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Atlantis - v43 - BETA - P32[D,Gp,Gr,FF,XML,BETA]

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Re: [Advanced Draft] Atlantis NEW v5.4 Updates (p.1,3,4,5)

Postby bryguy on Mon Dec 22, 2008 4:03 pm

Premier2k wrote:Poseidon will start neutral, as will everything except for the outer islands. We're considering making this have an objective, such as hold Poseidon for x number of turns.
What do you think?


i like that idea



only problem is you cant set it to have to hold it for x number of turns, you can only have it to have it for 1 turn
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Re: [Advanced Draft] Atlantis NEW v5.5 Updates (p.1,3,4,5,6)

Postby Premier2k on Wed Dec 24, 2008 5:59 am

Latest version of image

Version 5.5 Large with armies
Click image to enlarge.
image


Version 5.5 Small with armies
Click image to enlarge.
image




Version 5.5 includes

- correct numbering.. Finally
- Corrected spellings.. again
- New Look Borders
- Updated Posidon Text
- created small image version available for viewing
- Updated Mini map & modified scroll slightly

We did have a look at the terrain again (as suggested by Chao) but everytime we did anything it made it look worse and seeing how much time Nem put into it in the first place we think it will stay as is..

As always we are open to 'Reasonable' suggestions.. :P
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Re: [Advanced Draft] Atlantis NEW v5.5 Updates (p.1,3-5,6)

Postby Riazor on Mon Dec 29, 2008 5:39 pm

Boats can assault ports
and
Ports can assault boats

Can ports attack other ports?
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Re: [Advanced Draft] Atlantis NEW v5.5 Updates (p.1,3-5,6)

Postby Premier2k on Mon Dec 29, 2008 6:46 pm

Riazor wrote:Boats can assault ports
and
Ports can assault boats

Can ports attack other ports?


No, to attack another port you would have to attack a boat and then you can attack other ports.

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Re: [Advanced Draft] Atlantis NEW v5.5 Updates (p.1,3-5,6)

Postby NemesisChild on Sat Jan 03, 2009 7:11 pm

Is there a lack of interest in this map or has everyone that wants to comment commented?

Where do we go from here?
we have hit the wall (relatively) regarding what the map should look like, any changes will be based on comments or we are going to have to ask the mods for stamps, and I'm not even sure we're ready for that yet... or are we.. voice your opinion(s) please

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Click here to discover the lost islands of Atlantis...
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Re: [Advanced Draft] Atlantis NEW v5.5 Updates (p.1,3-5,6)

Postby TaCktiX on Sun Jan 04, 2009 8:17 pm

I've delayed commenting on this map for a bit much. I always get dragged away to something else. So, here goes.

Gameplay:
- The Temple of Poseidon heavily depends on drop, unless the inner islands are completely neutral. I would suggest dropping the +2 auto-deploy and letting the bonus stand alone. Looking at it another way, the auto-deploy could be a balancer for expansion, as anyone who gets the Temple region then has to expand out to a very large region. I would suggest finding some more commenters on this issue.
- 4 boats does not ever justify a +6. I know technically they border 7 territories, but they have enough power by being mobile. Drop the boat bonus to +4.
- The continents are too big. The bonuses are appropriate for a continent of that size, but a no cards game will be determined by who manages to drop heavily in the Temple region, or by a TON of luck. I would suggest chopping a lot of the outer ones in half and re-evaluating the bonuses for them based on that. Kamuri, Lyonesse, Mariny, and Lemuria are good candidates for this.
- Wording on the legend could be better. The boat description is good, but I would suggest moving the graphic to center on the words, and moving the "Boats can bombard" to be in line with the other two lines.
- "Ports and boats border each other" is more succinct, and what people are used to reading.

