Vertex/Austrum [Quenched]

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Re: Vertex[p1/11] Austrum[p1/11] [23/2] V21

Postby Gilligan on Thu Feb 28, 2013 4:26 pm

koontz et all, sorry for delay - midterms got me crazy. :mrgreen:

Both of the XMLs are fine with the edits.

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Nice job koontz!
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Re: Vertex[p1/11] Austrum[p1/11] [23/2] V21

Postby koontz1973 on Fri Mar 01, 2013 12:39 am

Superb job Gilligan. So many maps for nobodies to put into play now. :mrgreen:
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Re: Vertex[p1/11] Austrum[p1/11] [23/2] V21

Postby thenobodies80 on Thu Mar 21, 2013 3:11 pm

The only thing I have to complain about are bridges. They don't look all the same.
Some of them are really nice, soft and they fit perfectly with the colors on the map, like these:
Image

Instead some others (i.e those in the middle of the Vertex map) are sharped and with strong dark borders....
Image

I really prefer the soft bridges and I suggest to make all them in that way...if i'm not wrong is just redraw the black outline so it isn't a so big amount of work.
Moreover look at the 2 screenshot i posted here, it seems they are 2 different maps and the reason are only bridges.

Same for Austrum (but it's less noticeable), where apart bridges you can also refine a bit the river borders in the middle:

Image

Look at the bridge and the river between Aegina and Leros. If you can make all them look like those, then it would be great.

So, apart for these minor things I do not see anything else wrong.
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Re: Vertex[p1/11] Austrum[p1/11] [23/2] V21

Postby ManBungalow on Thu Mar 21, 2013 8:24 pm

You could redo the text in the legend (corners) on the small versions, just to make it a little bit bigger/more legible, and there's space available there (in the circles).
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Re: Vertex[p1/11] Austrum[p1/11] [23/2] V21

Postby koontz1973 on Thu Mar 21, 2013 10:33 pm

thenobodies80 wrote:The only thing I have to complain about are bridges. They don't look all the same.
Some of them are really nice, soft and they fit perfectly with the colors on the map, like these:
Image

Instead some others (i.e those in the middle of the Vertex map) are sharped and with strong dark borders....
Image

I really prefer the soft bridges and I suggest to make all them in that way...if i'm not wrong is just redraw the black outline so it isn't a so big amount of work.
Moreover look at the 2 screenshot i posted here, it seems they are 2 different maps and the reason are only bridges.

Same for Austrum (but it's less noticeable), where apart bridges you can also refine a bit the river borders in the middle:

Image

Look at the bridge and the river between Aegina and Leros. If you can make all them look like those, then it would be great.

So, apart for these minor things I do not see anything else wrong.
Nobodies

Will get this sorted over the weekend for you.
ManBungalow wrote:You could redo the text in the legend (corners) on the small versions, just to make it a little bit bigger/more legible, and there's space available there (in the circles).

No their is not room. As soon as it is made bigger by one, it touches the sides in the troops section. All need to be of the same size and it is legible.
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Re: Vertex[p1/11] Austrum[p1/11] [23/2] V21

Postby koontz1973 on Sun Mar 24, 2013 10:08 am

New softer bridges for both maps.
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Austrum
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby ManBungalow on Sun Mar 24, 2013 7:13 pm

RE: Bridges

On the Vertex map you could find whatever layer(s) you've used for the bridges in the middle (around Arctous) and go over the ends* of the bridges (not the sides) with the eraser using a fuzzy brush, and see what it looks like. Even the new, softer bridges are somewhat sharp compared with almost everything else. If it looks cool[er] (it might not), recreate it (the currently shorter bridges might need a uh, suppository to achieve this though).

*and only the ends - just where the black line is - the bridge still needs to 'land on' each region, not just cover the gap of the water
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby koontz1973 on Mon Mar 25, 2013 12:33 am

ManBungalow wrote:*and only the ends - just where the black line is - the bridge still needs to 'land on' each region, not just cover the gap of the water

Which bridge? They all hit land.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby ManBungalow on Mon Mar 25, 2013 9:04 am

Yeah, sorry, I didn't explain that very well.

I mean like this:

Image

I've had to use the clone tool with the fuzzy circle, but you could do it better with the eraser and a fuzzy circle.

