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WidowMakers wrote:Evil DIMwit wrote:I don't like how the 3-hex groups are almost as bright as the nodes. Try making the small groups darker and more orangey, close enough to blend in with the other hex colors but still distinct.
Here is teh current color pallete.
If I make the lighter darker, all of the rest need to get darker as well. Then the darkest is TOO dark.
There really is no confusing the Nodes since they are completely different that the other hexes.
WM
I was thinking of making them all attack each other. That way the movement around the map would be better. No bonus however. Just Storage areas like you suggested.ustus wrote:ok, i like everything about this map except the nodes (and i'm not too fond of bees, but that's beside the point).
I would deff play this map as it stands, but i'd like to make some suggestions for the nodes.
first, i agree they need to be the shapes and locations they are to allow for the bonus regions. What i don't like about them is the one way attack. I could even handle the huge distances of attack if all nodes bordered each other
Evil DIMwit wrote:The question isn't confusion, the question is aesthetics. I just think the very light groups don't look good. Honey comes in many colors -- there's no reason you should have to make the pallet a one-hue gradient. Of course, if you think it looks fine this way, power to you.
I don't understand what you mean. The impassable borders are a thick black line. Why is it hard to see them?PersonalCommande wrote:I'd rather have the impasses in RED
I really hate getting stuffed up because I can't see borders properly.
PC
chipv wrote:Great idea, WM, will be a popular map.
Apologies if this has been addressed but is there anyway to shortcut the distance between the far sides of the board?
For example in Conquerman you can use the diamonds or aliens to get around - World 2.1 wraps around horizontally so there is usually
no problem in making a kill especially in terminator games. I can see terminator being a nightmare without some shortuct or wraparound.
Team games and 1v1 may also suffer from bad drops deciding outcome as well unless there is some way to break bonuses.
What about some special jump hexes something like that around the board? It could be frustrating without something like this.
The gameplay would be sharper as you would have to consider blocking these hexes as opposed to just building on bonus borders, especially the small bonuses.
WidowMakers wrote:chipv wrote:Great idea, WM, will be a popular map.
Apologies if this has been addressed but is there anyway to shortcut the distance between the far sides of the board?
For example in Conquerman you can use the diamonds or aliens to get around - World 2.1 wraps around horizontally so there is usually
no problem in making a kill especially in terminator games. I can see terminator being a nightmare without some shortuct or wraparound.
Team games and 1v1 may also suffer from bad drops deciding outcome as well unless there is some way to break bonuses.
What about some special jump hexes something like that around the board? It could be frustrating without something like this.
The gameplay would be sharper as you would have to consider blocking these hexes as opposed to just building on bonus borders, especially the small bonuses.
The NODES (which will be renamed) allow for great movement. I think teh 1-way borders will eb replaced and all nodes attack each other inserted. They will have no bonus and just serve as hubs to enable movement.
WidowMakers wrote:Evil DIMwit wrote:The question isn't confusion, the question is aesthetics. I just think the very light groups don't look good. Honey comes in many colors -- there's no reason you should have to make the pallet a one-hue gradient. Of course, if you think it looks fine this way, power to you.
I understand what you mean but when I started making the lighter darker, they blended to much together.
Plus I wanted to stay with the yellow golden colors for honey.
But please put together another pallet so I can see what you mean. Maybe it will look better.
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The issue with softening them is that more space is used. I am too the limit as far as usable space for text and army numbers. That is why everything is pixel fonts and lines. If I anti alias the edges, everything blurs and start to run together. Then the impassable borders need to get bigger (thicker) to stand out from the regular softer lines. Then that all runs together again.john9blue wrote:The edges look kind of pixelated. Softening them wouldn't hurt, especially since this map is uniform and everybody knows what the borders are (unless you're going for a Conquer-Man style pixelated look, which I hope you aren't). A honey texture would be cool, too. And speaking of Conquer Man, why not have the bees' wings buzzing like they're in motion?
ram1961 wrote:In nature, there's only one queen bee in a hive, but there are several drones (10 to 20) and thousands of female worker bees. In the comb, some cells contain pollen for raising brood. Many other cells contain nectar being converted to honey that the bees eventually use for food. Another large number of cells contain brood/larvae that is being developed into bees.
The groups of pollen, nectar and brood cells could make up the the bonus groupings
One of the nodes could be the queen that dominates all the nodes. Drone nodes could only attack immediately neighboring drone nodes to either side or the queen node.
Just some ideas on making the Hive theme closer to the actual environment the bees live in.
Otherwise, good idea so let's try it.
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