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Postby yeti_c on Mon Mar 03, 2008 4:15 am

AFAIK - the XML is complete - but needs reformatting as Lack implemented the sub continents code different;y to planned...

C.
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Postby DiM on Sat Mar 08, 2008 6:20 pm

edbeard wrote:are you missing a black separation line between 601 and Door?


true.

also on the small map general hong intersects the title a bit. please move it lower.

and one other concern, on the small map i'm woried that the guards will overlap the terit names for triple digit armies. so make 301...306 like you made 101...106
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Postby mibi on Sun Mar 09, 2008 7:17 am

Update:
1. fixed the gap between 601 and door.
2.moved some of the digits around in the small map for legibility concerning 3 digit armies but i really don't think it will be a problem.

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lets get this one moving! ;)
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Postby sam_levi_11 on Sun Mar 09, 2008 9:11 am

this map looks fun, even if long winded
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Postby DiM on Sun Mar 09, 2008 12:09 pm

mibi wrote:Update:
2.moved some of the digits around in the small map for legibility concerning 3 digit armies but i really don't think it will be a problem.




the digits in cell block C are the same and general hong is still overlapping the title.

DiM wrote:also on the small map general hong intersects the title a bit. please move it lower.

and one other concern, on the small map i'm worried that the guards will overlap the terit names for triple digit armies. so make 301...306 like you made 101...106
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Postby mibi on Mon Mar 10, 2008 11:07 am

DiM wrote:
mibi wrote:Update:
2.moved some of the digits around in the small map for legibility concerning 3 digit armies but i really don't think it will be a problem.




the digits in cell block C are the same and general hong is still overlapping the title.

DiM wrote:also on the small map general hong intersects the title a bit. please move it lower.

and one other concern, on the small map i'm worried that the guards will overlap the terit names for triple digit armies. so make 301...306 like you made 101...106


yeah I moved the digits slightly but I dont anticipate 3 digit armys in the cell blocks. The most likely space for 3 digit armies would be at the doors which would block off an entire cell block and also have access to the highly contested yard. No reason really to have 100+ armies on the gaurds not to mention that the 300 block guards are not the same shape as the 100 block guards so they can't be labeled the same.

Also Gen Hong doesn't overlap, El Burro maybe?
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Postby DiM on Mon Mar 10, 2008 12:10 pm

mibi wrote:
DiM wrote:
mibi wrote:Update:
2.moved some of the digits around in the small map for legibility concerning 3 digit armies but i really don't think it will be a problem.




the digits in cell block C are the same and general hong is still overlapping the title.

DiM wrote:also on the small map general hong intersects the title a bit. please move it lower.

and one other concern, on the small map i'm worried that the guards will overlap the terit names for triple digit armies. so make 301...306 like you made 101...106


yeah I moved the digits slightly but I dont anticipate 3 digit armys in the cell blocks. The most likely space for 3 digit armies would be at the doors which would block off an entire cell block and also have access to the highly contested yard. No reason really to have 100+ armies on the gaurds not to mention that the 300 block guards are not the same shape as the 100 block guards so they can't be labeled the same.

Also Gen Hong doesn't overlap, El Burro maybe?


yeah i know triple digits will not be a problem there. you usually put big armies on bottle necks and borders but it is a requirement that all terits should accommodate triple digits.

as for gen hong, look at the small map and you'll see the red rim around that name goes into the title. right under the exclamation mark from the title.
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Postby oaktown on Tue Mar 11, 2008 7:39 pm

alright mibi, this is so big and it's been worked on so much I'm not going to nit-pick the playing area... I consider it done from a game mechanics point of view.

What I will nit-pick a bit more is the legend, which on a map this complex needs to be very specific.

ā€¢ The Hole is much better, but maybe make "u" in "unless" lower case so you don't have a fragment that refers to the previous phrase. And the "+1 if you also hold the warden" is also per cell? Or is it +1 for holding the warden and Guard 602?

ā€¢ Gang bonuses: the arrangement of information could be misleading. Is it +1 for 4 gang members including the gang leader, or in addition to the gang leader? It might be more clear to write it out like this...

Hold the Gang Leader and...
3 members: +1
7 members: +4
10 members: +8
etc.

ā€¢ Same with the Guards.

ā€¢ In general, punctuation would help us know when a thought ends.

I'd still like to see something fun like a skull and crossbones in the gas chamber, but I'll leave that one alone now. :wink:
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Postby laci_mae on Tue Mar 11, 2008 7:51 pm

oaktown wrote:alright mibi, this is so big and it's been worked on so much I'm not going to nit-pick the playing area... I consider it done from a game mechanics point of view.

What I will nit-pick a bit more is the legend, which on a map this complex needs to be very specific.

ā€¢ The Hole is much better, but maybe make "u" in "unless" lower case so you don't have a fragment that refers to the previous phrase. And the "+1 if you also hold the warden" is also per cell? Or is it +1 for holding the warden and Guard 602?

ā€¢ Gang bonuses: the arrangement of information could be misleading. Is it +1 for 4 gang members including the gang leader, or in addition to the gang leader? It might be more clear to write it out like this...

Hold the Gang Leader and...
3 members: +1
7 members: +4
10 members: +8
etc.

ā€¢ Same with the Guards.

ā€¢ In general, punctuation would help us know when a thought ends.

I'd still like to see something fun like a skull and crossbones in the gas chamber, but I'll leave that one alone now. :wink:


These updates in the legend would be very beneficial. You might also need to add a notation about what is an impassable border.

Keep up the good work!