Graphics:
- The continent names are inconsistent in their sizing, and very hard to read in some cases due to the bevel on them or their orientation. Going with the same size and trying to put them all "right side up" will help with that a ton.
- The texture on the continents could be better. In some cases, there's too much texture that makes reading the territory names very difficult. The overall borders are really good, though.
- On a good number of the continents, the territory number is nearly impossible to read. Making them differ from their terrain more would help.
- Instead of hoping for people's straight-line reckoning to be good, how about adding dotted lines between the docks? For an example of this, look at Age of Merchants.
- The water isn't very believable. I like the two-tone idea between continents and larger parts of water, but the colors could be much better.
- The bridges don't look "right" for the map. Something more porcelain and Greek-looking (like the Temple) would be more fitting.

You might need to resize/remold some continents to fulfill some of the above comments, but nothing very drastic. You have enough space in the small to make it happen.

It's a good map with a lot of potential, hence why it got
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Re: [Advanced Draft] Atlantis NEW v5.5 Updates (p.1,3-5,6)

Postby Premier2k on Tue Jan 06, 2009 6:29 am

Thanks for the comments TaCktiX,

GAMEPLAY
TaCktiX wrote:The Temple of Poseidon heavily depends on drop, unless the inner islands are completely neutral.

Yes, all players will start on the outer rings and have all the territories divided up among the players.

TaCktiX wrote:I would suggest dropping the +2 auto-deploy and letting the bonus stand alone. Looking at it another way, the auto-deploy could be a balancer for expansion, as anyone who gets the Temple region then has to expand out to a very large region. I would suggest finding some more commenters on this issue.

We like the autodeploy, but we could change it back to standalone bonus if more people would prefer it.

TaCktiX wrote:4 boats does not ever justify a +6. I know technically they border 7 territories, but they have enough power by being mobile. Drop the boat bonus to +4.

We agree, dropping the boat bonus to +4

TaCktiX wrote:The continents are too big. The bonuses are appropriate for a continent of that size, but a no cards game will be determined by who manages to drop heavily in the Temple region, or by a TON of luck. I would suggest chopping a lot of the outer ones in half and re-evaluating the bonuses for them based on that. Kamuri, Lyonesse, Mariny, and Lemuria are good candidates for this.

The outer continents were designed to be big to make it harder to get the bonuses. As players all start on the outer rings then no-one will gain an advantage by dropping inner islands.


TaCktiX wrote:Wording on the legend could be better. The boat description is good, but I would suggest moving the graphic to center on the words, and moving the "Boats can bombard" to be in line with the other two lines.
"Ports and boats border each other" is more succinct, and what people are used to reading.

I'm going to talk with Nemesischild about the legend, we'll see what we can come up with.


GRAPHICS
TaCktiX wrote:The continent names are inconsistent in their sizing, and very hard to read in some cases due to the bevel on them or their orientation. Going with the same size and trying to put them all "right side up" will help with that a ton.

We will have another look at the names.

TaCktiX wrote:The texture on the continents could be better. In some cases, there's too much texture that makes reading the territory names very difficult. The overall borders are really good, though.

We shall try and change the territory numbers to make them easier to read. I have noticed this myself. Glad you like the borders, Nemesischild spent ages trying to get them right.

TaCktiX wrote:Instead of hoping for people's straight-line reckoning to be good, how about adding dotted lines between the docks? For an example of this, look at Age of Merchants.

We must have tried this hundreds of times by now, but it always looks cramped, perhaps we should just add them to the larger distances? Comments on that please

TaCktiX wrote:The water isn't very believable. I like the two-tone idea between continents and larger parts of water, but the colors could be much better.

We have just changed the sea texture, We think you'll be pleased at the results!

TaCktiX wrote:The bridges don't look "right" for the map. Something more porcelain and Greek-looking (like the Temple) would be more fitting.

They are being changed!

Hope this answers a few of your questions and comments.
Version 6 will be available soon!

Keep the comment coming guys! :D

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Re: [Advanced Draft] Atlantis v6.0 !!! Updates (p.1,3-5,6)

Postby Premier2k on Tue Jan 06, 2009 10:05 am

Version 6 is here!

Version 6 changes list
    1. New Sea
    2. Adjusted Continent names
    3. adjust territ numbers
    4. added new bridges
    5. updated Scroll
    6. changed boats bonus
    7. Moved some docks to allow better line of sight (but also to allow addition of attack routes if neccessary - included in 6.2)
    8. Smoothed Island edges

Once again, great work by Nemesischild on this version.

