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[Abandoned] - Colisevm

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby PepeAtila on Sun Nov 15, 2009 8:00 am

Blitzaholic wrote:Good work PepeAtila, I like the idea of a larger version of circus maximus for trips and quads play. ;)

Thank you very much. I thought this with map were going to be faster. Too much time just waiting ...
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Re: Colisevm [D] (Arena for Gladiators v15)

Postby a.sub on Sun Nov 15, 2009 7:09 pm

this is a great map imo!
i only have 2 things to say graphically
first off you should make all the arrows centripetal, because as is it looks more like they are in random directions even tho on closer inspection i realized they had a pattern.
the second thing is to make the two way attacks arrows, a different color than the one way, but still arrows. tbh idk why you put tear drops but they really throw me off as another bonus or something.

just my two cents, gl and great work
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Re: Colisevm [D] (Arena for Gladiators v15)

Postby PepeAtila on Tue Nov 17, 2009 4:25 pm

a.sub wrote:this is a great map imo!
i only have 2 things to say graphically
first off you should make all the arrows centripetal, because as is it looks more like they are in random directions even tho on closer inspection i realized they had a pattern.
the second thing is to make the two way attacks arrows, a different color than the one way, but still arrows. tbh idk why you put tear drops but they really throw me off as another bonus or something.

just my two cents, gl and great work

Well really I didnt think about to do the arrows centripetal, perhaps it could give more efect as a circular image, but you cannot take additional information. If you feel in deep even arrows can give you the way where to go in each ring ... just looking at the \ / line of the arrows you should go to the wider it is not very clear, but it is more than nothing.
About the two ways arrows I was testing at the impression is ... "too much arrows".
About the drops it is just a first idea but after few seconds quikly easy to understand their meaning.
Thank you very much

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby iancanton on Thu Nov 19, 2009 2:53 am

marcus aurelius has the worst of all worlds: he cannot attack a scutum directly, his own scutum can be attacked directly by hadrianus and 2 regions separate him from a sword.

for each scutum that cannot be attacked directly, such as commodus, can u change the number of neutrals to 6, with the region before it (for example lucius) changing to 2? if this happens, then dalmatia needs to change to 1 neutral to help marcus aurelius.

the reason for 6 and 2 neutrals instead of 7 and 1 is that 1 gives very easy spoils.

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby PepeAtila on Thu Nov 19, 2009 4:57 pm

iancanton wrote:marcus aurelius has the worst of all worlds: he cannot attack a scutum directly, his own scutum can be attacked directly by hadrianus and 2 regions separate him from a sword. perhaps it is the less good for a quick 'aracnic attack' game :D (I mean thinking to stay getting stronger till you are going to attack the scutum. Really I was looking for more movement (even I thoungt the scutums with 10) I think while higher the scutum more rounds and movement in the whole map. And I like to have one in front of me to take an easy card :D ... but easy card have also a problem, you cannot 'use' directly the autodeploy to attack the scutum

for each scutum that cannot be attacked directly, such as commodus, can u change the number of neutrals to 6, with the region before it (for example lucius) changing to 2? what do you think about to increase directly-accessible scutums to 9? why I think it is not better to change lucius to 2? Because then M.Aurelius will always attack first Thracia and are not going to attack lucius except if he is going to attack the scutum
if this happens, then dalmatia needs to change to 1 neutral to help marcus aurelius.
M.Aurelius has an easier way to go for gladius ... Thracia-Manica-Pilvm. Decreasing Dalmatia is more helpful for Septimus to come (counter-clockwise)
the reason for 6 and 2 neutrals instead of 7 and 1 is that 1 gives very easy spoils.

ian. :)
I will do it as you tell me ... but I think it is better just to increase the directly-accessible to 9 ... even the M.Aurelius scutum could be 10 ;)


Thank you very much.

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby PepeAtila on Fri Nov 20, 2009 8:14 am

iancanton wrote:marcus aurelius has the worst of all worlds: he cannot attack a scutum directly, his own scutum can be attacked directly by hadrianus and 2 regions separate him from a sword.

for each scutum that cannot be attacked directly, such as commodus, can u change the number of neutrals to 6, with the region before it (for example lucius) changing to 2? if this happens, then dalmatia needs to change to 1 neutral to help marcus aurelius.

the reason for 6 and 2 neutrals instead of 7 and 1 is that 1 gives very easy spoils.

ian. :)

After think twice I think is good idea (except to help M.Aurelius :D

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby iancanton on Fri Nov 27, 2009 3:24 am

PepeAtila wrote:what do you think about to increase directly-accessible scutums to 9?

this is possible, to prevent a quick knockout. if u do that, then commodus, maximino and all of the other 6-neutrals become 7-neutrals.

