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Re: Labyrinth [17/10] Pg 1/19

PostPosted: Fri Nov 30, 2012 11:45 am
by koontz1973
nolefan5311 wrote:
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.


I hope it's before then!! lol

Image
Hope is a good thing. :mrgreen:

Re: Labyrinth [17/10] Pg 1/19

PostPosted: Mon Dec 10, 2012 3:55 am
by koontz1973
Image

Re: Labyrinth [17/10] Pg 1/19

PostPosted: Sat Dec 22, 2012 1:21 pm
by thenobodies80
Checked. \:D/

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.

Nobodies

Re: Labyrinth [17/10] Pg 1/19

PostPosted: Sat Dec 22, 2012 1:29 pm
by koontz1973
Thanks, will need to wait for nole to get back from holidays to see to the xml. He has the only copy. :cry:

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.

Re: Labyrinth [17/10] Pg 1/19

PostPosted: Sat Dec 22, 2012 1:35 pm
by thenobodies80
koontz1973 wrote: will need to wait for nole to get back from holidays to see to the xml. He has the only copy.
:?

Use the link he posted in the xml check thread, display the page then save it on your computer. it is a xml file you can edit as usually. ;)

Re: Labyrinth [17/10] Pg 1/19

PostPosted: Sat Dec 22, 2012 1:47 pm
by koontz1973
Never knew you could do that. Thanks for the tip. Will get the updated xml and map posted first thing tomorrow morning.

EDIT: Done.
Click image to enlarge.
image

Click image to enlarge.
image


http://www.fileden.com/files/2012/1/27/3255536/Labyrinth%206.xml
Labyrinth 6.xml
(49.72 KiB) Downloaded 476 times

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sat Dec 22, 2012 5:12 pm
by nicarus
this map looks awesome =D> =D> =D>

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sat Dec 22, 2012 8:02 pm
by x-raider
Well done.
Well picked up, tnb...

;)

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Fri Jan 11, 2013 11:10 am
by koontz1973
Image

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Fri Jan 11, 2013 11:35 am
by ManBungalow
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).

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Fri Jan 11, 2013 12:35 pm
by koontz1973
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. :roll: 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. :-s 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. ;)

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Fri Jan 11, 2013 12:59 pm
by ManBungalow
Okay, sure.

Nevermind.

Keep at it, koontz!

Just my opinion.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Fri Jan 11, 2013 1:26 pm
by nolefan5311
ManBungalow wrote:Okay, sure.

Nevermind.

Keep at it, koontz!

Just my opinion.


No offense to koontz, but you are not the only one who feels this way :D

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sat Jan 12, 2013 7:43 am
by koontz1973
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:
show: fresh ideas

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.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sat Jan 12, 2013 1:54 pm
by ManBungalow
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.

Could you send the .xcf to manbungalow@yahoo.co.uk and I'll try to demonstrate what I'm thinking ?

You don't have to, of course.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sat Jan 12, 2013 11:55 pm
by koontz1973
ManBungalow wrote:
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.

Could you send the .xcf to manbungalow@yahoo.co.uk and I'll try to demonstrate what I'm thinking ?

You don't have to, of course.

ManB, I am sorry but I will not send you my xcf files. You are more than welcome to describe, post a picture, jump up and down screaming, send smoke signals or any other form of communication. ;)

While you are at it, can you go and tell nobodies what your problem is with Madrid so we can get it into beta.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sun Feb 03, 2013 4:00 pm
by deantursx
Is this map going to go into Beta soon? I'm looking forward to playing lots of 1v1 on it.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sun Feb 03, 2013 11:34 pm
by koontz1973
Sorry for the delay dean, something cropped up. Should be in play soon I hope.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sat Feb 16, 2013 11:12 pm
by nolefan5311
I've attached the updated XML in this thread, with the correct code for the collection bonuses. I will post another updated copy once a decision has been made on how to name the collections. Think we can get this one in play soon?

http://www.fileden.com/files/2012/5/13/3303803/Labyrinth%2016Feb.xml

The above URL has also been edited into the post on the XML Check Thread.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sat Feb 16, 2013 11:32 pm
by deantursx
nolefan5311 wrote:I've attached the updated XML in this thread, with the correct code for the collection bonuses. I will post another updated copy once a decision has been made on how to name the collections. Think we can get this one in play soon?

http://www.fileden.com/files/2012/5/13/3303803/Labyrinth%2016Feb.xml

The above URL has also been edited into the post on the XML Check Thread.



Awesome! So pumped

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sun Feb 17, 2013 7:47 am
by thenobodies80
XML looks good!

Image

Nobodies

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Sun Feb 17, 2013 7:50 am
by thenobodies80
The map has been sitting for awhile, so let me boost it a bit now! :mrgreen:

Last Call

The map has passed through rigorous gameplay and graphics examinations and all major concerns have been addressed. The XML has been written, checked and stamped, so if you have any other concerns, please make your voice heard.

If after a reasonable amount of time there has not been any reasonable objection or protest, the map will be stamped and submitted for the Beta period.

Please, post questions and concerns if any.

thenobodies80

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Mon Feb 18, 2013 6:55 am
by ManBungalow
The texture on the wall around the edge still sucks and I'm not a fan of the font in the legend.

Try using auto-hinter or something to make it look, uh, more ... good. I think I mentioned something about fonts in one of the other threads.

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Mon Feb 18, 2013 7:01 am
by Armandolas
Gameplay looks pretty cool indeed.
But how does this have the Graphics Stamp on It?????? :?

Re: Labyrinth [22/12] Pg 1/22 map / xml fixed.

PostPosted: Mon Feb 18, 2013 7:03 am
by koontz1973
Armandolas wrote:Gameplay looks pretty cool indeed.
But how does this have the Graphics Stamp on It?????? :?

What part of the graphics do you mean? Let me know what part you feel needs looking into and I will get it sorted.