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Re: Labyrinth [19/6] Page 1/8

Postby chapcrap on Tue Jun 19, 2012 5:42 pm

nolefan5311 wrote:
chapcrap wrote:I think red color for the spear was better than the color it was changed to.


You don't think it caused a contrast issue? I'm green/red colorblind so I was having difficulties.

I can't comment on issues with colorblindness. It looked ok to me. The new color is hard to tell what squares are also that color that the spear can actually attack.

So, maybe thicker lines/different colors.
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Re: Labyrinth [19/6] Page 1/8

Postby koontz1973 on Tue Jun 19, 2012 10:15 pm

Spears colour - noted.
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Re: Labyrinth [19/6] Page 1/8

Postby isaiah40 on Wed Jun 20, 2012 10:09 am

The first thing I noticed was that the Minotaurs blend into the background a tad too much. At first I was like "What's in there?" I finally saw what they were after a couple of minutes. I don't have any suggestions right now, but I know you can make them stand out a little more. What do they look like in the colorblind tests?
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Re: Labyrinth [19/6] Page 1/8

Postby koontz1973 on Thu Jun 21, 2012 12:08 am

Brought the contrast up on all symbols (swords, food, minatours, medusa, sirens, etc).
CB test from my GIMP filters work very well on all 3 but you should be able to make the out better.
Medusa now sits on the bottom of the territ so as not to be obscured by the 88s.
Food, bottom right as it is the smallest and cannot be seen behind the 88s.
Glows around spears should be far easier to distinguish.
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Re: Labyrinth [21/6] Page 1/9

Postby chapcrap on Thu Jun 21, 2012 7:49 pm

Are the 88s gonna be in the same spot on every tert? I think they need to be.

And, would it look better if the territories that the spears attack have a more prominent outline. It feels like they're a little hard to distinguish to me.
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Re: Labyrinth [21/6] Page 1/9

Postby koontz1973 on Thu Jun 21, 2012 11:54 pm

chapcrap wrote:Are the 88s gonna be in the same spot on every tert? I think they need to be.

And, would it look better if the territories that the spears attack have a more prominent outline. It feels like they're a little hard to distinguish to me.

88s on the same spot for every territ.
A more prominent out line for the spears (attack spots) tends to interrupt the other things like Medusa's glow. When you say they are hard to distinguish, do you mean that you cannot tell the difference between the colours or the areas where the fire?
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Re: Labyrinth [21/6] Page 1/9

Postby koontz1973 on Thu Jun 28, 2012 3:25 pm

Working on the small and hit a problem. The legend needs an extra 30 pixels in height so I can fit the rest in. Still lots to do to get this one the same as the large one but would like to see if I can get the extra. When this one is brought up to date, then we can see about making any adjustments that are needed.
Current size 600/600
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Re: Labyrinth [21/6] Page 1/9

Postby isaiah40 on Thu Jun 28, 2012 3:52 pm

I believe that you can fit everything within the size limits you have now.

1. Remove the key part of the legend.
2. Instead of Medusas Gaze kills all, say Medusas Gaze kills all troops
3. Prometheus fire kills all troops instead of Prometheus fire
4. Say Slaves entrance =2 autodeploy
5. Say Sirens Call is alluring, lose 1/turn
6. For the winning condition just say Hold Prometheus to win.
7. Add the signatures for yourself and nolefan to the side of the map somewhere on the stone area.

You can then add in the reinforcements without a problem. It will mean that some things have to be shuffled, but I believe that it can be done.
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Re: Labyrinth [21/6] Page 1/9

Postby koontz1973 on Thu Jun 28, 2012 11:03 pm

isaiah40 wrote:I believe that you can fit everything within the size limits you have now.

1. Remove the key part of the legend.
2. Instead of Medusas Gaze kills all, say Medusas Gaze kills all troops
3. Prometheus fire kills all troops instead of Prometheus fire
4. Say Slaves entrance =2 autodeploy
5. Say Sirens Call is alluring, lose 1/turn
6. For the winning condition just say Hold Prometheus to win.
7. Add the signatures for yourself and nolefan to the side of the map somewhere on the stone area.

You can then add in the reinforcements without a problem. It will mean that some things have to be shuffled, but I believe that it can be done.


Thanks isaiah, it works great. A little clunky but it works. Will get it finished of this weekend.

New layout for the large legend following isaiahs guide. With this, managed to increase text size by one. :D The only thing left in is the Prometheus section.

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Re: Labyrinth [29/6] Page 1/9

Postby isaiah40 on Sat Jun 30, 2012 8:10 pm

So how does the small look with the rearranged legend??
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Re: Labyrinth [29/6] Page 1/9

Postby koontz1973 on Mon Jul 02, 2012 3:43 am

isaiah40 wrote:So how does the small look with the rearranged legend??

Sorry for the delay (busy but completely unforgivable :oops: ), judge for yourself.
Small map now brought up to date with the large. Some symbols have not been scaled down in the same ratio as detail is lost and makes them hard to see.