PepeAtila wrote:About swords(gladivs) similar situation, these helmets closer to the sword has to kill 3 troops while those farther just 2 and 2...

The way the neutral troops are distribuited it is made thinking to 'equalise' the efforts. (I hope)

can u equalise the distances a bit more, so that the helmets which are farther have to kill 2 plus 1 (for example 1 on manica) instead of 2 plus 2?

if the innermost ring has 2 neutrals instead of 3, then it'll encourage someone to take medius (in castle lands, the castle often remains unconquered because some people don't like attacking 4 neutrals for a +2 bonus). i think 5 neutrals on medius is exactly right.

i'd also like to see darker or thicker grey lines between the rings, to emphasise that u cannot move between them. the blood droplets are clear enough, after reading the legend, but thicker lines will help!

ian. :)
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Re: Colisevm [D] (Arena for Gladiators v15)

Postby PepeAtila on Fri Nov 27, 2009 3:21 pm

iancanton wrote:
PepeAtila wrote:what do you think about to increase directly-accessible scutums to 9?

this is possible, to prevent a quick knockout. if u do that, then commodus, maximino and all of the other 6-neutrals become 7-neutrals.

PepeAtila wrote:About swords(gladivs) similar situation, these helmets closer to the sword has to kill 3 troops while those farther just 2 and 2...

The way the neutral troops are distribuited it is made thinking to 'equalise' the efforts. (I hope)

can u equalise the distances a bit more, so that the helmets which are farther have to kill 2 plus 1 (for example 1 on manica) instead of 2 plus 2?

if the innermost ring has 2 neutrals instead of 3, then it'll encourage someone to take medius (in castle lands, the castle often remains unconquered because some people don't like attacking 4 neutrals for a +2 bonus). i think 5 neutrals on medius is exactly right.

i'd also like to see darker or thicker grey lines between the rings, to emphasise that u cannot move between them. the blood droplets are clear enough, after reading the legend, but thicker lines will help!

ian. :)


changing... some :D
I mean just I think is not good idea to have areas with 1 neutral.

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby iancanton on Wed Dec 02, 2009 5:18 pm

[quote="PepeAtila]I mean just I think is not good idea to have areas with 1 neutral.[/quote]
i know what u mean. can u make the neutrals equal by letting lycia and achaia (for example) have 4 neutrals?

i like the gameplay layout that u have desgined so far.

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby PepeAtila on Wed Dec 02, 2009 7:05 pm

iancanton wrote:
PepeAtila wrote:I mean just I think is not good idea to have areas with 1 neutral.

i know what u mean. can u make the neutrals equal by letting lycia and achaia (for example) have 4 neutrals?

i like the gameplay layout that u have desgined so far.

ian.


Thank you very much.
Yes, I changed, just I think then perhaps people to arrive to a gladivs with 2 and 2 can find an easy way than this others than only have a step but with 4.

This is the version 16.3, but personally I think it is more balanced the version 16.2.
When I designed the neutral in Gladivs as 4 neutrals, I made thinking about to balance as much as possible the ways to get a gladivs (it was 3 neutrals before).
Since I think that 2+2+4 it is more similar to 3+4 than 4+4.
Anyway, really I think it is not a big difference.
The first option is version 16.2 (where helmets need 2+2+4 or 3+4 to get a gladivs)
and this new one is 16.3 (where helmets need 2+2+4 or 4+4 to get a gladivs).
If/when I reach the playable stamp :D and later mainly playing we can see which is the best. ;)
Thank you.

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby iancanton on Sun Dec 06, 2009 4:13 pm

PepeAtila wrote:The first option is version 16.2 (where helmets need 2+2+4 or 3+4 to get a gladivs)
and this new one is 16.3 (where helmets need 2+2+4 or 4+4 to get a gladivs).

i'm happy to stamp version 16.3 which, in my opinion, meets the requirements for balanced gameplay, especially in no spoils and escalating games (16.2 might be better for flat rate spoils, but not for the other two types). although we can continue the gameplay discussion, i'd like to see u work properly on finishing the graphics, which already look very good indeed.