LMR
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Postby gdeangel on Wed Mar 12, 2008 11:00 am

This map is like Feudal War or Age of __ on steriods. I like it. Only one thing doesn't make gameplay sense to me - the Hole. I don't see how it can have any tactical value, especially if it all starts neutral. I think any player would avoid it like the plague unless you already have a substantial advantage, in which case the game gets less interesting. Am I missing something?
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Postby AndyDufresne on Sun Mar 16, 2008 3:23 pm

It seems like the whole could be used in some tactics:

If you start in localized in General Population or in the South Yard, it may be an expansion option...So if you are heavily situated in either of the two above mentioned areas, you wouldn't have someone else vying for that area, due to the neutrals. Due to the large number of territories in this map, one logical option for the General Population area would be to take over the Hole area...so one could hold all of the South.

Anyways, in regards to the map...it is spectacular. Not much more I can say!


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Postby mibi on Tue Mar 18, 2008 10:21 pm

gdeangel wrote:This map is like Feudal War or Age of __ on steriods. I like it. Only one thing doesn't make gameplay sense to me - the Hole. I don't see how it can have any tactical value, especially if it all starts neutral. I think any player would avoid it like the plague unless you already have a substantial advantage, in which case the game gets less interesting. Am I missing something?


there is lots of gameplay wrapped up in the hole.

lets say you have 6 gang members, you grab your man in the hole and guard 602 and you negate the negative bonus and get a +4 for 7 members. now you have guard 602 and effectively walled off 4 gang members from other players. its a very powerful position. which is why another player would want to come in, take over guard 602 and grab their gang member, now you still have your hole member, but you no longer 'control the hole' so you get the -1 bonus. its time for payback and you try to take over guard 602 again and stuff your opponent with the negative bonus. mean while, another player needs another gang member for the +8 bonus and their cell block of choice is all jammed up so they decide to liberate their brethren in the hole. now you have three players all battling for control of this little valuable strip of concrete. all three of you burn so many armies trying to stuff the other guys in the -1 darkness that the 'warden' player swoops in and takes over every cell for the prized +5. its lock down time.

so yeah, there is plenty of gameplay to be had, if you have cojones.
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Postby mibi on Tue Mar 18, 2008 10:22 pm

AndyDufresne wrote:Anyways, in regards to the map...it is spectacular. Not much more I can say!


--Andy


you even found your way into the yard....although i dont think Red will help you out of this one.
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Postby AndyDufresne on Wed Mar 19, 2008 1:32 pm

Hehe, I'm happy to see I'm in the yard. I was indeed a New Fish...but I did find my feet after a few years. :)

Good looking map, once again.


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Postby mibi on Sat Mar 22, 2008 11:24 pm

In light of Coleman's kidnapping I am employing some other brave soul to do battle with the XML for this entangling burden of a map. If you think you have what it takes to dance the syntax terrific then please tell me below.
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Postby edbeard on Sat Mar 22, 2008 11:27 pm

well I just wrote my 'Operation Drug War' XML so I can probably do this no problem.


I don't want to do the centering though.

If that's fine by you, then I'll start up later tonight.
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Postby mibi on Sun Mar 23, 2008 12:05 am

edbeard wrote:well I just wrote my 'Operation Drug War' XML so I can probably do this no problem.


I don't want to do the centering though.

If that's fine by you, then I'll start up later tonight.


I don't do centering. :twisted:
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Postby Unit_2 on Sun Mar 23, 2008 12:10 am

mibi wrote:
edbeard wrote:well I just wrote my 'Operation Drug War' XML so I can probably do this no problem.


I don't want to do the centering though.

If that's fine by you, then I'll start up later tonight.


I don't do centering. :twisted:


Yeti_c & Lanyards do :D
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Postby edbeard on Sun Mar 23, 2008 12:10 am

I'm not going to do centering either!


I'll code up this XML and post it here. Some other brave soul can do the centering.


So no one else go coding the XML for this.


If no one speaks up on 'Battle for Iraq!' I'll do the same thing. XML but no centering.



Edit:

I noticed that earlier in the thread, Coleman said he had a completed version that just needed tweaking.

So, I sent him an email to his hotmail address. If he responds, and has it, that'd make things a lot easier. So, I'll wait 'till I hear from him, or until someone tells me he won't respond to emails.
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Postby cairnswk on Sun Mar 23, 2008 5:23 am

Mibi, Edbeard....i'll put my hand up for the centering...i enjoy it....
just point me to the xml file and graphic files when ready and i'll post all the necessary bit and pieces and check things also....another pair of eyes won't hurt. :)
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Postby gimil on Sun Mar 23, 2008 7:24 am

mibi can you inform me of what stamps you have please?
What do you know about map making, bitch?

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Postby mibi on Sun Mar 23, 2008 9:40 am

gimil wrote:mibi can you inform me of what stamps you have please?


I can't find any stamps. :roll:
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Postby edbeard on Sun Mar 23, 2008 5:59 pm

I'm going to start coding it up, but at the same time I'm keeping up a small bit of hope that Coleman will respond to the email.


I have a question about the bonuses.

When you say "+1 for 4 members" I know you NEED to have the gang leader to get the bonus, but does a gang leader count as one of the 4 members?

So do I need three members and the leader or four members and the leader?
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Postby oaktown on Sun Mar 23, 2008 6:39 pm

mibi wrote:
gimil wrote:mibi can you inform me of what stamps you have please?


I can't find any stamps. :roll:

I'm cool with the play of the map. If the legend were made a bit more clear my work would be done here.
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Postby mibi on Sun Mar 23, 2008 7:27 pm

edbeard wrote:I'm going to start coding it up, but at the same time I'm keeping up a small bit of hope that Coleman will respond to the email.


I have a question about the bonuses.

When you say "+1 for 4 members" I know you NEED to have the gang leader to get the bonus, but does a gang leader count as one of the 4 members?

So do I need three members and the leader or four members and the leader?


the gang leader is a member of the gang and counts as one.
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