Salem's Switch V36 [Quenched]

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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby Victor Sullivan on Fri Sep 30, 2011 10:18 pm

MarshalNey wrote:Ahhh, excellent! The starting positions look most satisfactory to me now. Into the bulletin with this map!

With haste, Sir Ney! :P

-Sully
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby cairnswk on Fri Sep 30, 2011 10:26 pm

MarshalNey wrote:Ahhh, excellent! The starting positions look most satisfactory to me now. Into the bulletin with this map!

Excellent, glad i meet your deadline :lol:
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby cairnswk on Sun Oct 02, 2011 5:28 pm

Further discussion on gameplay....

At present there are only 24 starting positions.
I think that another 8 could be added to take up some of those other vacant landowners.
Thoughts anyone?
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby Victor Sullivan on Sun Oct 02, 2011 9:06 pm

cairnswk wrote:Further discussion on gameplay....

At present there are only 24 starting positions.
I think that another 8 could be added to take up some of those other vacant landowners.
Thoughts anyone?

I think it's unnecessary, and in fact, I'd advise against it. I think what you have is good and adding more would risk some loss in gossip effect of the gameplay. I think what you have is pretty spot-on.

-Sully
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby cairnswk on Mon Oct 03, 2011 2:38 am

Victor Sullivan wrote:
cairnswk wrote:Further discussion on gameplay....

At present there are only 24 starting positions.
I think that another 8 could be added to take up some of those other vacant landowners.
Thoughts anyone?

I think it's unnecessary, and in fact, I'd advise against it. I think what you have is good and adding more would risk some loss in gossip effect of the gameplay. I think what you have is pretty spot-on.

-Sully


OK thanks Sully, just thought i'd check one last time before we go to stamping.
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby TaCktiX on Mon Oct 03, 2011 10:01 am

Agreed on the un-need.
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby MarshalNey on Mon Oct 03, 2011 10:38 pm

This is an official 24-hour notice before stamping- any gameplay concerns can of course be brought up at any time, but the focus will switch to graphics after the stamp.

-- Marshal Ney
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby MarshalNey on Wed Oct 05, 2011 12:14 am

A well-deserved stamp seems in order...
Image

Of course, this does not mean that any discussion of gameplay is over, but the focus has now moved to graphics since the map has met or exceeded the minimum Foundry standard.

Congrats carins! =D>

-- Marshal Ney

P.S. Now let's get this thing rolling into Beta in time for Halloween ;)
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby natty dread on Wed Oct 05, 2011 1:15 am

Hey, congrats on the gp stamp...

On to graphics then... the trees, which apparently are impassables, seem to sort of get lost in the background at some places... could they be tweaked to make them stand out better? I don't know, maybe make them darker or lighter, or add some sort of shadow or glow to them...

Also the noose icons look a little pixelated... is there a way to smooth them out a bit?

And the water could use some more contrast against the land areas.
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby mr. CD on Wed Oct 05, 2011 2:25 am

Grats on the stamp, well done.
B3 seems to have a different colour than the others, or is that just me?
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby cairnswk on Wed Oct 05, 2011 5:42 am

MarshalNey wrote:A well-deserved stamp seems in order...
Image

Of course, this does not mean that any discussion of gameplay is over, but the focus has now moved to graphics since the map has met or exceeded the minimum Foundry standard.

Congrats carins! =D>

-- Marshal Ney

P.S. Now let's get this thing rolling into Beta in time for Halloween ;)


Thanks for the stamp MarshalNey. :)
Unfortunately, you've got high hopes of this being finished by 31/10.
My schedule for the next few weeks will probably involve very little CC apart from keeping up with existing games.
1. I still have to finalise Trafalgar xml changes
2. I have uni final exams in five weeks
3. I have an essay to complete for uni by next Tuesday
4. Every Friday I have a study group - one day out of the week.
5. and there is RL in there also.
Sorry to disappoint about this, but....maybe it will be ready for next year. :lol: :lol:
There are some things I would like to do with this map, let alone any that commentors might bring up as per above.
And that may take time re experimentation. ;)
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby cairnswk on Thu Oct 13, 2011 2:35 pm

natty_dread wrote:Hey, congrats on the gp stamp...

Thanks Natty.

On to graphics then... the trees, which apparently are impassables, seem to sort of get lost in the background at some places... could they be tweaked to make them stand out better? I don't know, maybe make them darker or lighter, or add some sort of shadow or glow to them...

Natty, could identify which ones you're referring to please.

Also the noose icons look a little pixelated... is there a way to smooth them out a bit?

Mmm. not sure what you're referring to there, i'll have to check, coz they're vectors, unless they're getting pixelated in the translation.

And the water could use some more contrast against the land areas.

