Moderator: Cartographers
yeah the guards will be neutral, at least the guards in the cell blocks. maybe 5 neutrals for each cell block guard and 1 or 2 for each guard in the guard area, i dunno. there are two guard towers which can attack one way into the yard. they have the arrows. im not so sure about the keys and such, its not even possible and a bit complicated. we'll see, good suggestions tho.dominationnation wrote:Ive been thinking about a map like this for a while so I have a few susgestions to add. First off Im guessing that the guards will be neutral right? I think that if you are going with the gang theme everything except the cells should be neutral. I think that you could add in guard towers so with ranged attacks. If they ever make he motion sensers than you could have the door in the yard inmpassable unless you have either the territorys with keys or enough territorys in front of the door. I think that you could add in some obbjectives. If you have the "keys" the "door" and any 10 territorys outside the fence then you win.

the -1 is just for the 5 cells, and i will put in a different circle for the guards once i do a graphic updateKeredrex wrote:Do the Guards Get A -1 for being in the hole?.... Which kinda doesn't make sense to me.. or does the -1 apply to just the cells in the hole?
I still think you need Differing symbols for each ( shields for the guards, etc. ).... staring at the map those circles of color start to become very smiliar....
i dont like this idea. I want a player to be able to play as the guards if they choose. and the map is very symmetrical. just the cell blocks are the same, it is a prison after all..gimil wrote:I think all guards should start nutral and an extra gang added. make the guards give negative bonuses. Lets the guards act as a deterent.
Also are u goingto change the layout of the map. I dont see it as important just change the size of diffirent blocks and have it less symmetrical if u know what i mean.
The problem is that, since a player's team (I believe) is chosen by the order s/he joins the game, then people won't really play as guards if they "want", they'll just end up being a guard. Oh well, maybe being pickier about your color is one of the things that the new XML features will bring about.mibi wrote:i dont like this idea. I want a player to be able to play as the guards if they choose. and the map is very symmetrical. just the cell blocks are the same, it is a prison after all..gimil wrote:I think all guards should start nutral and an extra gang added. make the guards give negative bonuses. Lets the guards act as a deterent.
Also are u goingto change the layout of the map. I dont see it as important just change the size of diffirent blocks and have it less symmetrical if u know what i mean.
mibi wrote:why the f*ck is this is the map ideas sub forum? this is clearly a map in development.
this is retarded.
it's a verry verry rough draft.dominationnation wrote:Its not a big deal but the list of gangs are crooked.
mibi wrote:why the f*ck is this is the map ideas sub forum? this is clearly a map in development.
DiM wrote:it's a verry verry rough draft.
The point of moving some threads was to try and set an example. I'm trying to encourage people to actually post their initial drafts in the appropriate forum.AndyDufresne wrote:...the Map Ideas Sub-Forum will be where maps get the start on development. To move into general Foundry Discussion, there needs be some sort of plan, and a working image (other than MS Paint or pencil/paper). Once we see those, we'll move it into 'production', essentially.
no keyogi we're not above the system but look at the bolded part of what andy said.KEYOGI wrote:mibi wrote:why the f*ck is this is the map ideas sub forum? this is clearly a map in development.DiM wrote:it's a verry verry rough draft.The point of moving some threads was to try and set an example. I'm trying to encourage people to actually post their initial drafts in the appropriate forum.AndyDufresne wrote:...the Map Ideas Sub-Forum will be where maps get the start on development. To move into general Foundry Discussion, there needs be some sort of plan, and a working image (other than MS Paint or pencil/paper). Once we see those, we'll move it into 'production', essentially.
Mibi and DiM, I guess you two think you're above the new process. Just because you two have maps on the site/in development doesn't mean you get to skip the first step.
I realise that this map will be developed, but if anybody else had of posted those draft images there would've been no complaints about the thread being in the ideas forum. Get off your high-horse and set an example for other cartographers to follow.
yes exactly. we both have spent hours on our maps. i have spent hours going over the gmaeplay and having om discussions with coleman, samus and others about this map. the only thing that isnt flushed out is the graphics. its ridiculous that my map is in the ideas forum, since it is OBVIOUSLY a map in development.DiM wrote:no keyogi we're not above the system but look at the bolded part of what andy said.KEYOGI wrote:mibi wrote:why the f*ck is this is the map ideas sub forum? this is clearly a map in development.DiM wrote:it's a verry verry rough draft.The point of moving some threads was to try and set an example. I'm trying to encourage people to actually post their initial drafts in the appropriate forum.AndyDufresne wrote:...the Map Ideas Sub-Forum will be where maps get the start on development. To move into general Foundry Discussion, there needs be some sort of plan, and a working image (other than MS Paint or pencil/paper). Once we see those, we'll move it into 'production', essentially.
