totally renewed; feedback wanted

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totally renewed; feedback wanted

Postby antjo on Sat Mar 24, 2007 9:37 am

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Last edited by antjo on Mon Mar 26, 2007 1:23 am, edited 10 times in total.
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Postby DiM on Sat Mar 24, 2007 9:52 am

i can't really understand what's this map about :shock:
maybe because too many colours make the map really cluttered. but it's great you started using fireworks. keep on improving.
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Postby Guiscard on Sat Mar 24, 2007 10:29 am

Keep trying.

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qwert wrote:Can i ask you something?What is porpose for you to open these Political topic in ConquerClub? Why you mix politic with Risk? Why you not open topic like HOT AND SEXY,or something like that.
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Postby antjo on Sat Mar 24, 2007 2:24 pm

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Postby Gozar on Sat Mar 24, 2007 2:50 pm

I don't understand.
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Postby Qwert on Sat Mar 24, 2007 3:17 pm

These map names is"I try Fireworks" very funny names :wink:
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NEW REVOLUTION-NEW RANKS PRESS THESE LINK viewtopic.php?f=471&t=47578&start=0
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Postby boberz on Sat Mar 24, 2007 3:46 pm

i think antjo is merely assuring us that he is attempting to get to grips with proper software before attempting another map and i will say good on you but the skills still need to be honed a lot
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Postby Ruben Cassar on Sat Mar 24, 2007 5:19 pm

There is no need to create a thread every time try out a new graphics program. Stop spamming the foundry please.
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Postby antjo on Sat Mar 24, 2007 5:22 pm

interesting gameplay
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Postby Gozar on Sat Mar 24, 2007 5:23 pm

Are you commenting on your own map?
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Postby antjo on Sun Mar 25, 2007 7:21 am

xx
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Re: MaGiC

Postby antjo on Sun Mar 25, 2007 7:23 am

[quote="


2 oneway countries divide the map in foreground and background
the foreground can only attack the background via zwijn
therefore, the star-tower-passage;; it has a connecting-gameplay-function


the tower can be attacked from very much countries and theres a little bonus for it
so i presume it will be attacked a lot, to not allow the bonus for the ennemy




x[/quote]
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Postby Wisse on Sun Mar 25, 2007 7:33 am

antjo everyone is asking what you are doing but you don't replay to anybody...

antje iedereen vraagt wat je aan het doen bent maar je zegt niks tegen iemand...
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Postby antjo on Sun Mar 25, 2007 7:47 am

for some people its hard to make something new and original,
for others it is to make something acceptable

and what is acceptable, and highly appreciated in art, isnt here
other standards, i have to get use to them
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Postby DiM on Sun Mar 25, 2007 8:52 am

antjo, you have to understand that all map makers do these maps for the whole community. in order for the map to be accepted the whole community must like it and accept it. it seems you have lots of ideas some good some bad and you're starting to learn fireworks. this is a good thing, but you must understand that if the community says the map is not good you must start a new one or try to improve the current one, listen to advices and do the requested modifications. communicate with everyone, describe your map, be open to suggestions, etc.

for example i have no idea what this map is about. the gfx are better than the last maps you've done but they are still bad. but the main problem is that the map has no appeal. what's the theme? what should i think about when i'm playing this map, what's that land? what am i in that map?
in other maps is simple, i'm a chinese chechers player and in play on a chinese checkers board, nice theme nice feeling.
or i'm trying to be king of the mountains and i must defeat the other contenders in widowmakers map.
here i have no idea what i'm supposed to do, i'm not motivated at all to attack sky 7 or vis.
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Postby antjo on Sun Mar 25, 2007 9:15 am

the tower is as a bridge between foreground and background
how will you handle this
the tower is not only visual a strong aspect
its also an important aspect in gameplay
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x

Postby antjo on Sun Mar 25, 2007 9:20 am

its very clear that the tower is the key-element
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Postby Lapo on Sun Mar 25, 2007 9:39 am

is it?
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Postby wcaclimbing on Sun Mar 25, 2007 11:30 am

Thats hideous. kill it before its too late. :evil:
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Re: x

Postby Balsiefen on Sun Mar 25, 2007 1:25 pm

antjo wrote:the tower is as a bridge between foreground and background
how will you handle this
the tower is not only visual a strong aspect
its also an important aspect in gameplay


face it its not a piece of art, nor is it a map

The tower looks like you scribbled all over it (which you have)

The farm is quite interesting though, if you think of better names and lose the sky as a territory and improve the grapics
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Postby WidowMakers on Sun Mar 25, 2007 1:40 pm

DiM wrote:antjo, you have to understand that all map makers do these maps for the whole community. in order for the map to be accepted the whole community must like it and accept it. it seems you have lots of ideas some good some bad and you're starting to learn fireworks. this is a good thing, but you must understand that if the community says the map is not good you must start a new one or try to improve the current one, listen to advices and do the requested modifications. communicate with everyone, describe your map, be open to suggestions, etc.

for example i have no idea what this map is about. the gfx are better than the last maps you've done but they are still bad. but the main problem is that the map has no appeal. what's the theme? what should i think about when i'm playing this map, what's that land? what am i in that map?
in other maps is simple, i'm a chinese checkers player and in play on a chinese checkers board, nice theme nice feeling.
or i'm trying to be king of the mountains and i must defeat the other contenders in widowmakers map.
here i have no idea what i'm supposed to do, i'm not motivated at all to attack sky 7 or vis.

I am going to agree with DiM here. A map needs to make the player understand why they are fighting. With abstract maps this is much harder to do because there might not be a good frame of reference for the player.

When I am starting a new map or evaluating a new map I think of 3 things. How would I play it (deployment, fortification securing territories), does it look good (visuals, army readability, border distinction, no confusing) and can I relate to it ( is it a map of a real place, a board game, or just a made up idea.)
I have to admit the maps I have worked on in the foundry currently are all abstract. The KOTM is not a map of any place you or I can go. That was really a hard sell to many of the other people in the foundry. I worked on the graphics per their suggestions. I adjusted the bonus system. I allowed the foundry to work , like the foundry is supposed to work. TO BETTER THE MAP FOR EVERYONE!

But even thought my KOTM map was abstract, I did not just start a thread and say "Hey what if I make a King of the Mountain Map?" Then when people asked what does it look like put in a sketch that took me 5 minutes to draw. I spend hours before hand thinking through the game play and territory layout. I think this is the most important step. Before you suggest your idea to the foundry spend some time thinking thought how the map will play, what the routes and borders are and the bonus system.

If you do this you might find that the map is not really good or does not make sense. Or you might find that it is good and then when you present your ideas the frest of use have a better understanding of what it is you are trying to achieve. PLAN AHEAD then PRESENT YOUR IDEA.
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Postby antjo on Sun Mar 25, 2007 1:57 pm

the strategic element (how will iplay it) is this
the forground gets isolated from the background by two onewey countries
the tower is the connection
what to do with it
it gives one bonus but can be attackerd by many countries
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Postby Spockers on Sun Mar 25, 2007 6:12 pm

There is a territory called "Potatoe"

Genius. I love it.
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