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Re: Castle Lands [D,Gp,Gr] up. 04-27: final version -page 18

PostPosted: Tue Apr 28, 2009 3:45 pm
by oaktown
pikkio wrote:oak, i wasn't afraid with you for your asking about neutrals, it's clear that before you give a stamp you must be sure that everything is ok and with the last changes there was a possibility that i changed the neutrals. ;)

Don't worry about it, pikkio. I'm used to being unpopular around here.

Keep in mind that just because the map has hit the Forge there may still be concerns that people raise and discussions about problems. But at this I personally think that the mapmaker should be able to make the final decisions - the community has had ample time to comment.

Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

PostPosted: Fri May 01, 2009 4:47 pm
by thenobodies80
A busy week for me...

Anyway...
I think i'll be ready in few time ;)

This is just a preview.

Castle Lands XML V1.0

TNBDS

Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

PostPosted: Sun May 03, 2009 12:33 pm
by thenobodies80
ok guys, i tested the xml.
Everything seems ok...

Xml checked.
xml is valid.See test results.
Summary: 0 errors and 0 warnings detected in CastleLands.xml (10 continents, 42 territories)


CastleLands.xml
Big Version
Small Version

Waiting for Forza AZ approval ;)
.44 try a test with 888
i think there's nothing wrong but i like to know your opinion about :

888 on small map:
  • Duke is partially covered
888 on big map:
  • Duke is covered (only a bit)
  • Forest Tower is covered (only a bit)
  • Savannah is covered
  • Rye blue flag is covered (only a bit)

I think that only duke on the small and savannah on the big need a fix.
What do you think?

Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

PostPosted: Sun May 03, 2009 12:51 pm
by the.killing.44
Centering's all good.
Small
888 hits "D" on Duke
    move the circle ~3px to the left, along with the co-ords
Large
888 clips "S" on Savannah
    move the name ~2px left
Yeah, nobodies got it. On a graphics standpoint, there seems to be an extra space between the "a" and "i" of the "Mountain" in Mountain Tower. Also, the peak on Peak seems to have a box around it …

=D>
.44

Forza AZ

PostPosted: Mon May 04, 2009 5:34 am
by thenobodies80

Re: Castle Lands [D,Gp,Gr,FF] up. 04-28: final forge!! -page 18

PostPosted: Mon May 04, 2009 6:03 pm
by pikkio
i corrected all the tweaks. those are the final versions:

Castle Lands Big
Click image to enlarge.
image


Castle Lands Small
Click image to enlarge.
image

Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

PostPosted: Tue May 05, 2009 1:07 pm
by thenobodies80
Pikkio made the graphic changes, as requested.
And i fixed these coordinates:

  • Savannah on the big version
  • Duke on the big version
  • Duke on the small version

Everything is right now... :D

Big version: http://img213.imageshack.us/img213/7411/castlelandsb.jpg
Small version: http://img262.imageshack.us/img262/4815/castlelandss.jpg
Xml: http://www.fileden.com/files/2009/3/21/2373685/CastleLands.xml

TNBDS

Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

PostPosted: Tue May 05, 2009 2:23 pm
by iancanton
why are the names of the eight castle courts listed at the start of the xml, before the bridge bonuses? it doesn't look right to me, though i'm not an xml expert. if there's nothing wrong, then ignore my comment! look forward to playing this one!

edit: i see it now - they're the 8 start positions!

ian. :)

Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

PostPosted: Tue May 05, 2009 3:59 pm
by the.killing.44
Image

:)
.44

Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

PostPosted: Tue May 05, 2009 5:42 pm
by thenobodies80
iancanton wrote:edit: i see it now - they're the 8 start positions!

ian. :)


Yes,exactly! they're starting position ;)

the.killing.44 wrote:Image

:)
.44


Thank you friend! :D

TNBDS

Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

PostPosted: Tue May 05, 2009 7:12 pm
by pikkio
YEEEEEEEESSSSSSSSS!!! =D> :mrgreen:

thanx to all! i can't wait to play with this map!!! :geek:

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Wed May 06, 2009 11:39 pm
by Hopscotcher
Just throwin in my 2 cents. This looks really cool! can't wait to see it on the game list!

