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[Abandoned] - Conquer Mart!

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Re: Conquer Mart! [D] - [V20]

Postby shakeycat on Wed Mar 25, 2009 11:14 pm

Consider this for your asphalt: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=76649

You can even go out, take your own photo of the road, and use that texture toward this ends.
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Re: Conquer Mart! [D] - [V20]

Postby lzrman on Wed Mar 25, 2009 11:23 pm

shakeycat wrote:Consider this for your asphalt: http://www.conquerclub.com/forum/viewtopic.php?f=127&t=76649

You can even go out, take your own photo of the road, and use that texture toward this ends.


If the road didn't have any snow ;)
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Re: Conquer Mart! [D] - [V20]

Postby a.sub on Wed Mar 25, 2009 11:54 pm

Click image to enlarge.
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Copy and paste :arrow:
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Re: Conquer Mart! [D] - [V21]

Postby lzrman on Sat Mar 28, 2009 10:49 pm

Click image to enlarge.
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New Version :)!
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Re: Conquer Mart! [D] - [V21]

Postby danfrank on Sat Mar 28, 2009 11:07 pm

This map has come along way since the beginning.. Nice job.. I like the block heads shopping :lol:
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Re: Conquer Mart! [D] - [V21]

Postby a.sub on Sun Mar 29, 2009 2:57 am

danfrank wrote:This map has come along way since the beginning.. Nice job.. I like the block heads shopping :lol:

me too
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Re: Conquer Mart! [D] - [V20]

Postby shakeycat on Sun Mar 29, 2009 12:14 pm

john9blue wrote:In the asphalt there is a very distinctive pattern. That doesn't look very realistic.


You added another texture behind it, but kept the one thing that was wrong with it :-s
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Re: Conquer Mart! [D] - [V21_2]

Postby lzrman on Sun Mar 29, 2009 5:08 pm

Click image to enlarge.
image


Shakeycat, does this work for you?!
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Re: Conquer Mart! [D] - [V21_2]

Postby LED ZEPPELINER on Mon Mar 30, 2009 5:44 pm

i personally like the texture b4
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Re: Conquer Mart! [D] - [V21_2]

Postby shakeycat on Mon Mar 30, 2009 6:11 pm

As I said elsewhere, yes, it is an improvement!

Before it was too busy, layer on layer like that. Too many squares.
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Re: Conquer Mart! [D] - [V21_2]

Postby lzrman on Mon Mar 30, 2009 10:33 pm

I like the current version, I found that the parking lot matched the floor pattern too much, thus the parking lot did not have a uniqueness.
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Re: Conquer Mart! [D] - [V21_2]

Postby barterer2002 on Tue Mar 31, 2009 1:06 pm

The parking lot is kind of odd looking though. Its as if someone painted an entire parking lot and then dropped a store on top of it. Some of the spots are half under the store etc.
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Re: Conquer Mart! [D] - [V21_2]

Postby Zajnet on Sat Apr 04, 2009 12:55 pm

Good map, but there's a typo:
Inter-Departmental Assult Route
should be Assault
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Re: Conquer Mart! [D] - [V21_2]

Postby sailorseal on Sat Apr 04, 2009 1:26 pm

I would remove the handicap spaces, they are cute but are kind of ugly and add nothing
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Re: Conquer Mart! [D] - [V21_2]

Postby captainwalrus on Mon Apr 06, 2009 7:55 am

I think that some of the bonuses are a little high. Appliances could be reduced by 3, childrens' wear should be reduced to 2. Furniture could be reduced by 2. Women's where could be increased to 4. I think this would balance things out a lot.