And for those that are interested, here is the XML.

Code: Select all
<?xml version="1.0"?>
<map>         
   <title>Atlantis</title>
   <smallwidth>591</smallwidth>
   <smallheight>620</smallheight>
   <largewidth>781</largewidth>
   <largeheight>820</largeheight>
   <filetype>png</filetype>
<continent>
   <name>Kamuri Kandam</name>
   <bonus>6</bonus>
   <components>
      <territory>Kamuri 1</territory>
      <territory>Kamuri 2</territory>
      <territory>Kamuri 3</territory>
      <territory>Kamuri 4</territory>
      <territory>Kamuri 5</territory>
      <territory>Kamuri 6</territory>
      <territory>Kamuri 7</territory>
      <territory>Kamuri 8</territory>
      <territory>Kamuri 9</territory>
      <territory>Kamuri 10</territory>
      <territory>Kamuri 11</territory>
      <territory>Kamuri 12</territory>
   </components>
</continent>
<continent>
   <name>Lemuria</name>
   <bonus>6</bonus>
   <components>
      <territory>Lemuria 1</territory>
      <territory>Lemuria 2</territory>
      <territory>Lemuria 3</territory>
      <territory>Lemuria 4</territory>
      <territory>Lemuria 5</territory>
      <territory>Lemuria 6</territory>
      <territory>Lemuria 7</territory>
      <territory>Lemuria 8</territory>
      <territory>Lemuria 9</territory>
      <territory>Lemuria 10</territory>
      <territory>Lemuria 11</territory>
      <territory>Lemuria 12</territory>
      <territory>Lemuria 13</territory>
   </components>
</continent>
<continent>
   <name>Lyonesse</name>
   <bonus>4</bonus>
   <components>
      <territory>Lyonesse 1</territory>
      <territory>Lyonesse 2</territory>
      <territory>Lyonesse 3</territory>
      <territory>Lyonesse 4</territory>
      <territory>Lyonesse 5</territory>
      <territory>Lyonesse 6</territory>
      <territory>Lyonesse 7</territory>
      <territory>Lyonesse 8</territory>
      <territory>Lyonesse 9</territory>
   </components>
</continent>
<continent>
   <name>Mariny</name>
   <bonus>5</bonus>
   <components>
      <territory>Mariny 1</territory>
      <territory>Mariny 2</territory>
      <territory>Mariny 3</territory>
      <territory>Mariny 4</territory>
      <territory>Mariny 5</territory>
      <territory>Mariny 6</territory>
      <territory>Mariny 7</territory>
      <territory>Mariny 8</territory>
      <territory>Mariny 9</territory>
      <territory>Mariny 10</territory>
   </components>
</continent>
<continent>
   <name>Meropis</name>
   <bonus>4</bonus>
   <components>
      <territory>Meropis 1</territory>
      <territory>Meropis 2</territory>
      <territory>Meropis 3</territory>
   </components>
</continent>
<continent>
   <name>Mu</name>
   <bonus>4</bonus>
   <components>
      <territory>Mu 1</territory>
      <territory>Mu 2</territory>
      <territory>Mu 3</territory>
   </components>
</continent>
<continent>
   <name>Numenor</name>
   <bonus>5</bonus>
   <components>
      <territory>Numenor 1</territory>
      <territory>Numenor 2</territory>
      <territory>Numenor 3</territory>
      <territory>Numenor 4</territory>
      <territory>Numenor 5</territory>
      <territory>Numenor 6</territory>
   </components>
</continent>
<continent>
   <name>Thule</name>
   <bonus>5</bonus>
   <components>
      <territory>Thule 1</territory>
      <territory>Thule 2</territory>
      <territory>Thule 3</territory>
      <territory>Thule 4</territory>
      <territory>Thule 5</territory>
      <territory>Thule 6</territory>
      <territory>Thule 7</territory>
      <territory>Thule 8</territory>
   </components>
</continent>
<continent>
   <name>Vineta</name>
   <bonus>5</bonus>
   <components>
      <territory>Vineta 1</territory>
      <territory>Vineta 2</territory>
      <territory>Vineta 3</territory>
      <territory>Vineta 4</territory>
      <territory>Vineta 5</territory>
   </components>
</continent>
<continent>
   <name>Ys</name>
   <bonus>7</bonus>
   <components>
      <territory>Ys 1</territory>
      <territory>Ys 2</territory>
      <territory>Ys 3</territory>
      <territory>Ys 4</territory>
      <territory>Ys 5</territory>
      <territory>Ys 6</territory>
      <territory>Ys 7</territory>
      <territory>Ys 8</territory>
      <territory>Ys 9</territory>
   </components>
</continent>
<continent>
   <name>Temple Isles</name>
   <bonus>2</bonus>
   <components>
      <territory>Temple 1</territory>
      <territory>Temple 2</territory>
      <territory>Temple 3</territory>
      <territory>Temple 4</territory>
   </components>
</continent>
<continent>
    <name>Temple of Poseidon</name>
    <bonus>2</bonus>
    <components>
      <territory>Temple of Poseidon</territory>
    </components>
</continent>
<continent>
   <name>Explorers</name>
   <bonus>6</bonus>
   <components>
      <territory>Explorer 1</territory>
      <territory>Explorer 2</territory>
      <territory>Explorer 3</territory>
      <territory>Explorer 4</territory>
   </components>
</continent>
<territory>
   <name>Kamuri 1</name>
   <borders>
