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Re: Devils and Gods [4/2] V3

PostPosted: Sat Feb 04, 2012 6:10 pm
by Extreme Ways
I like the idea behind the map, but I can't look at it for about 20 secs straight... Just hurts my eyes, too dark in contrast with CC forum maybe.

Re: Devils and Gods [4/2] V3

PostPosted: Sat Feb 04, 2012 9:35 pm
by IcePack
I'm sorry but I gotta agree with natty, the colors are pretty awful on the map. If your going with god and demons theme, why not use something like diff areas of hades, or battle it out in the fields of armeggedon style battle?

This is ok, but for such an open ended idea with many possibilities, i think it can be done better.

Also, there is some spelling to be corrected.

IcePack

Re: Devils and Gods [4/2] V3

PostPosted: Sun Feb 05, 2012 12:21 am
by koontz1973
The colours are changing as I find better combos (even the red/blue is gone :-$ ) and spelling will change as the legend changes. As for hades, I toyed with the idea of the old gods but found it to campy after the previous couple of years with the films that have been made. As for the darkness issue, I cannot see the problem, as we already have maps that are darker or as dark. But I will reduce the shiny effect and this should tone that problem down.

Re: Devils and Gods [4/2] V3

PostPosted: Sun Feb 05, 2012 12:26 am
by Victor Sullivan
Your map reminds me of Dante's Inferno. I wonder if you could incorporate his 9 circles of Hell:

Image

-Sully

Re: Devils and Gods [4/2] V3

PostPosted: Sun Feb 05, 2012 12:39 am
by koontz1973
And that was the first plan. But getting the 9 levels would of required a larger map and did not want to go to large.

Another idea was using the vices and virtues as bonus regions. Lots of ideas to play around with here and they are open to all. This is only one concept out of many.

Re: Devils and Gods [5/2] V4

PostPosted: Sun Feb 05, 2012 1:24 am
by koontz1973
A more organic look with the colours.
Toned down colours/contrast so it should be easier to look at for more than a few seconds.
Click image to enlarge.
image

Re: Devils and Gods [5/2] V4

PostPosted: Sun Feb 05, 2012 2:20 am
by natty dread
Try dark brown instead of green. Green & red still clash too much.

Maybe give it something like a rock texture.

Re: Devils and Gods [5/2] V4

PostPosted: Sun Feb 05, 2012 2:46 am
by koontz1973
natty_dread wrote:Try dark brown instead of green. Green & red still clash too much.

Maybe give it something like a rock texture.

I like the green in the edges but will try the browns for the playing areas.

Re: Demons & Angels [5/2] V5

PostPosted: Sun Feb 05, 2012 5:03 am
by koontz1973
Click image to enlarge.
image

Browns and new title. Demons and Angels fits better. Going to sort the legend out as parts conflict with each other.

EDIT: Text done as ViperOverLord suggested.

Re: Demons & Angels [5/2] V5

PostPosted: Sun Feb 05, 2012 10:32 am
by thenobodies80
I don't get the light bonus/decay thing....it seems to me you have to kill 50 troops to have a bonus of 999 troops (not autodeploy) but at the start of the turn you'll lose 666 troops on that territory due the decay. First of all I don't think someone will put a big number of troops on it knowing that he will lose 666 of them at the start of a turn, even if he can deploy 999. Second point if I receive 999 there're plenty better way to use those troops than waste 3/4 of them the next turn, specially because in this case it doesn't matter since dacay brings you to 1 anyway.....is there something I miss apart have those numbers for the gimmick "666 - the number of the beast" thing? :?

About the supersize application can I ask you to postpone the application a bit till I have a clear idea of the map? O:)
The general idea reminds me the Dante's Inferno layout but with some differences.....really I need more time/less hurting graphics to look at it properly...is possible to have a simple gameplay layout with graphics reduced to the bone?
Btw the current graphics are a bit a pain, the red really hurts my eyes and the green background doesn't work very well. Also the font, it's a bit hard to read, gothic font are a good idea for your current theme, but when they are small or with a shadow/glow it becomes a pain to read the text easily.

I know you're at the draft stage, but I think it's better to point this out now than later. ;)

Nobodies

Re: Demons & Angels [5/2] V5

PostPosted: Sun Feb 05, 2012 10:51 am
by koontz1973
The nobodies. As you said, things still need to be worked out with the bonuses. I worked out that the light can attack the demons and angels so a huge bonus/decay are not needed. That is done for the next update. Viper pointed that out to me as well.