What I meant by 'hitting land' (it was late at night when I made that post, right?) is that the bridges still reach into both regions - they don't end at the border. My point with this is that - should you roll with my fuzzy bridge suggestion - you'd need to lengthen some of the currently shorter bridges.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby koontz1973 on Mon Mar 25, 2013 1:02 pm

MB, while I sort of agree with you, I am inclined to say no. But also yes at the same time. I see your logic to doing it that way, but do bridges span gulfs this wide. In a sense, everything is out of proportions, mountains, trees, settlements and even the bridges. But the maps are of the top and bottom part of the same world. Hence the similarities. But while all the elements are out of scale, they are on the original maps I looked at. The only one not so are the bridges. So houses the size of mountains and trees bigger still. Having a more realistic bridge does not sit well with me for this reason. But lets see what the others say. If the others want it, then I will do it.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby ManBungalow on Mon Mar 25, 2013 2:31 pm

I think you misunderstand what I'm trying to say.

The size of the bridges are fine. Some of them are smaller than others, but that's cool.

All I'm suggesting is that you smooth off the ends of them (as circled in my image) to make them look less like rectangles dropped on top of everything else.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby Gilligan on Fri Mar 29, 2013 3:32 pm

Are we ready to go live now? :)
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby Armandolas on Tue Apr 09, 2013 1:40 pm

In the past i had criticizef some of your maps, mostly because of graphics....but this one just looks...Beautifull
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby Oneyed on Tue Apr 09, 2013 4:30 pm

only problem are some bridges where are rivers visible.

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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby ManBungalow on Tue Apr 09, 2013 6:31 pm

To clarify, this is what I'm suggesting with the bridges:

Image

You're currently using bridge model A.

I recommend bridge model B. It's the same, but with soft ends.

At the moment, they stand out from the rest of the map because they look like blocks of whatever just slapped on top of the image.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby koontz1973 on Tue Apr 09, 2013 11:16 pm

Armandolas wrote:In the past i had criticizef some of your maps, mostly because of graphics....but this one just looks...Beautifull
Congratz

Thanks you.
ManBungalow wrote:To clarify, this is what I'm suggesting with the bridges:

Image

You're currently using bridge model A.

I recommend bridge model B. It's the same, but with soft ends.

At the moment, they stand out from the rest of the map because they look like blocks of whatever just slapped on top of the image.

ManB, I know what you wanted. But I am happy with the way they are. As I said, I was in two minds whether to do your way or not. I like your way but they are too realistic for the map so I deferred judgement to the higher ups (players). If they say to change it, then I will.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby thenobodies80 on Sat Apr 13, 2013 6:34 am

tbh I like ManB suggestion athough I don't see it as a mandatory thing.

If there's nothing more to add i think we're ready to play...no?

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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby koontz1973 on Sat Apr 13, 2013 7:16 am

Will make the change this weekend. I take it Monday is the earliest we can play so expect the files by then.
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Re: Vertex/Austrum [1/12] [13/4] Beta?

Postby koontz1973 on Sat Apr 13, 2013 11:01 am

Why wait.
Here you go.
Vertex.
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Austrum.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby Oneyed on Sat Apr 13, 2013 12:02 pm

there are still visible rivers under some bridges...

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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby thenobodies80 on Sat Apr 13, 2013 12:06 pm

Oneyed wrote:there are still visible rivers under some bridges...

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Where? I can't see them... :?
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby Oneyed on Sat Apr 13, 2013 12:24 pm

thenobodies80 wrote:
Where? I can't see them... :?


in Vertex map: from Gerros to Cephissus and from Cephissus to Hyparis.
in Austrum map: from Ionia to Ridun.

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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby koontz1973 on Sat Apr 13, 2013 12:30 pm

That is the grain, not the river. All bridges have a 100% opacity dark grey backing behind the texture layer.
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby SirSebstar on Sun Apr 14, 2013 5:49 am

it looks visually appealing. count be a real boon for FS players on manual though, win with round 3 (due to round 1 being placement)
looks like a low recovery map if you start the first turn with bonussess due to 4+ in one region.....mmm
what eslse do you want to have looked at?
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Re: Vertex/Austrum [1/12] [24/3] Beta?

Postby thenobodies80 on Wed Apr 17, 2013 5:15 pm

          Beta - Quenching

---The development periods have concluded for the Austrum and Vertex Maps. All objections have had their time. The Foundry and I hereby brand these maps with the Foundry Beta Brand. Let it be known that these maps are now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the maps will be put into Full Play (barring any Admins or Foundry Foreman 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. It is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
    3. Write a "creative" map description and send it to the Foundry Foreman via PM. You're encouraged to post it into the first post of the thread as well; the description will be used to populate the maps database.


thenobodies80
I do NOT visit this site and I'm NOT Team CC anymore.
All PMs are autobinned.
If you need to contact me, you should already have a way to do it without using this site.
Thanks to those who helped me through the years. :)
Corporal 1st Class thenobodies80
 
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