Mibi and DiM, I guess you two think you're above the new process. Just because you two have maps on the site/in development doesn't mean you get to skip the first step.
I realise that this map will be developed, but if anybody else had of posted those draft images there would've been no complaints about the thread being in the ideas forum. Get off your high-horse and set an example for other cartographers to follow.
tell me i don't have a working image. i've spent hours creating my 3d image. isn't that enough?
they just posted an announcement for the foundry process. it says you need 2 graphic updates to prove you're in development.mibi wrote:yes exactly. we both have spent hours on our maps. i have spent hours going over the gmaeplay and having om discussions with coleman, samus and others about this map. the only thing that isnt flushed out is the graphics. its ridiculous that my map is in the ideas forum, since it is OBVIOUSLY a map in development.DiM wrote:no keyogi we're not above the system but look at the bolded part of what andy said.KEYOGI wrote:mibi wrote:why the f*ck is this is the map ideas sub forum? this is clearly a map in development.DiM wrote:it's a verry verry rough draft.The point of moving some threads was to try and set an example. I'm trying to encourage people to actually post their initial drafts in the appropriate forum.AndyDufresne wrote:...the Map Ideas Sub-Forum will be where maps get the start on development. To move into general Foundry Discussion, there needs be some sort of plan, and a working image (other than MS Paint or pencil/paper). Once we see those, we'll move it into 'production', essentially.
Mibi and DiM, I guess you two think you're above the new process. Just because you two have maps on the site/in development doesn't mean you get to skip the first step.
I realise that this map will be developed, but if anybody else had of posted those draft images there would've been no complaints about the thread being in the ideas forum. Get off your high-horse and set an example for other cartographers to follow.
tell me i don't have a working image. i've spent hours creating my 3d image. isn't that enough?
the only one on their high horse is you, keyogi, who feels the needs to superfluously exercise your mod powers.
what is this new process you speak of? when will this thread be moved to the regularly foundry? where are the guide lines? when does something go from an idea to a real map? it seems the answer to that is "whenever the mods feel like it" which is a joke, as are these sub forums.
whos bright idea was this anyways.
secondly yours is just a raw draft isn't it mibi?andy wrote:The Map Ideas forum will be place where all new map ideas, new maps, and REVAMPS start. A map will start in this ‘Heating’ phase. When map production starts we will be looking for a few things:Once a map has met these early guidelines it will be moved out of ‘Heating’ stage into the next and main stage of development into the Foundry.
- a. the map, first and for most, must have some sort of clear plan of how production will go. Most of the time, this is pretty self-explanatory for basic maps, but as we are stepping into realms all the time in the Foundry with more and more complicated maps, it’s best to find a plan and make it work early, rather than trying to find one mid-way through production.
b. the map must have a working image (either of the small or large map). This working image must be beyond the ‘rough draft’ state. I.E. the working image can’t be a pencil/paper drawing or an MS paint image. We’d like to see at least two graphical updates while the map spends it’s time in this early stage of the Map Ideas forum. And from the ‘How to Make a Map Thread’ the image must follow these guidelines:
c. the map (or the post) must also include a few basic things for easy reference such as: number of countries currently on the map, the number of continents, descriptions of any unique features or areas, and the title of the map must indicate the page with the latest development of production (I.E. ‘Update – Pg 3, and please, no use of [brackets]: use (parentheses), --dashes--, or “quotes”).Include a working legend with speculative bonuses, tentative border divisions, names, barriers, colors and textures, aesthetic images (I.E. compasses, picture designs, etc), and background image (I.E. ocean or something to discriminate the playing field).
A map should be ‘inherently unique either in game play, location, or style’ . Maps that aren't just the same tried and true formula from the Classic Map disguised will be more successful.
Every effort should be made to acquire express written consent for a map based on Copyrighted works. In the event that no response is given by the Copyright holders, the map can still be made, but must consist of completely original artwork.
