The HIVE [Quenched]

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The HIVE [Quenched]

Postby killerpit4e on Mon Jul 13, 2009 6:25 pm

Map information
Makers: Widowmakers- Idea/GFX
Killerpit4e-XML / Thread management
Name:The HIVE
Map# of territories:350 (5 nodes start neutral, each node is a group of 7 individual hexes)
# of bonus groups:49
Hex Group Breakdown:
3 hex - 16 groups - 48 hexes - 33% of the bonus groups - 14% of the hexes - Total Map bonus for all (16) - Total Map bonus % (9)
6 hex - 14 groups - 84 hexes - 29% of the bonus groups - 24% of the hexes - Total Map bonus for all (42) - Total Map bonus % (23)
9 hex - 9 groups - 81 hexes - 18% of the bonus groups - 24% of the hexes - Total Map bonus for all (45) - Total Map bonus % (23)
12 hex - 6 groups - 72 hexes - 12% of the bonus groups - 21% of the hexes - Total Map bonus for all (42) - Total Map bonus % (23)
15 hex - 4 groups - 60 hexes - 8% of the bonus groups - 17% of the hexes - Total Map bonus for all (40) - Total Map bonus % (22)
5 Storage Areas - 5 clusters
----------------------------------------STAMPS-------------------------------
ImageImageImageImageImageImage
show: Beta

show: Final Forge Stamp Post


show: XML APPROVAL BY FORZA AZ


MrBenn wrote:
              Quenching

---The Beta period has concluded for The Hive Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

ImageCongratulations WidowMakers and killerpit4e, your shiny new medals are well-earned =D>


Conquer Club, enjoy!
              Image

--MrBenn



---------------------------------------------------------------------

Updates:
1) Added Evil DIMwits sig. he has been helping out Killer with XML. Thanks
Once XML is done, we can post 88's and check connections.

To-Do: Lighten the colors a bit more for pork.

SMALL Version 20
Click image to enlarge.
image


LARGE Version 5
Click image to enlarge.
image


XML: http://dimagic.webs.com/ConquerClub/the_hive.xml


-----------------------------------------------------------------------------------------

OLDER VERSIONS
S V19: http://img256.imageshack.us/img256/2042 ... smooth.png
S V18: http://img32.imageshack.us/img32/906/bh ... smooth.png
S V17: http://img18.imageshack.us/img18/7192/bhsv17gothic.png
S V16: http://img42.imageshack.us/img42/9401/bhsv16.png
L V4: http://img196.imageshack.us/img196/366/behlv04.png
S V15: http://img442.imageshack.us/img442/4140/bhsv15.png
S V14: http://img406.imageshack.us/img406/9543/bhsv14.png
L V3: http://img246.imageshack.us/img246/204/behlv03.png
L V2: http://img246.imageshack.us/img246/2276/behlv02.png
S V13: http://img42.imageshack.us/img42/3030/bhsv13.png
L V1: http://img337.imageshack.us/img337/1368/behlv01.png
S V12: http://img2.imageshack.us/img2/6344/bhsv12.png
S V11: http://img79.imageshack.us/img79/4206/bhsv11.png
S V10: http://img96.imageshack.us/img96/2946/bhsv10.png
S V9: http://img340.imageshack.us/img340/6411/bhsv09.png
S V7: http://img24.imageshack.us/img24/2425/bhsv07.png
S V6: http://img14.imageshack.us/img14/2583/bhsv06.png
S V5: http://img182.imageshack.us/img182/3054/bhsv05.png
S V3: http://img529.imageshack.us/img529/5316/bhsv01.png
S V2: http://i535.photobucket.com/albums/ee35 ... hmsv02.png
Last edited by killerpit4e on Fri May 14, 2010 4:04 pm, edited 46 times in total.
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Re: Jumbo Hex Map

Postby RjBeals on Mon Jul 13, 2009 6:35 pm

=D>

Battle Royale... here we come !
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WM's post about the Jumbo Hex Map

Postby killerpit4e on Mon Jul 13, 2009 6:37 pm

Stamps
thenobodies80 wrote:I see no problems with this map and there is a good support, it's time to go on and refine gameplay.
I am pleased to issue this map the draft stamp on behalf of the foundry community

Image

Have a nice day ;)



show: 2nd post

show: Original post
Last edited by killerpit4e on Sat Sep 19, 2009 7:02 pm, edited 3 times in total.
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Re: Jumbo Hex Map

Postby cena-rules on Mon Jul 13, 2009 6:59 pm

I think the dark impassables should be made darker as I personally am having a hard time picking them out.
Also the node borders should be explained more. DO they only connect to other nodes or normal terrs as well?
19:41:22 ‹jakewilliams› I was a pedo
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Re: Jumbo Hex Map

Postby redhawk92 on Mon Jul 13, 2009 7:00 pm

i cant tell on the boarders
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Re: Jumbo Hex Map

Postby the.killing.44 on Mon Jul 13, 2009 7:11 pm

kylegraves1 wrote:i cant tell on the boarders

There are borders? :P So yeah they need to be more visible. Looks pretty cool though — little confused on how the naming works if it's just A1-7 every time?