      <border>Kamuri 2</border>
   </borders>
   <coordinates>
      <smallx>94</smallx>
      <smally>325</smally>
      <largex>126</largex>
      <largey>422</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 2</name>
   <borders>
      <border>Kamuri 1</border>
      <border>Kamuri 3</border>
      <border>Kamuri 4</border>
      <border>Lemuria 12</border>
   </borders>
   <coordinates>
      <smallx>52</smallx>
      <smally>336</smally>
      <largex>69</largex>
      <largey>437</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 3</name>
   <borders>
      <border>Kamuri 2</border>
      <border>Kamuri 4</border>
      <border>Kamuri 5</border>
   </borders>
   <coordinates>
         <smallx>21</smallx>
         <smally>300</smally>
         <largex>29</largex>
         <largey>390</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 4</name>
   <borders>
      <border>Kamuri 2</border>
      <border>Kamuri 3</border>
      <border>Kamuri 5</border>
   </borders>
   <coordinates>
         <smallx>50</smallx>
         <smally>282</smally>
         <largex>68</largex>
         <largey>365</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 5</name>
   <borders>
      <border>Kamuri 3</border>
      <border>Kamuri 4</border>
      <border>Kamuri 6</border>
   </borders>
   <coordinates>
         <smallx>40</smallx>
         <smally>244</smally>
         <largex>55</largex>
         <largey>315</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 6</name>
   <borders>
      <border>Kamuri 5</border>
      <border>Kamuri 7</border>
      <border>Meropis 3</border>
   </borders>
   <coordinates>
         <smallx>117</smallx>
         <smally>236</smally>
         <largex>156</largex>
         <largey>304</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 7</name>
   <borders>
      <border>Kamuri 6</border>
      <border>Kamuri 8</border>
   </borders>
   <coordinates>
         <smallx>93</smallx>
         <smally>205</smally>
         <largex>124</largex>
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   </coordinates>
</territory>
<territory>
   <name>Kamuri 8</name>
   <borders>
      <border>Kamuri 7</border>
      <border>Kamuri 9</border>
   </borders>
   <coordinates>
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</territory>
<territory>
   <name>Kamuri 9</name>
   <borders>
     <border>Kamuri 8</border>
     <border>Kamuri 10</border>
     <border>Numenor 1</border>
   </borders>
   <coordinates>
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         <smally>161</smally>
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         <largey>205</largey>
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</territory>
<territory>
   <name>Kamuri 10</name>
   <borders>
      <border>Kamuri 9</border>
      <border>Kamuri 11</border>
      <border>Kamuri 12</border>
   </borders>
   <coordinates>
         <smallx>219</smallx>
         <smally>166</smally>
         <largex>292</largex>
         <largey>212</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 11</name>
   <borders>
      <border>Kamuri 10</border>
      <border>Kamuri 12</border>
   </borders>
   <coordinates>
         <smallx>249</smallx>
         <smally>130</smally>
         <largex>330</largex>
         <largey>166</largey>
   </coordinates>
</territory>
<territory>
   <name>Kamuri 12</name>
   <borders>
      <border>Kamuri 10</border>
      <border>Kamuri 11</border>
   </borders>
   <coordinates>
         <smallx>251</smallx>
         <smally>161</smally>
         <largex>334</largex>
         <largey>205</largey>
   </coordinates>
</territory>
<territory>
   <name>Lemuria 1</name>
   <borders>
     <border>Lemuria 2</border>
     <border>Lemuria 3</border>
     <border>Lemuria 4</border>
   </borders>
   <coordinates>
       <smallx>144</smallx>
       <smally>552</smally>
       <largex>193</largex>
       <largey>724</largey>
   </coordinates>
</territory>
<territory>
   <name>Lemuria 2</name>
   <borders>
     <border>Lemuria 1</border>
     <border>Lemuria 3</border>
   </borders>
   <coordinates>
       <smallx>167</smallx>
       <smally>523</smally>
       <largex>222</largex>
       <largey>684</largey>
   </coordinates>
</territory>
<territory>
   <name>Lemuria 3</name>
   <borders>
     <border>Lemuria 1</border>
     <border>Lemuria 2</border>
     <border>Lemuria 4</border>
     <border>Lemuria 6</border>
     <border>Lemuria 7</border>
     <border>Vineta 3</border>
   </borders>
   <coordinates>
       <smallx>129</smallx>
       <smally>509</smally>
      <largex>171</largex>
       <largey>666</largey>
   </coordinates>
</territory>
<territory>
   <name>Lemuria 4</name>
   <borders>
     <border>Lemuria 1</border>
     <border>Lemuria 3</border>
     <border>Lemuria 5</border>
     <border>Lemuria 6</border>
   </borders>
   <coordinates>
       <smallx>100</smallx>
       <smally>533</smally>
       <largex>133</largex>
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</map>


