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How Maps Progress Through The Foundry

PostPosted: Thu Jun 14, 2007 10:01 pm
by AndyDufresne
This is a short explanation of how a Map will progress through the stages of the Foundry Process. Read below the exciting tale!

Also, keep in mind the 'How To Make A Map Thread'



Important Note: Coleman's computer renders images best when they come from imageshack and he often can't even see photobucket images unless he runs the url through imageshack. This problem plagues him about 18 hours a week.

The Map Ideas forum will be place where all new map ideas, new maps, and REVAMPS start. A map will start in this ‘Heating’ phase. When map production starts we will be looking for a few things:
    a. the map, first and for most, must have some sort of clear plan of how production will go. Most of the time, this is pretty self-explanatory for basic maps, but as we are stepping into realms all the time in the Foundry with more and more complicated maps, it’s best to find a plan and make it work early, rather than trying to find one mid-way through production.

    b.If you put up a good enough draft and show your willingness to work through the process [Advanced Idea] will be added to the end of your post so other users know you have a real map running.

    c. the map must have a working image (either of the small or large map). This working image must be beyond the ‘rough draft’ state. I.E. the working image can’t be a pencil/paper drawing or an MS paint image. We’d like to see at least two graphical updates while the map spends it’s time in this early stage of the Map Ideas forum. And from the ‘How to Make a Map Thread’ the image must follow these guidelines:

    * Include a working legend with speculative bonuses, tentative border divisions, names, barriers, colors and textures, aesthetic images (I.E. compasses, picture designs, etc), and background image (I.E. ocean or something to discriminate the playing field).

    * A map should be ‘inherently unique either in game play, location, or style’ . Maps that aren't just the same tried and true formula from the Classic Map disguised will be more successful.

    * A map must provide balanced game play. It should be reasonably clear that the player that draws the first turn does not have a significant advantage, nor should it be likely that any player will be eliminated in the first round of a game.

    * Every effort should be made to acquire express written consent for a map based on Copyrighted works. In the event that no response is given by the Copyright holders, the map can still be made, but must consist of completely original artwork.

    * Host the image using or something similar. The type of image file must be PNG, GIF, or JPEG.

    * For the initial version, you must design either of two versions of the map:

      1. SMALL MAP: WIDTH up to 600 px; HEIGHT recommended to not to exceed 350 px but no greater than 600 px

      2. LARGE MAP: WIDTH up to 800 px and must be at least 9% (we prefer 33%) wider than the small map; HEIGHT recommended to not exceed 600 px but no greater than 800 px. Keep in mind if the map is too high, players have to scroll down to attack.

      3. NOTE: A large map must be noticably larger than their small map, if you must have specifics 9% larger is required but 33.3% (1/3rd) is recommended.
    * Extenuating Size Circumstances may exist for some maps. If a map contains a large number of territories and additional pixels are required for design purpose, a small width and/or height area may be added to the maximum dimensions. Authorisation for this addition must be sought from Andy Dufresne or the Cartography Assistant/s, with a good explanation of why the extra dimensions are needed.

      1. SMALL MAP: WIDTH not to exceed 630 px; HEIGHT not to exceed 600 px.

      2. LARGE MAP: WIDTH not to exceed 840 px; HEIGHT not to exceed 800 px.

    d. the map (or the post) must also include a few basic things for easy reference such as: number of countries currently on the map, the number of continents, descriptions of any unique features or areas, and the title of the map must indicate the page with the latest development of production (I.E. ‘Update – Pg 3, and please, no use of [brackets]: use (parentheses), --dashes--, or “quotes”).

    e. the map must have some honest and interested discussion. If no one seems to support your idea or it lacks much appeal, it most likely won’t make it to the next stage.
Once a map has met these early guidelines it will be moved out of ‘Heating’ stage into the next and main stage of development into the Foundry.


And in the (main) Foundry forum the process will stay relatively normal. All maps will need to create good working images of both the large and the small maps (following the guidelines of course). Each map will go through the Foundry Process as they have been (I.E. comments/suggestions/advice/criticisms/etc). Once the Foundry Process is starting to slow and dwindle, if all guidelines have been met, it will be ‘Final Forged’ and moved into the next, and last, stage of development in the Final Forge forum.


And in the Final Forge forum all maps will need the following:

    * the XML code needed for the map

    * if the map has army shadows for the coordinates, all coordinates must be centralized and accurate

    * the cartographer must check and make sure there aren’t any errors in the XML (I.E. missing/broken borders, incorrect bonus values, etc).

The map will undergo any last suggestions and changes.

Once everything has been finalized maps will need to supply text links to both the large and the small maps, along with a text link to the XML.

Once the map is finished, it is then Quenched and awaits addition to the site for live play (barring any Lack vetoes).

And that is the end of the line.


Or is it? If a Quenched map up for live play has any kinks, bugs, errors of any kind, the cartographer will be asked to fix the problems pointed out. Once everything is fixed and in normal working order, make sure to post text links to latest versions of the maps (if it was graphical) or the XML (if it dealt with the code). Then I can get Lack to get the proper and fixed version up for live play, and the map can live happily ever-after. At least for now.

--Andy, & The C.A.'s