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PostPosted: Sun Nov 04, 2007 7:50 pm
by asl80
hey cairns - well done!!! Yet to play but looks good.
Is there a reason though, that Kyun-chaung on the small map (to the north), has a white hut background?

PostPosted: Sun Nov 04, 2007 8:09 pm
by cairnswk
asl80 wrote:hey cairns - well done!!! Yet to play but looks good.
Is there a reason though, that Kyun-chaung on the small map (to the north), has a white hut background?


thanks asl80....no, no reason, prob just a graphic error....i'll check it and update next version.

PostPosted: Sun Nov 04, 2007 8:31 pm
by RjBeals
There's something about this map that makes me want to stare at it for hours. My vote is this is the best map on CC to date. The way you enlarged the POW camps to the side is brilliant. And the color choices / bg patterns are perfect. You've outdone yourself Cairns. Well done my friend.

My only question (and it's probably been answered in the thread) is what is that little blip on the bonuses border. Above the word "BONUSES"

PostPosted: Sun Nov 04, 2007 8:50 pm
by cairnswk
RjBeals wrote:There's something about this map that makes me want to stare at it for hours. My vote is this is the best map on CC to date. The way you enlarged the POW camps to the side is brilliant. And the color choices / bg patterns are perfect. You've outdone yourself Cairns. Well done my friend.

My only question (and it's probably been answered in the thread) is what is that little blip on the bonuses border. Above the word "BONUSES"


RjBeals...this has been commented on a couple of times now...i mean the alluring design...and i agree, sometimes i quite starred at it wondering at the flames/flowers/patterns whatever...your thoughts are most appreciated. :) This is also largely due to the fact that the original dead bodies design was simply rejected, and i had to come up with something totally different, notable the Thai flavour, but i threw in the POW camps as an extra play additive. I still kept the Bridge on the River Kwai as part of the overall play theme. I am pleased.

The little dots above the BONUSES are the way the font (a thai design) renders the N i think it is.

Hope you enjoy the games.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Mon Mar 31, 2008 9:43 pm
by Warsteiner
just wanted to say, thanks.. this definatly is the best map ever :)

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Tue Apr 01, 2008 2:12 am
by edbeard
[quote="Warsteiner"]just wanted to say, thanks.. this definatly is the best map ever :)[/quote]

that is a lot of freestyle, speed, standard, 1v1, unlimited fortification, escalating, no fog games you've got there

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Tue Apr 01, 2008 4:42 am
by cairnswk
[quote="Warsteiner"]just wanted to say, thanks.. this definatly is the best map ever :)[/quote]

Whooohooo! Thanks Warsteiner....glad to hear that somebody likes it....are you keeping it alive?
For you, what makes it so good...would you like to expand on that reasoning

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Thu Apr 03, 2008 2:56 am
by brandoncfi
[quote="cairnswk"][quote="Warsteiner"]just wanted to say, thanks.. this definatly is the best map ever :)[/quote]

Whooohooo! Thanks Warsteiner....glad to hear that somebody likes it....are you keeping it alive?
For you, what makes it so good...would you like to expand on that reasoning[/quote]
I love this map as well
1. great looking
2. the bonus cont. are fun to get
3. once you understand the map you can really do some damage

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Thu Apr 03, 2008 4:49 am
by cairnswk
[quote="brandoncfi"][quote="cairnswk"][quote="Warsteiner"]just wanted to say, thanks.. this definatly is the best map ever :)[/quote]

Whooohooo! Thanks Warsteiner....glad to hear that somebody likes it....are you keeping it alive?
For you, what makes it so good...would you like to expand on that reasoning[/quote]
I love this map as well
1. great looking
2. the bonus cont. are fun to get
3. once you understand the map you can really do some damage[/quote]

yeh...thanks brandoncfi....sometimes my maps take a while to catch on....but thanks for dropping by with your feedback.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Fri Jul 06, 2012 9:28 am
by agentcom
Why does Hunt not connect with Si Sawat?

Hunt borders Tha Thong Mong, so it is considered to be on the same river section as Si Sawat (as well as Ringer Edwards and Tha Thong Mong).

I know this map has been out for years, but this seems like a fairly obvious error to me.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Fri Jul 06, 2012 10:34 pm
by cairnswk
agentcom wrote:Why does Hunt not connect with Si Sawat?

Hunt borders Tha Thong Mong, so it is considered to be on the same river section as Si Sawat (as well as Ringer Edwards and Tha Thong Mong).

I know this map has been out for years, but this seems like a fairly obvious error to me.


agentcom...you are quite correct. :) Thank you for the pick-up.

the xml has been adjusted below
http://www.fileden.com/files/2011/10/26 ... ck_v27.xml

and i have moved the map to Coreldraw for the text.

Small
Image

Large
Click image to enlarge.
image


Files
http://i155.photobucket.com/albums/s282 ... V27L_x.png
http://i155.photobucket.com/albums/s282 ... V27S_x.png
XML
http://www.fileden.com/files/2011/10/26 ... ck_v27.xml

and here is the xml testing to ensure the numbers have not moved.
Image
Click image to enlarge.
image

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Sat Jul 07, 2012 9:42 pm
by agentcom
How long does this take to go into effect? I'm in a game right now, where it might matter that the two don't connect. Luckily, we had BOB on, so were able to pick up on it, but it would've possibly lost us the game if we had based our move on the map instead of on BOB reading the XML for us.