Hopefully, we have the sea and the textures correct now.

Click image to enlarge.
image


Image

Comments please everyone! Version 6.2 is being worked on!

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Re: [Advanced Draft] Atlantis v6.0 with XML!! (p.1,3-5,6)

Postby Chao on Tue Jan 06, 2009 3:47 pm

Wow! This just gets better each time I see it! The sea looks a lot better, and the color scheme is a lot more appealing!

Few things:

-The font used on the legend at the top right corner looks a bit forced and too modern. Maybe you could change it to something that looks a bit nicer? Same with the text at the top left.

-There needs to be at better way to link the docks. I agree with TaCktiX. Something needs to be done to them so people can link them more easily.

-I still think the continents' textures need a bit more work. Some of them look a bit too smooth and bulgy, giving them a 'fake' look. They're all so a bit too uniform; more detail would be nice. Take a look at some other maps, such as Europe, for ideas.

-The sizes of the continent labels should be the same size. For example: Meropia's font size is small, whereas Lemuria's is much bigger. They should be the same.

-The bridges look funny; they don't mix well with their backgrounds.

-The boats don't mix well with their backgrounds. The color scheme should probably be a bit darker, so it melds better with the continents.

-The compass at the bottom right should be more visible, possibly by making it darker or changing its background to make it stick out more.

Keep up the good work! I look forward to trying it out!
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Re: [Advanced Draft] Atlantis v6.0 with XML!! (p.1,3-5,6)

Postby sailorseal on Tue Jan 06, 2009 4:04 pm

I very much like this map. The texture could be changed and I do agree that the font needs changing. I like this map a lot and I think it brings something new to the table.
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Re: [Advanced Draft] Atlantis v6.0 with XML!! (p.1,3-5,6)

Postby Premier2k on Tue Jan 06, 2009 4:10 pm

Chao wrote:Wow! This just gets better each time I see it! The sea looks a lot better, and the color scheme is a lot more appealing!

