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[Abandoned] - Conquer National Bank

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Re: Conquer National Bank - Updated P22

Postby thenobodies80 on Sat Apr 25, 2009 2:01 pm

You can open a poll...

Anyway my choice is 5 :)
But i don't like very much the wood table.
And the army circles on the right are too bright...specially in the lower part of the map

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Re: Conquer National Bank - Updated P22

Postby ustus on Sat Apr 25, 2009 9:59 pm

I like the way two looks the best, but five is far easier to read. I personally liked the graphic effect when it was darker, looked more ... bank-heisty, for lack of a real word....

Anyway, also wanted to point out that the piece of dynamite looks like it's sticking out of the table, cuz it's at a completely different viewpoint than the map...... this is especially prominent in 4 and 5, you're gonna want to deal with that eventually.
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Re: Conquer National Bank - Updated P22

Postby a.sub on Mon Apr 27, 2009 9:21 pm

[size=200]how about now?
i made my own wood[size])(thanks Bryguy)


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Re: Conquer National Bank - Updated P22

Postby the.killing.44 on Mon Apr 27, 2009 9:28 pm

I'd consider adding a glow or light stroke around things, if not all then things like the hard-to-see red objects, slightly-easier-but-still-hard green things, and maybe even around the names (only a slight glow if it comes to that). Another thing is that the building seems to blend in with the lines and circles too much. It's hard to distinguished without looking hard at the map to see what blocks what, and the like. I'm not really sure what to do with this though, maybe a black stroke would do the trick? It's only really bad in the middle region (around a.sub, LMS, etc.), but I think uniformity would be best, don't you agree?

Oh, it's obvious but you should lavel the car (and getaway should/can be one word). Another side thought would be to put something else on the table ā€”Ā maybe a beer bottle or something holding the bottom right corner down? Don't go into too much trouble ā€¦

I quite like this map :)
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Re: Conquer National Bank - Updated P22

Postby sailorseal on Mon Apr 27, 2009 9:36 pm

Just a quick comment, I really like this map, I am very excited for

sailorseal assaulted killerpit4e

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Re: Conquer National Bank - Updated P22

Postby ppgangster on Mon Apr 27, 2009 10:56 pm

I don't know what "The Vault" and "God Emperor" will look like because of the texture with numbers on them... you know, the Cyan color or this light Orange or yellow!

"Sailorseal" name is a little too far from his spot, "God Emperor Q" could be on two rows, "The NP" and "Limey" name has a weird slash in it that should be fixed, and I was wondering about the names... what they would look like on the small size map? Should they be in bold to help? You be the judge!

I like the wood too, but could you bring the image down a little so to see the stroke (or junction) that is almost all hidden by the dynamite stick! if it is too much hassle, then leave it as is!

The green and red color could be a little brighter, that would help the readability!

I was about to comment about map#2, adding a little more light in the lower left and right top corner, but the last version you pulled up was exactly what I was imagining! Congrats!
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Re: Conquer National Bank - Updated P22

Postby Tisha on Tue Apr 28, 2009 1:03 pm

i think i'd like it more if things were straighter.. you have words tilting in all directions. just doesn't seem blueprint like..
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Re: Conquer National Bank - Updated P22

Postby a.sub on Tue Apr 28, 2009 6:40 pm

Tisha wrote:i think i'd like it more if things were straighter.. you have words tilting in all directions. just doesn't seem blueprint like..

IM NOT GAY
er-
yeah i kinda agree with you, it does seem a bit haphazard, what about the names that dont fit horizontally?
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Re: Conquer National Bank - Updated P22

Postby Tisha on Tue Apr 28, 2009 7:54 pm

a.sub wrote:
Tisha wrote:i think i'd like it more if things were straighter.. you have words tilting in all directions. just doesn't seem blueprint like..

IM NOT GAY
er-
yeah i kinda agree with you, it does seem a bit haphazard, what about the names that dont fit horizontally?

i don't mean just straight.. i mean parallel to the top edge of the paper . some things can be moved a little, like gilligans gun could be moved a little, so his name can be straight
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Re: Conquer National Bank - Updated P22

Postby ppgangster on Tue Apr 28, 2009 8:10 pm

Tisha wrote:so his name can be straight (Gilligan)



Yeah, let's remember him as a happy sailor! (Not a gay one!)
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Re: Conquer National Bank - Updated P22

Postby bryguy on Wed Apr 29, 2009 3:32 pm

Tisha wrote:
a.sub wrote:
Tisha wrote:i think i'd like it more if things were straighter.. you have words tilting in all directions. just doesn't seem blueprint like..