Host the image using Photobucket.com or something similar. The type of image file must be PNG, GIF, or JPEG. You must design two versions (eventually) of the map: a small (up to 600 px wide), and a large (up to 800 px wide). Height is flexible, but it is recommended that you do not exceed 350 px on small maps and 600 px on large maps so that users will not need to scroll down to attack.
d. the map must have some honest and interested discussion. If no one seems to support your idea or it lacks much appeal, it most likely won’t make it to the next stage.
yeah i didn't read the sticky. but i still think its lame. was there some problem with the foundry that i was unaware of? now it just seems that the maps in the ideas thread just get less views and feedback than before. I guess it will be a while before supermax makes into the 'development' stage, since i have a few more game play updates to do before i even attempt to put some final graphics on it. and i guess i have to do 2 graphic updates for some reason so yeah, this map will be 80% done before it's considered 'in development'.Wisse wrote:you 2 need to calm down a bit...
i don't think you saw the new sticky
keyogi isn't overpowering his mod power:
first of all in the new stickey they posted the guidelines
secondly yours is just a raw draft isn't it mibi?andy wrote:The Map Ideas forum will be place where all new map ideas, new maps, and REVAMPS start. A map will start in this ‘Heating’ phase. When map production starts we will be looking for a few things:Once a map has met these early guidelines it will be moved out of ‘Heating’ stage into the next and main stage of development into the Foundry.
- a. the map, first and for most, must have some sort of clear plan of how production will go. Most of the time, this is pretty self-explanatory for basic maps, but as we are stepping into realms all the time in the Foundry with more and more complicated maps, it’s best to find a plan and make it work early, rather than trying to find one mid-way through production.
b. the map must have a working image (either of the small or large map). This working image must be beyond the ‘rough draft’ state. I.E. the working image can’t be a pencil/paper drawing or an MS paint image. We’d like to see at least two graphical updates while the map spends it’s time in this early stage of the Map Ideas forum. And from the ‘How to Make a Map Thread’ the image must follow these guidelines:
c. the map (or the post) must also include a few basic things for easy reference such as: number of countries currently on the map, the number of continents, descriptions of any unique features or areas, and the title of the map must indicate the page with the latest development of production (I.E. ‘Update – Pg 3, and please, no use of [brackets]: use (parentheses), --dashes--, or “quotes”).Include a working legend with speculative bonuses, tentative border divisions, names, barriers, colors and textures, aesthetic images (I.E. compasses, picture designs, etc), and background image (I.E. ocean or something to discriminate the playing field).
A map should be ‘inherently unique either in game play, location, or style’ . Maps that aren't just the same tried and true formula from the Classic Map disguised will be more successful.
Every effort should be made to acquire express written consent for a map based on Copyrighted works. In the event that no response is given by the Copyright holders, the map can still be made, but must consist of completely original artwork.
Host the image using Photobucket.com or something similar. The type of image file must be PNG, GIF, or JPEG. You must design two versions (eventually) of the map: a small (up to 600 px wide), and a large (up to 800 px wide). Height is flexible, but it is recommended that you do not exceed 350 px on small maps and 600 px on large maps so that users will not need to scroll down to attack.
d. the map must have some honest and interested discussion. If no one seems to support your idea or it lacks much appeal, it most likely won’t make it to the next stage.
and dim's map doesn't even have countries yet,
so i don't think they are ready to go to the normal foundry yet
the main part of a map is the gameplay. right now mibi is working on that. after the gameplay is 100% done he will tackle the graphics. and as we saw he has great skill and his first gfx image is usually very close to the final stage. it's not like other map makers where they do dozens of graphic updates. he nails it from the first few tries. so basically the map will have a 100% set gameplay and 99% gfx and then it will be moved to development. it might seem ok, but actually it's not because the ideas sub-forum is rarely visited because it's full of crappy threads and junk. so this means the map will get very few comments. after it goes to the main forum with a 100% set gameplay and 99% gfx, lots of people will notice the map and other feedback will start coming, feedback that might request total gameplay and/or gfx changes. this is crappy because the map maker would either refuse the suggestions because the requests are about already discussed issues and hence the map will be of a lower quality, or if the map maker decides to listen to the new suggestions he'll then work a lot more because he has to redo a lot of things. as a result tension and frustration will appear.Wisse wrote:if it will be 80% ready before it goes to the next stage, then it will be ff in no time, so don't worry
but i think that if you are out of your draft form it isn't 80% done, and that this will be moved to the main foundry