Moderator: Cartographers
TaCktiX wrote:You are posting a lot, and strictly speaking, you are not spamming your topic much (exception to your test game +1 posts, which could be handled via PM), you are adding information about your map. The problem that gimil tried to underline, and the stats put concrete evidence on, is that you're posting too much, too fast for anybody to respond to it. People are only able to give bit-part feedback, or generic support as they're not able to process things as fast as you're moving forward. You're not giving people enough time to give you the feedback you need to bring the map forward. No map is perfect within the first couple of versions (not even DiM's super-fast-quenched AoR: Magic). In essence, you're smothering your own map in your loving arms, while not letting anyone comment on how adorable it is (baby analogy ftw!).
The more recent compilation of the XML shows great initiative, but foolhardy initiative. If at any point the map image changes that moves army locations, or you decide to change how bonuses are accumulated, or pretty much anything gameplay-related, then you have to rewrite it, sometimes in its entirety. XML is saved for Final Forge so that a mapmaker can make image revisions with no reservations about "extra work".
So you are not being held back by others, you are holding yourself back by not letting anyone else help you with the map. We really do want to help, else we wouldn't post anything.
t-o-m wrote:i think that one of the reasons that this isnt moving forward is that you also have a poor attitude toward the CA's and to anyone who posts something slightly negative.
you reject anything that goes against you, as i told you when you constantly PM me, (which is quite annoying btw)
you always say that you're going to continue but you reject advice, so what are you going to do
carry on oblivious to what the CA's advice you to do?
please carry on with this by all means, (and im not being sarcastic there)
gimil wrote:1. Of every post that isnt yours only 4 showed supportfor the map.
gimi wrote:2. Tack has averaged all his maps to get "Spam 23.13%" with you currently sitting over that at 30.99%
gimi wrote:3. 50.34% or posts are by YOU the map creator, according to every other stat this is the highest percent on map making posts in their own thread. Conqueropoly has alot less than that and it has three people who were working on it.
gimi wrote:4. Another average stat, "Feedback: 67.10% of post not by the creator", you currently sit at 48.38%. Nuff said.
gimi wrote:Now that fact that you post SO much on your own map is boosting its post count. This bring it to my attention and when I look over it, all I see is your username posting over and over again. The average map gains adv. idea in 5-6 pages of posts. them stamped not long after that. Some take longer some dont. But right now with the level of post by a single user im not seeing enought quality posts to warrent an adv idea tag. I was going to wait until I seen a little more by other posters.
TaCktiX wrote:Several clarifications:
- Support, as defined by the Map Stats project, is a "generic reference to the map, it being "good", "can't wait to play", etc. Nothing specific is mentioned about the map proper." 3 of the 7 posters also included things that I would consider feedback on any map. There is no double-category, it's one or the other.
t-o-m wrote:i just did a quick count, these are the posts that ive seen: (probably inacurate)
i see 76 posts, 42 of those were made by you in double posting or more than double posting.
You made more posts than 42 but i only counted the ones that were consecutive.
So if you are wanting the ideas stamp or even an adv idea then those stats dont look promising.
along with tack's stats and those stats above with 42 of your posts in this thread being at least 1 after the other, this doesnt really meet the criteria for the ideas stamp, and isnt nearing readyness for the ideas stamp (which is marked by adv idea)
we're not trying to say give up, we're just asking if it is worth continuing?
maybe do a poll...that is the way to find out who wants this map being continued/ who thinks it will work?
Maybe ask this question:
Qn A) Do you want this map to continue? Qn B) Do you think this map will work?
then have answers of:
QnA) Yes, continue
QnA) No, dont continue
QnB)Yes, it'll work.
QnB)No, it wont work.
im just giving suggestions now?
TaCktiX wrote:What poll where? I just doublechecked the topic and I see no post of a C.A. posting poll results (standard procedure).
Re: Hurling Gaelic Sport Map- 5/31 UPDATED GRAPHICS
I just posted version 1.5 of the map. Based on feedback I changed the top part of the map (the rules section). I changed it entirely to photos and samples pretty much. Feedback on whether or not this is clear enough is helpful.