I'll see what i can do with that.
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions

Postby cairnswk on Thu Oct 13, 2011 2:40 pm

Current Version 21
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby gimil on Thu Oct 13, 2011 4:21 pm

Hi cairns,

Can I remind you that I ad a concern earlier in the production. The one about the eyes being overly detailed in comparison to the simplistic flat colours of the rest of the map?

Cheers,
gimil
What do you know about map making, bitch?

natty_dread wrote:I was wrong


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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby cairnswk on Thu Oct 13, 2011 4:36 pm

gimil wrote:Hi cairns,

Can I remind you that I ad a concern earlier in the production. The one about the eyes being overly detailed in comparison to the simplistic flat colours of the rest of the map?

Cheers,
gimil


gimil, thanks. i had forgotten about your concern, but haven't got around to doing they eyes yet.
i'm presently working on the land, so when i come to do them i'll try to remember your concern, but please don't hesitate to remind again, if you would if i forget. ;)
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby cairnswk on Fri Oct 14, 2011 4:49 pm

I want to know if the texture on the land that is done on half the map is working for anyone.
I propose only to do the landowners with this texture and leave the accused and accusers as they are now.
Thosw little houses will also be added to all lots where possible if room permits.

Click image to enlarge.
image
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Re: Salem's Switch [1.10.11] V21-P18 Start Positions?

Postby cairnswk on Sun Oct 16, 2011 3:13 pm

On to graphics then... the trees, which apparently are impassables, seem to sort of get lost in the background at some places... could they be tweaked to make them stand out better? I don't know, maybe make them darker or lighter, or add some sort of shadow or glow to them...

Natty, could identify which ones you're referring to please.

cairnswk wrote:I want to know if the texture on the land that is done on half the map is working for anyone.
I propose only to do the landowners with this texture and leave the accused and accusers as they are now.
Thosw little houses will also be added to all lots where possible if room permits.


I've asked two questions and got no replies, where is everyone, still AWOL?
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby isaiah40 on Sun Oct 16, 2011 3:20 pm

The separate backgrounds are okay with me. Just at the right level, you can see it but not distracting. One thing I noticed was the noose in the legend, it has some sort of weird glow around it whereas it doesn't in the playable area.
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby cairnswk on Sun Oct 16, 2011 3:23 pm

isaiah40 wrote:The separate backgrounds are okay with me. Just at the right level, you can see it but not distracting.

thanks isaiah40 for your response there. :)
One thing I noticed was the noose in the legend, it has some sort of weird glow around it whereas it doesn't in the playable area.

yes, i have a glow around it so it will stand out on the legend, i'll see what i can do about that also along with the other nooses.
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby cairnswk on Thu Oct 20, 2011 4:20 pm

I am still waiting for some response (1 only so far) about the texture on the land !
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby ender516 on Thu Oct 20, 2011 11:17 pm

I like the textures on the land. It can and should be used to emphasize the separate plots of land, allowing the boundary lines to remain knife-edge thin.
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby natty dread on Fri Oct 21, 2011 6:07 am

Well, now that I look at it... I'm sorry, but I don't think the trees really fit the style of the map.

Perhaps if you could make them more like that black tree in the bottom left corner?

The water looks pretty good now, but maybe you could try making it a bit darker?
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby ender516 on Fri Oct 21, 2011 12:33 pm

Well, if the trees can be made more attractive, I guess that is a good thing, but I suspect that the reality is that conifers like the ones now on the map are exactly the type of trees planted in that area as natural fences and windbreaks.
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby cairnswk on Sat Oct 22, 2011 9:07 pm

isaiah40 wrote:The separate backgrounds are okay with me. Just at the right level, you can see it but not distracting.

thanks isaiah40 for your response there. :)

ender516 wrote:I like the textures on the land. It can and should be used to emphasize the separate plots of land, allowing the boundary lines to remain knife-edge thin.

8)

natty_dread wrote:Well, now that I look at it... I'm sorry, but I don't think the trees really fit the style of the map.
Perhaps if you could make them more like that black tree in the bottom left corner?
The water looks pretty good now, but maybe you could try making it a bit darker?

Mmmm Natty, You've given feedback on the trees, thanks...but i haven't yet altered the water.
On the trees, i think they're appropriate for the region as stated (thanks ender516):
ender516 wrote:Well, if the trees can be made more attractive, I guess that is a good thing, but I suspect that the reality is that conifers like the ones now on the map are exactly the type of trees planted in that area as natural fences and windbreaks.

the big dark black oaks as for effect only in the legend, but will also be used to a small extent on the map also but in real colours not black. :)
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Re: Salem's Switch [1.10.11] V21-P18 GFX

Postby cairnswk on Sat Nov 05, 2011 8:03 pm

I should be back to this one in about a fortnight after RL issues get moved along :)
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