Hope this is bare bones enough for you.
Click image to enlarge.
image

Re: Demons & Angels [5/2] V5

PostPosted: Sun Feb 05, 2012 2:27 pm
by tokle
thenobodies80 wrote:I don't get the light bonus/decay thing....it seems to me you have to kill 50 troops to have a bonus of 999 troops (not autodeploy) but at the start of the turn you'll lose 666 troops on that territory due the decay. First of all I don't think someone will put a big number of troops on it knowing that he will lose 666 of them at the start of a turn, even if he can deploy 999. Second point if I receive 999 there're plenty better way to use those troops than waste 3/4 of them the next turn, specially because in this case it doesn't matter since dacay brings you to 1 anyway.....is there something I miss apart have those numbers for the gimmick "666 - the number of the beast" thing? :?

Surely the idea is that by holding the light you will get enough troops to finish off the game. So, in that case, having a decay there is pretty pointless.

And, by the way, in christian mythology the opposite of 666 is 777, not 999. 7 is the number of the light and of perfection. 6 is the number of imperfection.

Re: Demons & Angels [5/2] V5

PostPosted: Mon Feb 06, 2012 12:32 am
by koontz1973
If I removed the angel and demon territs at the bottom, and made it more normal, then the huge bonus/decay can come back into play. It would seem a better option than having players stuck in limbo if they are knocked of the playing board.

Re: Demons & Angels [5/2] V5

PostPosted: Mon Feb 06, 2012 7:09 am
by Victor Sullivan
tokle wrote:
thenobodies80 wrote:I don't get the light bonus/decay thing....it seems to me you have to kill 50 troops to have a bonus of 999 troops (not autodeploy) but at the start of the turn you'll lose 666 troops on that territory due the decay. First of all I don't think someone will put a big number of troops on it knowing that he will lose 666 of them at the start of a turn, even if he can deploy 999. Second point if I receive 999 there're plenty better way to use those troops than waste 3/4 of them the next turn, specially because in this case it doesn't matter since dacay brings you to 1 anyway.....is there something I miss apart have those numbers for the gimmick "666 - the number of the beast" thing? :?

Surely the idea is that by holding the light you will get enough troops to finish off the game. So, in that case, having a decay there is pretty pointless.

And, by the way, in christian mythology the opposite of 666 is 777, not 999. 7 is the number of the light and of perfection. 6 is the number of imperfection.

Ah, but threes and nines in Christian mythology are representative of the Holy Trinity (as it is in Dante's Inferno), so it makes sense.

-Sully

Re: Demons & Angels [7/2] V6

PostPosted: Tue Feb 07, 2012 2:16 am
by koontz1973
Following on from nobodies advice, I have made the graphics bare so as to concentrate more on the game play side of things. The older versions are the ones with the look but this is the image to work on for now. Text has been made easier to read. Each level now has a lost soul - 2 normal territs - saved soul - 2 normal territs - lost soul and so on around. Bridges have been moved around to make it easier to move and to stop bottlenecks. The rule of lose your angel/demon lose the war has been removed. The bonus/decay for the light has been brought back. A large decay to take the troop numbers down to one and a large bonus to finish the war of.
Click image to enlarge.
image

Re: Demons & Angels [7/2] V6

PostPosted: Wed Feb 22, 2012 12:09 am
by koontz1973
A couple of pages of comments, in comes the mod to tone down the graphics :evil: and everything stops with the worst graphics this site has ever seen. :oops:

No support for this now, please bin it.

Re: Demons & Angels [7/2] V6

PostPosted: Wed Feb 22, 2012 1:40 pm
by AndyDufresne
I think there are a lot of other good topics out there, Koontz.

Keep striving.


--Andy

Re: Demons & Angels [7/2] V6

PostPosted: Wed Feb 22, 2012 1:58 pm
by Oneyed
I think you can do something with graphics. this is the clearest version
http://i1050.photobucket.com/albums/s41 ... gels-4.jpg

but I also like this except green background. here I agree with natty, red and green is not seemly for eyes (my)...
http://i1050.photobucket.com/albums/s41 ... gels-5.jpg

I do not understand bonuses: Demon and lost souls +2, for how much lost souls you get +2? and why there is also Fight bonus: hold a Demon and any 5 lost souls +5? there is one bonus for this combination...

Oneyed

Re: Demons & Angels [7/2] Vacation please.

PostPosted: Wed Feb 29, 2012 8:48 am
by thenobodies80
This map wasn't stamped with the draft stamp yet, so following our guidelines, it can't be labeled as a vacationed project.
I'm going to move it to ideas.