Glad your liking it Chao!

Chao wrote:The font used on the legend at the top right corner looks a bit forced and too modern. Maybe you could change it to something that looks a bit nicer? Same with the text at the top left.

The font in the legend is changed for 6.2, we think you'll like.

Chao wrote:There needs to be at better way to link the docks. I agree with TaCktiX. Something needs to be done to them so people can link them more easily.

Again, we have addressed this in 6.2

Chao wrote:I still think the continents' textures need a bit more work. Some of them look a bit too smooth and bulgy, giving them a 'fake' look. They're all so a bit too uniform; more detail would be nice. Take a look at some other maps, such as Europe, for ideas.

This is not something we want to have to change again, maybe when we've sorted out everything else we'll have another look.

Chao wrote:The sizes of the continent labels should be the same size. For example: Meropia's font size is small, whereas Lemuria's is much bigger. They should be the same.

Again, I think this has been addressed in 6.2

Chao wrote:The bridges look funny; they don't mix well with their backgrounds.

Possibly, will get Nemesischild to have another look at this

Chao wrote:The boats don't mix well with their backgrounds. The color scheme should probably be a bit darker, so it melds better with the continents.

I like the boats but perhaps they could be a little more defined

Chao wrote:The compass at the bottom right should be more visible, possibly by making it darker or changing its background to make it stick out more.

100% agree. I'm looking at this at the minute

Chao wrote:Keep up the good work! I look forward to trying it out!

We shall Chao! Thanks for the comments!

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Re: [Advanced Draft] Atlantis v6.0 with XML!! (p.1,3-5,6)

Postby MrBenn on Tue Jan 06, 2009 5:45 pm

Nice update - this is coming on in leaps and bounds ;-)

I still think you need to do more work to make the dock-attack routes clearer - they are better now, but could still confuse.

Your bonus values for some of the islands seem way off... particularly the green and red ones...

The perspective on the boats looks a little out of place in comparison to the land texture - it could just be an effect of the beveled edges etc?

For me the biggest think (still) is that the map doesn't shout "Lost City of Atlantis"... it just feels too contemporary... Does that make sense?

All in all though, you're making good progress ;-)
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Re: [Advanced Draft] Atlantis v6.0 with XML!! (p.1,3-5,6)

Postby Chao on Tue Jan 06, 2009 5:54 pm

Premier2k wrote:
Chao wrote:I still think the continents' textures need a bit more work. Some of them look a bit too smooth and bulgy, giving them a 'fake' look. They're all so a bit too uniform; more detail would be nice. Take a look at some other maps, such as Europe, for ideas.

This is not something we want to have to change again, maybe when we've sorted out everything else we'll have another look.


Yeah, ok. The texture isn't game breaking or anything. I know you guys have put a lot of effort into it; it certainly looks a lot better than before. It's nothing to worry about too much.

Premier2k wrote:
Chao wrote:The boats don't mix well with their backgrounds. The color scheme should probably be a bit darker, so it melds better with the continents.

I like the boats but perhaps they could be a little more defined


Darker as in so they stand out better. So defined works too :)
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Re: [Advanced Draft] Atlantis v6.0 with XML!! (p.1,3-5,6)

Postby Premier2k on Wed Jan 07, 2009 8:05 am

Version 6.2 Available!

Version 6 changes list
    1. New font on legend
    2. Attack routes added

6.3 is being worked on, Nemesischild is revisting the territory terrain issue one last time. We'll let you know how we get on with that in due course. For now, have a look at the new fonts and the attack routes and let us know what you think.

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Re: [Advanced Draft] Atlantis v6.2 with XML!! (p.1,3-5,6)

Postby Blitzaholic on Wed Jan 07, 2009 7:38 pm

awesome =D>

I only been waiting and or asking for about 3 years now for an underwater world atlantis map :mrgreen:
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Re: [Advanced Draft] Atlantis v6.2 with XML!! (p.1,3-5,6)

Postby Premier2k on Thu Jan 08, 2009 4:47 am

Blitzaholic wrote:awesome =D>

I only been waiting and or asking for about 3 years now for an underwater world atlantis map :mrgreen:


Glad we could be of service Blitz! We'll keep plowing away at this!