Will an announcement be made in active games? I know some mapmakers do that while they're maps are in beta, but I've also been in games where no announcement is made. I don't really think you have to make the announcement, as it just brings the map in line with what it's supposed to do. And a quick look through some active games shows that this probably shouldn't make a difference in gameplay in many (if any) active games. I'm basically wondering whether I have to keep checking by this thread :)

Regardless, it's a cool map, that I've started to play a little bit recently. Thanks for all your maps cairns. They're always enjoyable.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Sat Jul 07, 2012 9:53 pm
by nolefan5311
I can see if thenobodies can post in the active games. He has special powers that allow him to do that. As far as when it will take effect, that depends on when the changes are submitted to the boss man, and when he uploads the changes. Don't think we can give you a definite ETA on that.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Sat Jul 07, 2012 9:55 pm
by sparkyball
Nice catch post and fix after all these years agentcom

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Sat Jul 07, 2012 10:00 pm
by DiM
on the small map, the northern border of Hunt should be moved a bit up because as it is right now, the connection with the lighter river section (and hence the bordering terits) is really hard to spot.
on the large map it is very clear.

Image


PS: i'm amazed nobody saw this during all these years. :shock:

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Sat Jul 07, 2012 10:33 pm
by cairnswk
Dim, please refresh the maps above...the borders have been changed on the small map, but...
strange how we're all human mistake makers...i left "Tha Maker" text off both of these new versions (you can see it in the digits map) and several pairs of eyes have been over these new maps, and yet we never picked it up...until now. :roll:

Image

Click image to enlarge.
image

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Sun Jul 08, 2012 4:30 am
by thenobodies80
cairnswk wrote:strange how we're all human mistake makers

It's not strange, just a human peculiarity that makes our lives more interesting. Life would be so boring if we would be perfect! ;)

Anyway this is one of the reasons we have a foundry process and the proof that there's always space for improve.
The files were sent to the turtle and the players of all active games warned about the update.
The new files will be updated as soon as possible (i think tomorrow).
Nobodies

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Sun Jul 08, 2012 9:29 pm
by uckuki
2011-08-23 00:47:38 - uckuki [team]: I was under the impression that Hunt can attack Si Sawat, apparently it can't. screw up :/

I learned about it the hard way :)

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Wed Aug 01, 2012 3:40 pm
by drunkmonkey
Just noticed the map has a territory labeled "Tennaderim", but the XML says "Tennaserim". Not a huge deal, but it made me do a double-take when selecting from the drop-down.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Wed Aug 01, 2012 4:12 pm
by cairnswk
drunkmonkey wrote:Just noticed the map has a territory labeled "Tennaderim", but the XML says "Tennaserim". Not a huge deal, but it made me do a double-take when selecting from the drop-down.

Gees, i stuffed up again. :oops:
i'll fix asap. Thanks drunkmonkey.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Wed Aug 01, 2012 4:25 pm
by cairnswk
cairnswk wrote:
drunkmonkey wrote:Just noticed the map has a territory labeled "Tennaderim", but the XML says "Tennaserim". Not a huge deal, but it made me do a double-take when selecting from the drop-down.

Gees, i stuffed up again. :oops:
i'll fix asap. Thanks drunkmonkey.

tnb80, can you get lack to upload these images again please.

http://i155.photobucket.com/albums/s282 ... V27S_x.png
http://i155.photobucket.com/albums/s282 ... V27L_x.png

Image
Click image to enlarge.
image

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Thu Sep 12, 2013 5:52 pm
by cairnswk
I've re-worked this map and take it from Fireworks to Photshop.
In doing so, i discovered there was 30 pixels to play with that weren't in the original image...so i used them to give this a lift - Thai style.
1. the region borders now have a slight white tinge inner glow that helps differentiate where they actually are and lifts the border itself
2. the title book has been re-worked to a "top-down" overview rather than that somewhat poor 3d image from before.
3. obviously the new frame has been added and the temple domes added to the bonus legend.
4. Some huts have moved slightly so re-centering in xml will have to be re-done.

Feedback if you have any?

Image

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Thu Sep 12, 2013 5:59 pm
by ManBungalow
Wow, nice.

A couple of points of feedback then, as you ask:

The new texture on the regions is just slightly too intense.
The pale blue passable part of the river doesn't totally obviously touch Hunt.
The same river ends very abruptly. Put a line there?
I don't see a cairnswk logo on there. :-$

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Thu Sep 12, 2013 6:12 pm
by cairnswk
ManBungalow wrote:Wow, nice.

A couple of points of feedback then, as you ask:

The new texture on the regions is just slightly too intense.

Can you explain this further please MB...does it need lightening/darkening...it is the same texture that was previously used by PS treats it a little differntly

The pale blue passable part of the river doesn't totally obviously touch Hunt.

Fixed. F5 to see that in the above image.

The same river ends very abruptly. Put a line there?

You mean around the end of that river at Ban Thai?

I don't see a cairnswk logo on there. :-$

Fixed.

Re: Bamboo Jack (Thai POW Railway) [Quenched]

PostPosted: Thu Sep 12, 2013 6:16 pm
by ManBungalow
Your new image has disappeared now.

From what I remember, the texture rendered with higher contrast and the terrain looked really bumpy in the updated version?

And yes, the river ending between Ban Thai and Pantridge. Just a black line there will keep me quiet.