IM NOT GAY
er-
yeah i kinda agree with you, it does seem a bit haphazard, what about the names that dont fit horizontally?

i don't mean just straight.. i mean parallel to the top edge of the paper . some things can be moved a little, like gilligans gun could be moved a little, so his name can be straight


I agree, with them in all directions, it does not seem blueprint like

Im fairly certain that if Led Zepp can fit in the area the territory name is, so that just needs slight rotating, and perhaps moving the army circle up so that it is closer. For gilligan, move the gun to another corner, and move the territory name over so that the N is where the gun was. For God Emperor Q, rotate the name first, and then perhaps move it down a bit if it does not fit after rotating, and then alter the dshed lines so that they fit around it.

Also, a little pet peeve I havee is that the edges of the blueprint are slanted, like a / (Just not that slanted!!), while the text is straight, like a _. Its nothing important, just a little pet peeve of mine :)

Oh, and I see that U.N.Blooo has half of its U hidden under blueprints

Question: Is one able to go from Twill to Vault? It appears that their is a territory in between, but I cannot tell
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Re: Conquer National Bank - Updated P22

Postby a.sub on Thu Apr 30, 2009 1:01 am

wow that was time consuming but enjoyable in some sick sort of way :lol:
i was a moron and all the names were at diff angles to begin with so i had to do each one by hand :oops:
then i did the carts :mrgreen:
anyone who doesnt like it can go jump off a fuc-
i mean
criticism appreciated 8-[
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Re: Conquer National Bank - Updated P22

Postby a.sub on Thu Apr 30, 2009 1:01 am

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Re: Conquer National Bank - Updated P22

Postby ppgangster on Thu Apr 30, 2009 7:46 am

I only see "Martin Ronne" overlapping his circle -top left-, and then the red font should be brighter, hard to read... maybe not the alarms and guns if you don't want, but I'd have the font at least 10-15% brighter.

It looks a lot better now that all the names are straight, good job!
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Re: Conquer National Bank - Updated P22

Postby bryguy on Thu Apr 30, 2009 8:12 am

a.sub wrote:anyone who doesnt like it can go jump off a fuc-
i mean
criticism appreciated 8-[


:lol:

It looks much better with names on correctly! =D>

The title font is still bugging me though. It just does not seem to fit the map theme. Perhaps changing the title font to Stamp Act? Here is an example of what it might look like
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Re: Conquer National Bank - Updated P22

Postby Danyael on Thu Apr 30, 2009 6:50 pm

ppgangster wrote:I only see "Martin Ronne" overlapping his circle -top left-, and then the red font should be brighter, hard to read... maybe not the alarms and guns if you don't want, but I'd have the font at least 10-15% brighter.

It looks a lot better now that all the names are straight, good job!



yes i agree maybe the brightness is not the problem as a commented before i can't read or see 75% of the "red" font
or i struggle to see it (must get really close to the screen to make it out

try the brightness but maybe add a black stroke to them (1px)
or a colour change but i understand if you want red due to the icons it represents


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Re: Conquer National Bank - Updated P22

Postby dolomite13 on Fri May 01, 2009 11:30 am

I like the more blueprint look ... I agree with most everyone else that the map is extremely hard to read I find myself squinting to read it. Keep going though I love the concept for this map quite a bit.
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Re: Conquer National Bank - Updated P22

Postby thenobodies80 on Fri May 01, 2009 3:56 pm

Nice work guys!

this map is growing day by day...
I suppose that this is your current version http://www.conquerclub.com/forum/viewtopic.php?f=241&t=77141&start=330#p1985031
Remember to upadate the first post! ;)

About your map:

  • The dymanite has a different perspective from the rest of the map.
  • Cart5, Cart6, Fuzzy have a little arrow.The arrow head sides don't match on each arrow. Try to draw them instead typing.
  • The red word are not easy to read

I suppose the main foundry is not soo far... :)

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Re: Conquer National Bank - Updated P22

Postby a.sub on Fri May 01, 2009 6:42 pm

i suck at perspective can someone explain the dynamite thing plz?
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Re: Conquer National Bank - Updated P22

Postby oaktown on Fri May 01, 2009 9:13 pm

This post isn't going to be very popular, since there are already 22 pages of comments from folks who apparently dig this map, but I'm making it anyway. (Deep breath.)

So, I've got some real concerns about this map. I'm sure that it's making a lot of CC users very happy to see their names on a map, but I hope that this alone isn't going to push this map through the Foundry.

On the positive side, I like the look of the background images. Woodgrain table and pencil both nice. The blueprint looks good (though pixely in places) and it's the right idea for a bank job map. The dynamite needs work, but it's also a clever idea. And I like that you've spotlighted the center of the image, but make sure that important map features aren't lost in the dark areas (keeleeng).