I also took the poll down. It was my first poll and it came back with roughly 9 in support and 6 not in support. Since the i hate irish people option was a joke I don't even know how to interpret. I'll put up a new poll in a day or two which will provide more useful guidance to me and the decision makers.
seamusk wrote:I had so much support
t-o-m wrote:seamusk wrote:I had so much support
dang, that explains why you posted about 7times in a row and started doing the XML.
joke
anyway, i think it would be beneficial for you to put another poll up since you have almost the entire foundry glued to the thread.
pop up my poll and i think you'll get a good turn out.
multiplayertim wrote:i think attack instructions could be made easier by allowing attacks to only go down either wing or center and across the full back/forward line ie. goalkeeper choses to attack Left corner back he then can only attack Left wing back to go forward (he cannot attack the centre back) then midfielder closest to his side, midfielder then has choice to attack centre forward of left wing forward, the left corner forward could then attack the full forward. I hope this would help clear up confusion about attacks without filling map with legend.
I think you could try sending PM's to a few other irish players as they would probably be the most interested in this map
oaktown wrote:My first thought is that this is a subject that doesn't grab me at all. I don't know what Hurling is, and nothing about the map itself makes me want to find out what Hurling is. It's a green rectangle with some circles that I can't place. It could be a Lacross field or a rugby field or a soccer field - all of which would at least give me some basic frame of reference as to what I'm supposed to be doing - but it isn't, so my first instinct would be to play another map.
Since I don't know the game, in playing the game I am afraid that I might be at a disadvantage. I have to rely entirely on your legends for gameplay, and I will have to do so throughout the game because very little on the playing field itself is self-explanatory. For instance, I've never played a game with four players identified as Goaltenders, so I'm not entirely sure what they can do - I'll be constantly referring to the legends before I make any move with them and even then I'll be second-guessing myself.
Gameplay questions abound... can't a game end in a stalemate? Once the goalies bombard and eliminate the scoring players, nobody can get them back. In fact, all you have to do is eliminate the full forwards and it becomes impossible to win.
Sorry, just read that the only starting positions are the goalies. According to the legends the goalies can attack the fullback and one cornerback, who in turn can attack the halfbacks, who can't attack anybody. ??? Clearly you're going to have to double the number of legend images to make sense of who can do what, which means half of your image is going to be explanation - speaking for myself only, I don't want to play a map that has more rules than I can make sense of in one or two readings, and this will require extensive instructions.
Graphics: you've got circles inside of a rectangle, accompanied by fuzzy text. If I thought that this map held promise in either the area of gameplay or graphics I'd say it should be at least considered an advanced idea, but as it has neither I can't get excited about it right now.
MrBenn wrote:I've taken the effort to read through the 7 pages of this thread, and I can't see a lot of discussion about the map at all. Most of it seems to be your test plays, which are pretty difficult to follow if you don't understand the map/game.
If you are going to proceed with the idea, then you need to get less clutter in the map thread - people generally will read the first 3-5 pages, or the last 3-5 pages... in both cases, there is lots and lots of off-topic/unecessary stuff which detract from your development. I have struggled at times with my Europe map to get discussion going, but I've found that hanging off and waiting can work wonders... so too does taking on board suggestions and not reacting negatively.
Personally, the map at the moment has little to pull me into it - I've said the same about tactix's Periodic Madness map. I want to see something with stunning graphics, or a theme/concept that grabs me and makes me want to try it. The rules seem complex... I expect that's because I haven't sat down and tried to figure them out.
Incidentally, it might be worth putting your poll up again, and keeping it open for longer
AndyDufresne wrote:The game play still has no hook for me. What are the scoring territories worth 5 points? I'd say more about the game play...but as I mentioned...I've got nothing really to say about it.
AndyDufresne wrote:So when working on the graphics, always keep consider and ask yourself "Is this simple, or is this more generic?"
One thing that has been bothering me, the green of the field vs the green of the background flag....
The slight color difference between the legend and the flag white is nice, but maybe even more so.
Also, the image at the right of the legend...its arrows just seem much to thick and overpowering for the small graphic. Perhaps a touch more thin arrows.
The text on the field is at times hard to read...because of the strong colors. More orange than blue surely also. Would a black outline help alleviate that?
multiplayertim wrote:new attack routes look much clearer.
i just noticed a potential problem- 3 digit numbers
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