koontz1973 wrote:nobodies needs to check the xml by hand as all of the tools he has will not work for the new xml conditions I and nole have used. This will take a long time as it is a long xml. Be patient please. It will be in beta most likely next early year. But like you exicted to see this one played.
A medusa bonus has a wrong name, I7 medusa should be J8 Medusa. I suggest a different wording for the conditional border explanation in the legend. If I read it i think that every ring of fire can attack any slave entrance if i hold prometheus, but it's not in that way. If I look at the code it's just the slave entrance that borders with the ring of fire next to it. Maybe use the singular could help...although i strongly suggest to reword it, something that sounds like "A slave entrance can only be attacked through the ring of fire in front of it, when Prometheus is held".
Finally I noticed that on the small it's a bit hard to distinguish the symbols under the numbers (88). I suspect the small version will be a trap for many unexpert players.
A small note: keep in mind that collections are not always listed in the log.
Thanks, will need to wait for nole to get back from holidays to see to the xml. He has the only copy.
Will reword the conditional border soon as I have time. As for the symbols under the 88s, Their really is nothing I can do due to size. Can you suggest something though? But I hope you are wrong in the way that this will trap inexperienced players. Will keep an eye on it when it hits beta though to make sure all is good and we do not get the same problems as I had with RD.
The main issue I have with this map is the general yuckiness of the rocky wall texture. It almost looks like it's a tileable image of...something. I'd consider finding a public domain image with a nice texture and setting it to overlay/merge with the wall layer(s).
So what you are saying Manb is that a part of the map that is unique all over the map (no two spots are the same) looks like a tiled image to you. You would prefer a jpeg found and used. Go and find one if you like and post it. If I like it I will use it. The rocks have been discussed at great length in the thread and have been changed multiple times in development. But as this is a personal opinion of yours and not graphically relevant I will reserve the right to not do it.
Before this explodes into another Mags thread, let me try and make a post to explain fuller to ManB and nole over the rocks.
The rocks in this map for the first 10 pages or so of this thread changed almost every draft. Around draft 12 0r so, the final rocks where put into place but not finished. A lot of players and other map makers commented on them. It was Andy who came into the thread and gave suggestions about adding the small rocks to provide better playability. Lots or time was spent on doing the rocks and the few players that came into the thread and asked for them to be looked either accepted my reasoning for not doing it like they asked or I did it as they asked for as it was a new and fresh idea. Like these:
What ManB asked for was for me to take another look at the rocks. To this I said no as this is opinionated. As I said to him, if I change it for you, who is to say someone else may come in and say they are bad and change them again. After the amount of work put into the current rock by myself and a few others who helped I feel that I have the right to say no to this type of request. Not one part of the post was based on any merit graphically. What I also said to ManB also was that I would be willing to look again at the rocks if he went and found something that he thought was better. So, even though I said no to him, I also said yes as well.
Each and every little change now takes a lot of time to do and to try and play lets guess what you want is not a game I am willing to play.
koontz1973 wrote:What I also said to ManB also was that I would be willing to look again at the rocks if he went and found something that he thought was better. So, even though I said no to him, I also said yes as well.