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Re: Conquer Mart! [D] - [V21_2]

Postby LED ZEPPELINER on Tue Apr 07, 2009 7:50 pm

I have a few problems with the parking lot. my first problem is that some of the parking spots are just completely illogical, i would suggest fixing it. Maybe redraw all of the lines, so the parking spots are all closer to the same size, and maybe do something at like malls, how they have the parking lot, and then there is the like just a road that goes around the mall, with the cement sorta dividers dividing the sections of the parking lot, and the road. just saying. My second problem i have with the thickness of the lines. they need to be thicker, in my opinion. the map is coming along nicely
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Re: Conquer Mart! [D] - [V21_2]

Postby shakeycat on Tue Apr 07, 2009 8:17 pm

I agree with Led.

Why on earth are there parking spots in front of entrances? shouldn't places like that have yellow stripes for crosswalk - you know! you see it all the time.
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Re: Conquer Mart! [D] - [V22]

Postby lzrman on Fri Apr 10, 2009 3:33 pm

Click image to enlarge.
image


Spelling Corrected on Assault Route
Added Crosswalks and people crossing it
Took out the parking lot = looked very busy, and didn't show simplicity.
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Re: Conquer Mart! [D] - [V21_2]

Postby LED ZEPPELINER on Fri Apr 10, 2009 5:44 pm

I would suggest making the attack routes gradient, instead of it solid.
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Re: Conquer Mart! [D] - [V21_2]

Postby sailorseal on Fri Apr 10, 2009 5:47 pm

Maybe in how you have the little symbols in each department changing some of the clothing departments to have those circular clothing racks
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Re: Conquer Mart! [D] - [V21_2]

Postby lzrman on Sat Apr 11, 2009 11:27 pm

LED ZEPPELINER wrote:I would suggest making the attack routes gradient, instead of it solid.


I'll Look into it for the next version

sailorseal wrote:Maybe in how you have the little symbols in each department changing some of the clothing departments to have those circular clothing racks
Great Map!


I have some in swim wear.
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Re: Conquer Mart! [D] - [V22]

Postby AndyDufresne on Mon Apr 13, 2009 4:16 pm

Ahoy! This map is coming along...a few random points:


The background (parking lot?) looks a little out of place with the stylized graphics that are dominating the rest of the map.

The aisles, and really the stores also---need some work, both in texture and overall graphics. The aisles look strangely unlike a floor---and the stores don't seem to remind me of stores at all. It may be worth considering making the stores "more flat"---like the buildings in CCU, rather than the current design you have.

In regards to game play, Home, Electronics, Men's Wear, Service, and Women's Wear bonuses look alright, but the remaining regions need some re-evaluation in values I think.

Good luck.


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Re: Conquer Mart! [D] - [V22]

Postby Gilligan on Mon Apr 13, 2009 4:20 pm

Jewellery = Jewelry :)
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Re: Conquer Mart! [D] - [V22]

Postby a.sub on Mon Apr 13, 2009 7:04 pm

Gilligan wrote:Jewellery = Jewelry :)

speleeng iz ohver raytid
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Re: Conquer Mart! [D] - [V22]

Postby oaktown on Sat Apr 18, 2009 7:05 pm

I'm going to be honest - this map isn't doing anything for me at all. It's a department store - I get it - but has anybody ever seen a department store laid out like this? Seems like the layout is just there for convenience as a CC map.

Some elements of the gameplay don't make sense. People walk in the aisles, but the aisles don't connect anything - why can't you go from cameras to living room? Or pets to patio? The little dude is doing it. At least make them walls so they make sense as impassables.

Bonuses are off... +3 for childrens wear (3 terits, 2 borders, an easy hold and expansion into mens wear) and +3 for womens wear (6 terits, 4 borders).

But most importantly, graphically this map is a big zero for me. You could change all of the territory names to be parts of a computer motherboard and it would work just as well. Or pieces of trash in a landfill. Or cubicles in an office building - call it anything and nobody would notice the change. Other than the little men with shopping carts (which belong in an Atari 2600 game - Pitfall maybe?) nothing says department store about this map.

On its own, making a map of a department store isn't a fantastic idea, and to turn a sketchy idea into a good map takes a lot of work and some outstanding graphics. Right now I don't see this map making it.
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