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Re: Colisevm [D] (Arena for Gladiators v15)

Postby PepeAtila on Mon Dec 07, 2009 6:52 am

iancanton wrote:
PepeAtila wrote:The first option is version 16.2 (where helmets need 2+2+4 or 3+4 to get a gladivs)
and this new one is 16.3 (where helmets need 2+2+4 or 4+4 to get a gladivs).

i'm happy to stamp version 16.3 which, in my opinion, meets the requirements for balanced gameplay, especially in no spoils and escalating games (16.2 might be better for flat rate spoils, but not for the other two types). although we can continue the gameplay discussion, i'd like to see u work properly on finishing the graphics, which already look very good indeed.

Image

ian. :)


Thank you very much!!!! =D>

I guess my next aim is:
To earn your graphics stamp you must comply to the following conditions:
1) Image must present itself as clear and legible. I think it does.
2) Both large and small maps athetics must be to a presentable foundry standard and must also satisfy the community at large.I will see but I am not sure if I should make the biggest allow and the smalest allow sizes :?: :?: I was thinking it was more to look for the appropiate size for the map.
3) Cartographers must, where possible, reduce any disadvantage that can be caused to a colorblind individual. I was trying to look a good color contrast
4) All map makers are expected to take all graphical comments into consideration and must either accepted them or give sound reasoning as to why not to take paticular advice.
the main discussions we had was about double arrow, I think the map looks more confusing with so many arrows.

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your comments are welcome.
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby captainwalrus on Wed Dec 09, 2009 6:10 pm

None of your neutrals are drawn right...

Maybe make sort of a labyrinth thing, instead of the current impassibles. It doesn't have to be that fancy, just sort of a wall like thing with breaks where it is passable. This would make it more like the actual coliseum, which had an interesting network of sort of wall things and tunnels in order to direct who is fighting who, and to get the lions and such in.
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby PepeAtila on Sat Dec 12, 2009 5:41 am

captainwalrus wrote:None of your neutrals are drawn right...
none?? :o

Maybe make sort of a labyrinth thing, instead of the current impassibles.
do you think is not enough laberinth? I guess with several players moving it will be
It doesn't have to be that fancy, just sort of a wall like thing with breaks where it is passable. This would make it more like the actual coliseum, which had an interesting network of sort of wall things and tunnels in order to direct who is fighting who, and to get the lions and such in.Yes, I also would like to make smthing like this, but I think this should be later, I mean my next map. It is truth that in the coliseum it might appear "suddenly" lions... however most of them were just a sand where a fight took place "men vs men" or "men vs beasts"... So this is not Colosseum but Coliseum. Thank you very much. I understand your point of view, but I think it would be too complicate for me yet.
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby natty dread on Sat Dec 12, 2009 9:45 am

PepeAtila wrote:None of your neutrals are drawn right...
none??


Here, army numbers in all colours...

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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby PepeAtila on Sat Dec 12, 2009 4:38 pm

natty_dread wrote:
PepeAtila wrote:None of your neutrals are drawn right...
none??


Here, army numbers in all colours...

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Thank you very much I will use them for the helmet places!
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby Industrial Helix on Sat Dec 12, 2009 5:01 pm

I've got a few graphical crits for you.

I'd like to see the one way arrows straightened out. As it stands they're all over the place and its confusing.

The helmets don't really look like helmets to my eyes. I'd swap those out for something more definitive.

I think a little more drop shadow is needed for the weapons and helmets as well.

In your instructions you've got a comma after 3 that should probably go.
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby PepeAtila on Sun Dec 13, 2009 9:04 am

Industrial Helix wrote:I've got a few graphical crits for you.
Thank you.
I'd like to see the one way arrows straightened out. As it stands they're all over the place and its confusing. I did because inside of the 'simetrics' I wanted to give a sensation of some desorder (like a place to fight in) ... however I will try to change them 'a little' because I dont want to give the impression of confusing but of desorder...

The helmets don't really look like helmets to my eyes. I'd swap those out for something more definitive. I also can try to improve them ... just they have nose protectors :D

I think a little more drop shadow is needed for the weapons and helmets as well.
I will see the efect...
In your instructions you've got a comma after 3 that should probably go.
yes I will remove it


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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby isaiah40 on Sun Dec 13, 2009 10:30 am

It's been awhile since I've poked my eyes in here. It's looking good pepe, though I have one concern. Is this the small map or the large? If it is the large I think you will have major readability concerns when you shrink it down to the small. Right now it is at 672px × 640px.

