanks a lot.
The arrows denoting one way attacks are easier to see now.
I'm not really sure the territory names need changing... At least, I can't really think of any names that would suit this map better than those do.
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take a second, geez...

Postby Piestar on Sun Oct 21, 2007 11:55 pm

unriggable wrote:
jako wrote:perhaps changing from a yellow star to maybe a blue dwarf? the blue wont be as hard hitting to the eyes and the blue is a very passive colour. i believe that maybe solve ur brightness problem as well as allow u to keep ur sun where it is right now, cause i do like its positioning, just not so bright.


I don't think there is such a thing as a blue dwarf. Only white dwarves, neutron stars, those things (try a neutron star actually).


Blue Dwarf

http://en.wikipedia.org/wiki/Blue_dwarf
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Re:Mapage

Postby Piestar on Mon Oct 22, 2007 12:03 am

Great looking map, can't wait to play it. I kind of miss the red molten looking area-boundaries, but it's not a big deal.

Onto critque...

The words 'The Buckle' are obscured by odd dark shadows. I'm assuming that is the buckle itself, but its confusing. Plus, with no item, to a new eye, at first I thought 'The Buckle' reffered to Ness 0.


I suspect this was the result of someone elses comments, but you've removed the outer line of the planets, particularly in the lower left, and upper right corners of the map. There would be a slight corona affect, as the suns light past beyond the rim of the planet, plus it would make the map look a little clearer.

If there is any way possible, put the bombardment guidelines in the Legend. It would unclutter the map, and make the text a bit easier to read.

Can't wait!
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Postby jako on Mon Oct 22, 2007 12:57 am

thx for showing that blue dwarfs exist to unriggable, piestar :D

it would make the legend too big and cluttered because the bombard instructions right now point out a specific tert on each planet that can bombard a specific ness. if u move all those texts into the legend, there wouldnt be enough room. also, i dont think he can word it any differently so that people understand which tert is able to bombard which ness.

agree with ur other comments though, as well as the fact that the planet borders are now pixelated again. might want to fix that.
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Postby bloknayrb on Mon Oct 22, 2007 3:35 am

jako wrote:agree with ur other comments though, as well as the fact that the planet borders are now pixelated again. might want to fix that.


Pixelated? You mean the borders between territories? I don't see any pixelation at all... As for the planets have an outer circle of color... I'll have to see how that looks.
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Re:Mapage

Postby Aerial Attack on Mon Oct 22, 2007 10:19 am

Piestar wrote:Great looking map, can't wait to play it. I kind of miss the red molten looking area-boundaries, but it's not a big deal.

Onto critque...

The words 'The Buckle' are obscured by odd dark shadows. I'm assuming that is the buckle itself, but its confusing. Plus, with no item, to a new eye, at first I thought 'The Buckle' reffered to Ness 0.


I suspect this was the result of someone else's comments, but you've removed the outer line of the planets, particularly in the lower left, and upper right corners of the map. There would be a slight corona affect, as the suns light past beyond the rim of the planet, plus it would make the map look a little clearer.

If there is any way possible, put the bombardment guidelines in the Legend. It would unclutter the map, and make the text a bit easier to read.

Can't wait!


Doing good so far.

1. I also liked the molten red lines. These new lines look pretty good as well. Although, for the rings - the territory borders too closely match the ring colors (difficult for color blind people). If you keep the new lines, make the borders on the rings red?

2. I think the pixelation they are talking about is where a planet meets space, not the territory borders. I could be wrong (I don't see anything).

3. One way attack arrows - be consistent in sizing of the arrow heads Brazz and Frazz are huge, Ness 0 is pretty big too - compare to Urnn and Yyz. Color of the arrows is too similar to army circle colors (overlaps and other things).

4. For the legend, make a symbol or something to indicate bombardments:

A. Place the symbols in the locations from which bombards may occur
B. Label the symbols B0 to B6
C. Update legend to [symbol] can Bombard corresponding Ness

5. Army Circles should not overlap important things like names (the Buckle).

6. Once you remove the bombardment text from the map itself - you should move some things around (several things are a bit crowded).

Your Planet names crowd several of your territory names.

The asteroids in the buckle - they need to be more defined (too dark and ambiguous) as they meld into the blackness of space.
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Postby bloknayrb on Mon Oct 22, 2007 6:45 pm

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Soooo close...

Postby Piestar on Tue Oct 23, 2007 1:09 am

I like how Aerial Attack's solution to the bombardment issue looks on the new map. (Though it is a little unclear which region of Prax get to bombard 5)

Not sure what they mean by pixelation, but your early maps had a slight glow of yellow on the outside edges of Pheris and Omicron. I think it was aesthetically more pleasing, but not a real game play issue.

The break in the ring of Halo, however, is simply unattractive. I am not sure how to make it better though. If you just want an extra territory, you could make it more like Saturn, and have it be an inner and outer ring. AS you've broken it now, I'm not sure if it's three regions, or if the two little sections are suppose to link behind the planet.

The buckle still needs to be a bit more visible, and defined, but it's much improved.

Do Willey and Klahm have unit circles?

Gosh, I'm itching for this one to get up...
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Postby Aerial Attack on Tue Oct 23, 2007 12:06 pm

You did a good job with all your edits. You still need to fix the sizing issue with regards to one-way attack arrows. They need to have a consistent size and feel. The ones on the top half of the map are big (maybe even huge). The ones on the bottom are small and direct [I like these better].
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Postby bloknayrb on Tue Oct 23, 2007 2:29 pm

The problem with the arrows is that the longer ones give off a different feeling than the shorter ones, and I'm not sure how to fix that.

Willey and Klahm do have circles, but theyre a little hard to see because its white on white. Should I make them darker there?

The rings are two territories, the back and the front, and while I realize that it may be a bit confusing (I'll work on the ugly), I'm not sure of a good way to make it less so. How about this?

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