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Re: [Advanced Draft] Atlantis v6.2 with XML!! (p.1,3-5,6)

Postby Chao on Thu Jan 08, 2009 5:00 pm

Nice!

New fonts are good.

-The arrows connecting the bridges are not uniform, which is kinda funny looking. Of course, they all need to be different lengths, but the shapes of the tips of the arrows are not all the same. The only thing that should be different is the length of the middle bar connecting the tips of the arrows.
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Re: [Advanced Draft] Atlantis v6.2 with XML!! (p.1,3-5,6)

Postby NemesisChild on Thu Jan 08, 2009 5:29 pm

Chao wrote:Nice!

New fonts are good.

-The arrows connecting the bridges are not uniform, which is kinda funny looking. Of course, they all need to be different lengths, but the shapes of the tips of the arrows are not all the same. The only thing that should be different is the length of the middle bar connecting the tips of the arrows.



Glad you like the new font chao

- Arrows are temproary to fill the gap as I wanted to get reactions (are they want we need?), I am working on more uniform (older looking) ones, people asked for attack routes between docks to be displayed , so as always i oblige(terrain being the exception of course :D ).

Oh and I think I've solved the bridges issue too..
Watch this space!

Update due tomorrow hopefully if I can Get Prem away from his day job for more than 2 minutes! :roll:
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Re: [Advanced Draft] Atlantis v6.2 with XML!! (p.1,3-5,6)

Postby bryguy on Thu Jan 08, 2009 10:38 pm

NemesisChild wrote:Watch this space!


I keep watching it... is it supposed to make me go cross-eyed? :mrgreen:


Dont have much time to comment right now, but Ill say some things that are on the top of my mind :)

1) Do you think that you may be able to modify the scroll so that it doesnt go behind the land? it kinda ruins it a bit for me, idk why :|
2) The boats seam out of place to me, have you tried maybe a top down view?
3) The compass is all blurry


Thats all i have time to say right now, but it looks awesome! Especially love the new water texture :) How did u do it? Just wondering, cause it looks really good :)
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Re: [Advanced Draft] Atlantis v6.2 with XML!! (p.1,3-5,6)

Postby Premier2k on Fri Jan 09, 2009 7:46 am

bryguy wrote:
NemesisChild wrote:Watch this space!

1) Do you think that you may be able to modify the scroll so that it doesnt go behind the land? it kinda ruins it a bit for me, idk why :|
2) The boats seam out of place to me, have you tried maybe a top down view?
3) The compass is all blurry


Hi Bryguy!

1. We have looked at this before and everything we do makes it look even more strange. Putting the scroll above the land covers too much land. So this won't be changing I'm afraid.

2. Boats have been spoken about but are currently on the backburner. We may revisit this later in development.

3. Compass has been removed and will be replaced with something else. Watch this space....

v6.5 Update to follow...
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Re: [Advanced Draft] Atlantis v6.2 with XML!! (p.1,3-5,6)

Postby Premier2k on Fri Jan 09, 2009 7:53 am

Hi all!

Version 6.5 is available

Changes made
    Aged scroll with parchment effect
    Changed attack arrows
    Removed Compass
    Smoothed edges of islands
    Changed bridges

Click image to enlarge.
image

Image

Nemesischild is working on the next version which will include;

Working on ageing everything to hopefully make it look less 'Contemporary' and trying out varying arrow types

If anyone has any ideas for attack arrows then please let us know, this is probably the big thing we are working on at the moment.

Thanks All!

Keep the comments and suggestions coming in!

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Re: [Advanced Draft] Atlantis v6.5 with XML!! (p.1,3-7)

Postby Premier2k on Fri Jan 09, 2009 8:28 am

We've just had a gameplay idea and would like to run it past you all to see what you think.
After looking at the gameplay it seemed that the game could be over reasonably quickly as most players would attempt to eliminate the opposition as quickly as possible rather than obtaining bonuses etc.. To combat this we have agreed that we would need to make the bonuses more attractive. We think we have solved this!