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Tue May 19, 2009 1:45 pm
by AndyDufresne
I'm not seeing much else to add---what does everyone else think?


--Andy

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Wed May 20, 2009 11:30 am
by sailorseal
AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy

Agreed 100%

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Wed May 20, 2009 2:41 pm
by pikkio
sailorseal wrote:
AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy

Agreed 100%


SO DO I !! :D

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Thu May 21, 2009 4:54 pm
by neanderpaul14
AndyDufresne wrote:I'm not seeing much else to add---what does everyone else think?


--Andy



Let's PLAY

Re: Castle Lands [D,Gp,Gr,FF] up. 05-05: final version and XML

PostPosted: Mon May 25, 2009 12:46 pm
by AndyDufresne
thenobodies80 wrote:Pikkio made the graphic changes, as requested.
And i fixed these coordinates:

  • Savannah on the big version
  • Duke on the big version
  • Duke on the small version

Everything is right now... :D

Big version: http://img213.imageshack.us/img213/7411/castlelandsb.jpg
Small version: http://img262.imageshack.us/img262/4815/castlelandss.jpg
Xml: http://www.fileden.com/files/2009/3/21/2373685/CastleLands.xml

TNBDS


Just a clarification---are the above links to the Final images and XML?


--Andy

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Tue May 26, 2009 2:17 pm
by AndyDufresne
Pikkio, Nobodies?


--Andy

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Tue May 26, 2009 2:51 pm
by thenobodies80
Yes!

Re: Castle Lands [D,Gp,Gr,FF,X] up. 05-05: final version and XML

PostPosted: Wed May 27, 2009 12:23 pm
by AndyDufresne
          Beta - Quenching

---The Final Forge period has concluded for the Castle Lands Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).

Conquer Club, enjoy!
              Image

--Andy

Re: Castle Lands [Beta]

PostPosted: Wed May 27, 2009 12:26 pm
by AndyDufresne
Map Medals will be given out once the map is removed from BETA.


--Andy

Re: Castle Lands [Beta]

PostPosted: Wed May 27, 2009 12:41 pm
by thenobodies80
\:D/ YES! \:D/

i want to play this map!

Re: Castle Lands [Beta]

PostPosted: Thu May 28, 2009 4:24 am
by pikkio
HORRAAAAYYYY!!! =D> :D

Castle Lands' future

PostPosted: Thu May 28, 2009 5:44 am
by Lupo
Hello my friends!

I would like to congratulate with you for this nice map and the good and hard job you did.

I am really sorry about not having had enough time to read the whole 20 pages discussion about this map, so I apologize in advance if I will talk about something you're already discussed here before.

Probably, I am in late to make any kind suggestion, anyway I try to point out the following ones:


-> Personally, I believe that between the four external continents, the MOUNTAINS be the better ones to start with:

- FORESTS (5 territories, 3 borders, +3 bonus)

- MOUNTAINS (6 territories, 3 borders, +4 bonus)

- FIELDS + Savannah (8 territories, 3 borders, +5 bonus)

- DESERTS + Peak (8 territories, 3 borders, +5 bonus)


-> I would like to typify the four external continents:

- the FORESTS, inserting 1 or more rivers crossing the continent, making these waterways the only possible path to move troops across its territories;

(NOTE: eventually some of this rivers could have their wellsprings in the adjacent MOUNTAINS)

- the MOUNTAINS, inserting 1 or more extra neutral territories and 1 way borders, in order to penalize the movement inside this continent;

- the FIELDS, inserting some production bonus, similar to the "Age Of Merchants" map;

- the DESERTS, inserting a central oasis bonus and around it setting some territories with negative bonuses, something similar (on a smaller scale) to the "Oasis" map.


-> About the graphics, it would be very cool if you used perspective and someone with enough skills started to make a draft of this map.


Well, I know I am asking so much and too in late with map foundry process, but I hope you could keep this suggestion for your future update or re-make.

thank you for your attention,

Lupo

Re: Castle Lands [Beta]

PostPosted: Thu May 28, 2009 1:46 pm
by AndyDufresne
...the army coords for "Peak" on large version of Castle lands is off


Mind looking into this?


--Andy