Classic Cities :Pot Mosbi [Quenched]

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Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Postby isaiah40 on Sun Jan 29, 2012 7:11 pm

cairnswk wrote:
isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Ah BGD is one of the utilities - it's purple :idea:

Ah so it is!! that will work then.
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Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Postby cairnswk on Sun Jan 29, 2012 7:29 pm

isaiah40 wrote:
cairnswk wrote:
isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Ah BGD is one of the utilities - it's purple :idea:

Ah so it is!! that will work then.

Cool, i'll adjust the map and re=post. Thanks :)
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Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Postby cairnswk on Thu Feb 02, 2012 12:28 am

cairnswk wrote:
isaiah40 wrote:
cairnswk wrote:
isaiah40 wrote:That could work, though I was thinking of one of the utilities or parks. Any way would be fine with me.

Ah BGD is one of the utilities - it's purple :idea:

Ah so it is!! that will work then.

Cool, i'll adjust the map and re=post. Thanks :)


Version 9 re-posted.

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Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Postby Victor Sullivan on Sat Feb 04, 2012 1:06 pm

Jeez, this is like the third time I thought I posted here already, ha.

Texture looks okey dokey to me! The new troop circles, however, look pixel-y to me.

-Sully
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Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Postby cairnswk on Sat Feb 04, 2012 1:50 pm

Victor Sullivan wrote:Jeez, this is like the third time I thought I posted here already, ha.
Texture looks okey dokey to me! The new troop circles, however, look pixel-y to me.
-Sully

Yes i agree about the troop circles but it might just be something in the CD image translation.
I'll check it out. I don't think it is a major one though.
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Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Postby Gillipig on Wed Feb 08, 2012 6:28 am

I love how creative this map is! One thing though, the legend text describing that you need to hold at least one tribe to stay in the game is too small. I think you should either increase the size of it or change the text colour or texture to signalize that this is important information.
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Re: Classic Cities :Pot Mosbi [29.1.12] V9/P9 GP finished?

Postby cairnswk on Wed Feb 08, 2012 8:08 am

Gillipig wrote:I love how creative this map is! One thing though, the legend text describing that you need to hold at least one tribe to stay in the game is too small. I think you should either increase the size of it or change the text colour or texture to signalize that this is important information.

Consider done next version. :)
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Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Postby cairnswk on Wed Feb 08, 2012 9:45 pm

After sully asked for new texture, i inadvertantly saved over the last file.
So i had to re-create from V8.
This is the adjusted version 9 with new texture, and i have returned to the old army circles, hoping they don't show the pixelation that was occuring in Coreldraw to .png translation.

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Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Postby Victor Sullivan on Thu Feb 09, 2012 4:06 pm

Thumbs up! :)

-Sully
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Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Postby cairnswk on Thu Feb 09, 2012 10:27 pm

Victor Sullivan wrote:Thumbs up! :)

-Sully

Phew! Thanks Sully :)

So is there any thing else that needs to be discussed re this gameplay?

In summary, we've covered:
* map size
* golden numbers and required neutrals and probability drop tool
* starting positions and starting numbers
* bonuses
* tribe set up access to a easy/middle range bonus zone and any advantage from that
* legend arrangement for continents
* continent colour consistency with mini-map
* impassables

Graphics touched on:
* army circles
* legend colours consistent with the map
* losing condition text size
* ground texture
* trees and overall aesthetics
* text legibility
* continent placement in legend

I think that about it. :)
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Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Postby Gillipig on Sun Feb 12, 2012 11:58 am

Can't think of anything else! I don't know if you've changed the ocean much but it looks very good now at least.
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Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Postby isaiah40 on Sun Feb 12, 2012 4:26 pm

Since there has been no real gameplay suggestions lately, and I'm happy with the way everything is right now, I do hereby brand this!
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While this has been stamped, if any other game play issues are brought up, it is still expected that the mapmaker addresses those issues.
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Re: Classic Cities :Pot Mosbi [9.2.12] V9/P10 image adjusted

Postby cairnswk on Sun Feb 12, 2012 4:30 pm

isaiah40 wrote:Since there has been no real gameplay suggestions lately, and I'm happy with the way everything is right now, I do hereby brand this!
Image
While this has been stamped, if any other game play issues are brought up, it is still expected that the mapmaker addresses those issues.

Thank you isaiah40. :)
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Re: Classic Cities :Pot Mosbi [17.2.12] V10/P10 Graphics?

Postby cairnswk on Thu Feb 16, 2012 2:42 pm

Version 10
A slight depth texture has been added alongside the river, plus other minor adjustments

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Re: Classic Cities :Pot Mosbi [17.2.12] V10/P10 CB Test adde

Postby cairnswk on Thu Feb 16, 2012 9:51 pm

This is the dueteranope CB test for Version 10...added to front page.

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