1. SMALL MAP: WIDTH up to 630 px; HEIGHT 600 px
2. LARGE MAP: WIDTH up to 840 px ; HEIGHT 800 px.
3. SIZE DIFFERENTIAL: A large map must be noticeably larger than their small map; 9% larger is required but 33.3% (1/3rd) is recommended.
4. NOTE: Mapmakers are encouraged to make their large maps smaller than the maximum size limits when possible to eliminate scrolling to attack/read the sidebar info.


Notice #3. So I'm hoping that you are working on the small and not the large. Just what I noticed.
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby PepeAtila on Sun Dec 13, 2009 3:20 pm

isaiah40 wrote:It's been awhile since I've poked my eyes in here. It's looking good pepe, though I have one concern. Is this the small map or the large? If it is the large I think you will have major readability concerns when you shrink it down to the small. Right now it is at 672px × 640px.

1. SMALL MAP: WIDTH up to 630 px; HEIGHT 600 px
2. LARGE MAP: WIDTH up to 840 px ; HEIGHT 800 px.
3. SIZE DIFFERENTIAL: A large map must be noticeably larger than their small map; 9% larger is required but 33.3% (1/3rd) is recommended.
4. NOTE: Mapmakers are encouraged to make their large maps smaller than the maximum size limits when possible to eliminate scrolling to attack/read the sidebar info.


Notice #3. So I'm hoping that you are working on the small and not the large. Just what I noticed.

What I do is ... I make the bigest (840x800) then I just I reduce it to 80% (I know for the smallest I should do it in 75%) ... I can represent any size ... since there is nothing with pixeling ... (well the numbers) (now I will translate better your post to not lose the details, because I still not knowing if I I should represent it in several sizes :roll: . Thank you very much as always and happy hollidays.
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby isaiah40 on Sun Dec 13, 2009 3:57 pm

PepeAtila wrote:
isaiah40 wrote:It's been awhile since I've poked my eyes in here. It's looking good pepe, though I have one concern. Is this the small map or the large? If it is the large I think you will have major readability concerns when you shrink it down to the small. Right now it is at 672px × 640px.

1. SMALL MAP: WIDTH up to 630 px; HEIGHT 600 px
2. LARGE MAP: WIDTH up to 840 px ; HEIGHT 800 px.
3. SIZE DIFFERENTIAL: A large map must be noticeably larger than their small map; 9% larger is required but 33.3% (1/3rd) is recommended.
4. NOTE: Mapmakers are encouraged to make their large maps smaller than the maximum size limits when possible to eliminate scrolling to attack/read the sidebar info.


Notice #3. So I'm hoping that you are working on the small and not the large. Just what I noticed.

What I do is ... I make the bigest (840x800) then I just I reduce it to 80% (I know for the smallest I should do it in 75%) ... I can represent any size ... since there is nothing with pixeling ... (well the numbers) (now I will translate better your post to not lose the details, because I still not knowing if I I should represent it in several sizes :roll: . Thank you very much as always and happy hollidays.


Okay, now I know how you are doing it, so no problem then. It would be nice to see the large as well though ;)
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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby PepeAtila on Sun Dec 13, 2009 8:46 pm

isaiah40 wrote:
Okay, now I know how you are doing it, so no problem then. It would be nice to see the large as well though ;)


This is the largest allowed ... just I dont like too much to upload images :D
But also I should say that the whole image (with the complete Coliseum) is bigger.

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Re: Colisevm [D,Gp] (Arena for Gladiators v16.3)

Postby PepeAtila on Sun Dec 13, 2009 8:51 pm

Industrial Helix wrote:I've got a few graphical crits for you.

I'd like to see the one way arrows straightened out. As it stands they're all over the place and its confusing.

The helmets don't really look like helmets to my eyes. I'd swap those out for something more definitive.

I think a little more drop shadow is needed for the weapons and helmets as well.

In your instructions you've got a comma after 3 that should probably go.


Now I understood what you were meaning about the arrows (I think so) well, first I reduced them
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PS I am in love with my helmets :D
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Re: Colisevm [D,Gp] (Arena for Gladiators v17.1)

Postby natty dread on Sun Dec 13, 2009 9:10 pm

I think that yellow text in the bottom right corner could be a bit hard to read for colourblind people. Perhaps you could change the colour?
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Re: Colisevm [D,Gp] (Arena for Gladiators v17.1)

Postby PepeAtila on Mon Dec 14, 2009 5:48 am

natty_dread wrote:I think that yellow text in the bottom right corner could be a bit hard to read for colourblind people. Perhaps you could change the colour?

You are right I will change for blue ... so bonus will be ... red - blue - red - blue and will be easier to read. Thank you.

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