.44
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Re: Jumbo Hex Map

Postby WidowMakers on Mon Jul 13, 2009 7:16 pm

the.killing.44 wrote:
kylegraves1 wrote:i cant tell on the boarders

There are borders? :P So yeah they need to be more visible. Looks pretty cool though — little confused on how the naming works if it's just A1-7 every time?

.44
Yes there are borders. Right now there are only a few connections between hex groups. In the top left you can see how the dark lines are gone and a very faint white line is there. i still need to go and remove the dark lines between hexes to connect groups (I have already removed the internal connections for the color groups themselves)

As far as naming, I did not want to spend a bunch more time renaming all the terts if this map was not desired by anyone. If the map has legs and people want it, i will take the time to adjust the letters. 19 rows and 20 columns.

WM
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Re: Jumbo Hex Map

Postby WidowMakers on Mon Jul 13, 2009 7:17 pm

cena-rules wrote:I think the dark impassables should be made darker as I personally am having a hard time picking them out.
Also the node borders should be explained more. DO they only connect to other nodes or normal terrs as well?
The nodes border the specific ones listed per node and will border the surrounding hex groups once I remove the dark impassable borders and connect them.

WM
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Re: Jumbo Hex Map

Postby the.killing.44 on Mon Jul 13, 2009 7:23 pm

WidowMakers wrote:
the.killing.44 wrote:
kylegraves1 wrote:i cant tell on the boarders

There are borders? :P So yeah they need to be more visible. Looks pretty cool though — little confused on how the naming works if it's just A1-7 every time?

.44
Yes there are borders. Right now there are only a few connections between hex groups. In the top left you can see how the dark lines are gone and a very faint white line is there. i still need to go and remove the dark lines between hexes to connect groups (I have already removed the internal connections for the color groups themselves)

As far as naming, I did not want to spend a bunch more time renaming all the terts if this map was not desired by anyone. If the map has legs and people want it, i will take the time to adjust the letters. 19 rows and 20 columns.

WM

I meant the intra-hex group borders, but yeah that you removed em makes sense…

I like it — there's a void of really large maps and this looks like a good way to do it.

.44
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Re: Jumbo Hex Map

Postby whitestazn88 on Mon Jul 13, 2009 7:24 pm

what? i don't understand the territ names... but cool
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Re: Jumbo Hex Map

Postby WidowMakers on Mon Jul 13, 2009 7:28 pm

whitestazn88 wrote:what? i don't understand the territ names... but cool

WidowMakers wrote:
the.killing.44 wrote:
kylegraves1 wrote:i cant tell on the boarders

There are borders? :P So yeah they need to be more visible. Looks pretty cool though — little confused on how the naming works if it's just A1-7 every time?

.44
Yes there are borders. Right now there are only a few connections between hex groups. In the top left you can see how the dark lines are gone and a very faint white line is there. i still need to go and remove the dark lines between hexes to connect groups (I have already removed the internal connections for the color groups themselves)

As far as naming, I did not want to spend a bunch more time renaming all the terts if this map was not desired by anyone. If the map has legs and people want it, i will take the time to adjust the letters. 19 rows and 20 columns.


WM
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Re: Jumbo Hex Map

Postby whitestazn88 on Mon Jul 13, 2009 7:30 pm

WidowMakers wrote:
whitestazn88 wrote:what? i don't understand the territ names... but cool

WidowMakers wrote:
the.killing.44 wrote:
kylegraves1 wrote:i cant tell on the boarders

There are borders? :P So yeah they need to be more visible. Looks pretty cool though — little confused on how the naming works if it's just A1-7 every time?

.44
Yes there are borders. Right now there are only a few connections between hex groups. In the top left you can see how the dark lines are gone and a very faint white line is there. i still need to go and remove the dark lines between hexes to connect groups (I have already removed the internal connections for the color groups themselves)

As far as naming, I did not want to spend a bunch more time renaming all the terts if this map was not desired by anyone. If the map has legs and people want it, i will take the time to adjust the letters. 19 rows and 20 columns.


WM


my bad man... i opened the thread for a while before i posted, and i missed those posts in my haste
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Re: Jumbo Hex Map

Postby WidowMakers on Mon Jul 13, 2009 7:33 pm

Here was teh original map but the 888 would not fit. lol
574 territories
THIS IS OLD IMAGE. LOOK TO FIRST POST FOR ACTUAL MAP.
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THIS IS OLD IMAGE. LOOK TO FIRST POST FOR ACTUAL MAP.
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Re: Jumbo Hex Map

Postby the.killing.44 on Mon Jul 13, 2009 8:06 pm

Holy hell lol. By the way I just want to say that the max tert bonus being 10 is a really good call.
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Re: Jumbo Hex Map

Postby cairnswk on Mon Jul 13, 2009 8:08 pm

WM, as one who has already created a hex style map (which was voted for by the punters), i give you my support to forge ahead with your latest creation here. I have always beleived that hex style would have a good part to play in CC, now that punters are possibly more-open to this style (since Actium).
But i also ask the foundry to consider that in creation of this map perhaps we can no longer deny other creations such as the beehive, yes??? :)
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