To recap the attack routes first;

Docks can attack Docks
Ports can attack Boats
Boats can attack Ports
Boats can bombard other boats

What about the Temple of Poseidon being able to bombard docks and ports? That would make the rush for the centre very interesting! With the +2 autodeploy it would become an important postion to hold, whilst at the same time not as large a bonus as the other continents. This would then make holding a continent very important. The Temple of Poseidon would be under siege because of the bonuses granted by holding some of the islands. Rather than concentrating on merely picking on a single player, the emphasis would be placed on holding the temple whilst stopping all other players.

With this gameplay update, Team games could be very interesting!!

What do you all think?

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Re: [Advanced Draft] Atlantis v6.5 with XML!! (p.1,3-7)

Postby Chao on Fri Jan 09, 2009 3:50 pm

Wow, this just keeps getting better.

Scroll is good, and I like the new bridges too. The names of the continents also look nice, as well as the new attack scheme. A few things:

-The things connecting the docks are much better than before. However, they're a bit unrefined. For example, the one linking Mu and Thule is clearly somewhat jagged. It should either be perfectly straight or have a smooth curve.

-I personally don't think I will ever go for the Temple of Poseidon when playing. You have to kill quite a few neutrals to get to it, which seems like a waste to me. Every army you use killing a neutral is an army you could be using to kill the enemy.
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Re: [Advanced Draft] Atlantis v6.5 with XML!! (p.1,3-7)

Postby NemesisChild on Fri Jan 09, 2009 6:58 pm

Chao wrote:Wow, this just keeps getting better.

Scroll is good, and I like the new bridges too. The names of the continents also look nice, as well as the new attack scheme. A few things:

-The things connecting the docks are much better than before. However, they're a bit unrefined. For example, the one linking Mu and Thule is clearly somewhat jagged. It should either be perfectly straight or have a smooth curve.

-I personally don't think I will ever go for the Temple of Poseidon when playing. You have to kill quite a few neutrals to get to it, which seems like a waste to me. Every army you use killing a neutral is an army you could be using to kill the enemy.



Again glad you like what we are doing Chao

The whole poseiden thing is a strategy element.. something diferent, gives you a choice of ways to play the map. in a single player game it would be less important but in a team game it could make the difference between a win and a loss.
It is still just an idea but we kinda like it, if there's not to much objection we will code it in the xml and allow it to be used or not at a players choice(bit like Sanctuary in AOR).
Does that sound fair?

Oh and I told you I thought I'd solved the bridge problem! I like em too.(were a bit of a bugger to do mind)
I agree that we need to update the attack routes again.. but I had never really used Photoshop B4 starting this map so am working along a learning curve(and curves in Photoshop are not my strong point.. Hints welcome.. no really PM me with a hints and help)
Are the arrowheads OK if I sort the connecting lines out? what about the color?
I did do a gold version first which I quite liked initially but look over bearing when all the routes were on there.
any suggestions for anything better?
What about the new colour scheme for the Temple Isle? Yes, no, Maybe or Oh my God what have you done.. Let me know

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Re: [Advanced Draft] Atlantis v6.5 with XML!! (p.1,3-7)

Postby TaCktiX on Fri Jan 09, 2009 9:35 pm

I still disagree with the decision to have big bonuses as the initial starters and closing off the easier bonuses behind neutrals. Far and away, people just don't attack neutrals. So you're looking at half the map never being touched by most players, and people beating up on each other hoping that by some miracle of drop and dice they get a +5 continent, which in No Cards would be almost instant inevitable victory.

I'm not saying "make them all +2 and +3." I'm saying that all +4, +5, and +6 will boil down to who drops where, and not that much fun. I'd say de-neutralizing the inner islands (keeping the entire T.O.P. area neutral), and splitting 2 of the outer continents into two different lands (not by physically separating them with water, just changing colors and names) would help with this.

As for the arrows, a dotted or solid line has worked rather well in the past. I've seen very few well-done arrows connecting sea routes.

Otherwise, this map has made a good bit of improvement of late. Hope that Drafts stamp comes soon.
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