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Now that both maps are nearly identical (some placements need to be adjusted), again the questions arises....
What stays, goes, touched up?
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Re: Labyrinth [3/7] Page 1/10

Postby koontz1973 on Tue Jul 03, 2012 12:37 am

Finished the small and fixed the mistake in the legend.

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Re: Labyrinth [3/7] Page 1/10

Postby isaiah40 on Tue Jul 03, 2012 6:36 am

Now that I think about it, on the small "Sirens call ..." change "lose 1/turn" to "-1 per turn" some may not know that / is short for per.
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Re: Labyrinth [3/7] Page 1/10

Postby koontz1973 on Tue Jul 03, 2012 7:27 am

isaiah40 wrote:Now that I think about it, on the small "Sirens call ..." change "lose 1/turn" to "-1 per turn" some may not know that / is short for per.

Done, also for the large for the same reason. Fixed the territs in the dead warrior regions.
Large 800/800
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Small 600/600
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Re: Labyrinth [3/7] Page 1/10

Postby x-raider on Wed Jul 04, 2012 6:36 pm

Wow, can't believe It's taken me so long to look at this...
Cool stuff you got.

The food should contrast with the background more and the fire maybe change the graphic (there's just something I find wrong with it; can't tell what)
Also I find the side numbers a bit distracting. Change the colour?

I hope that was helpful.
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Re: Labyrinth [3/7] Page 1/10

Postby Teflon Kris on Wed Jul 04, 2012 7:09 pm

Useful comments from x-raider ;-)

Excellent progress - I'm sure loads of folks are looking forward to playing on this one.

:D
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Re: Labyrinth [3/7] Page 1/10

Postby DoomYoshi on Wed Jul 04, 2012 7:41 pm

Legend looks much Better without the key
ā–‘ā–’ā–’ā–“ā–“ā–“ā–’ā–’ā–‘
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Re: Labyrinth [3/7] Page 1/10

Postby koontz1973 on Thu Jul 05, 2012 12:18 am

x-raider wrote:Wow, can't believe It's taken me so long to look at this...
Cool stuff you got.

The food should contrast with the background more and the fire maybe change the graphic (there's just something I find wrong with it; can't tell what)
Also I find the side numbers a bit distracting. Change the colour?

I hope that was helpful.

Food contrast toned down a tad. When it becomes too close to the grass, it becomes hard to see as it is the smallest icon. Again, this is the reason why it is out of scale for the small map.
Toned down the territ names
Fire trap graphic has stayed. It needs to be able to not conflict with the red and orange numbers.
Fixed icon placement for the small map.
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And finally, the small with the 888s on.
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Re: Labyrinth [9/7] Page 1/10

Postby koontz1973 on Mon Jul 09, 2012 3:30 pm

Got both images icons centred against the army numbers. With the small map though, Medusas face is obscured by the 88s. Should I do what I did with the spears and make the face fill the territ or leave it as it is. Previous post has the 88s on the small so you can see it.
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The legend paper is looking too new for my liking and want to age it some. Any one have any preference on how far to take this?

Still need to fix the spacing on the small legend but will wait to see how the new paper works out when found.

Will be away from my files for 3 weeks so no work on this till I get back. :( But do leave feedback for me on what you want to see. :D
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Re: Labyrinth [9/7] Page 1/10

Postby koontz1973 on Tue Jul 10, 2012 3:55 am

Paper distressed. Enough or not?
Added nole for xml.
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Re: Labyrinth [10/7]

Postby koontz1973 on Fri Jul 13, 2012 2:00 pm

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Re: Labyrinth [10/7] place in bin please

Postby nolefan5311 on Wed Aug 01, 2012 7:02 am

By mapmakers request in the subject line, this map is placed on vacation. [Moved]

Please contact any available CA to have this moved back to the Main Foundry, once an update has been made. Please be aware that gameplay standards may be further reviewed upon return to the Main Foundry and may be required to once again pass through GP scrutiny. Should the map be found to be deficient in any way the GP stamp may be removed.
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Re: Labyrinth [7/8]

Postby koontz1973 on Tue Aug 07, 2012 7:18 am

Time to see if the new xml features really work. ;) Can I get this moved back to the main foundry and have the new GP checked. minor adjustments in graphics as I am happy so any one wants something done, tell me.

New GP eliments.
Prometheus is now the key. Holding him allows you to attack slave entrances. Hold a slave entrance or you are removed from the game. Neutral 50 is now a neutral 20 for him.
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Re: Labyrinth [7/8] Pages 1/10

Postby x-raider on Tue Aug 07, 2012 7:31 am

Looking good
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Re: Labyrinth [7/8] Pages 1/10

Postby koontz1973 on Tue Aug 07, 2012 7:40 am

x-raider wrote:Looking good

Thanks x-raider, I think so to but there are more discerning eyes about that have to have sacrifices made to. Last map to 20 chickens and a virgin. This time I think they might like 20 virgins and one chicken. :D
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