That said, I'd like to see you wipe everything off the background image and start fresh, because just about everything else about the map is a miss for me. Specifically:

  • The text in the legend is poorly written and poorly designed. It lacks punctuation (with the exception of an out-of-place comma), and doesn't really make sense. How does a cart kill a man? How do alarms get you? I get that guns will help you, but if each troop is a "man" how does the gun create more men? And visually it doesn't make sense with the rest of the map... it doesn't look like it's something that would be on this table.
  • The graphic elements on the map itself miss. You can make out every pixel on the army circles, guns, and alarms. They look like they are floating above the blueprint, rather than being images printed on the paper. Making them parallel to the image edge rather than the blueprint edge removes them from the table. Is that a gun up there by Keeleeng. And why does the Vault Door have an arm?
  • The territory titles look bad. Most are horizontal, but some aren't. And the ones that are horizontal are horizontal to the image, not the blueprint as they should be. Well, all except Happy2seeyou, which is correct. Some touch the army circles or other bad elements, some don't. There's no explanation as to why they are different colors. Some are off the map unnecessarily with arrows pointing the territory, and some names aren't even in the same room as the territory (Led Zep). Others are unreadable on the small map (Teller), which may be partly the fault of the font choice. Again, the titles don't look like they are printed on the blueprint, especially the ones that trail off the blueprint.
  • The territory names are troublesome. I could go on all day about how gimmicky it is to name territories after users. It pains me to think that this map may have support only because folks want to see their names on a map - I'm not saying that this is the case, but I would have been more comfortable had you guys made a good map, and then put folks' names on it. This way I wonder if anybody is really looking at this map critically. And by allowing folks to stick their names on the map the territory titles don't really make any sense - the names will be funny only to those who hang around the forums. Oh, and some names shouldn't be on a map. Japs? Really? At least on the small map it's "Uaps" which isn't nearly as distasteful.
  • Moving on to gameplay, the attack lines are problematic. Murphy (which is Kill on the small map) can attack... whom exactly? Can Andy attack Entrance? Can LMS hit Teller? Can Hyasri hit Fuzzy?
  • Layout: Why would anybody ever bother attacking Slom? Rishad or LzrMan? Or the NP? They're all out the game. And why attack Entrance, since it starts neutral and is a -1, when you can just go around it? May as well take Entrance off the map. And since you have to take out a 5 to get to Cart 4 it will just sit there, the unchallenged property of whomever dropped it. And Twill is useless, because the only thing it leads to is a neutral 10. And there are bottlenecks everywhere - I count about 17 territories that can be held by a single point, effectively taking them out of the game.
  • Objective: it'll only be taken when the game is pretty much over anyway. And the only player who has a shot at it is the player that gets a good drop in the vault, because if you clear everybody out of there you can sit back and watch your opponents throw themselves at two huge neutrals.
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Re: Conquer National Bank - Updated P22

Postby n00blet on Sat May 02, 2009 1:15 am

oaktown wrote:This post isn't going to be very popular, since there are already 22 pages of comments from folks who apparently dig this map, but I'm making it anyway. (Deep breath.)

.........

....And the only player who has a shot at it is the player that gets a good drop in the vault, because if you clear everybody out of there you can sit back and watch your opponents throw themselves at two huge neutrals.
=D> =D>
Well summarized...I tried to hint at these a bit, but wasn't sure it was taken exceedingly seriously. Being one of the "territories" myself, at least that clears me of being unable to see fault when I get my name on a map 8-)

At least with official word, I look forward to a huge overhaul and then onto the stamps!
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Re: Conquer National Bank - Updated P22

Postby a.sub on Sat May 02, 2009 3:02 pm

oaktown wrote:This post isn't going to be very popular, since there are already 22 pages of comments from folks who apparently dig this map, but I'm making it anyway. (Deep breath.)
Oaktown, i think i speak for everybody when i say that your criticism is always appreciated, even if its just you saying that this map is shit :)

So, I've got some real concerns about this map. I'm sure that it's making a lot of CC users very happy to see their names on a map, but I hope that this alone isn't going to push this map through the Foundry.
Yeah it was a publicity stunt and it did its job to get it far, ill be honest

On the positive side, I like the look of the background images. Woodgrain table and pencil both nice. The blueprint looks good (though pixely in places) and it's the right idea for a bank job map. The dynamite needs work, but it's also a clever idea. And I like that you've spotlighted the center of the image, but make sure that important map features aren't lost in the dark areas (keeleeng).
thanks, and ill lighten up those areas :)

That said, I'd like to see you wipe everything off the background image and start fresh, because just about everything else about the map is a miss for me. Specifically: really? ouch :?

  • The text in the legend is poorly written and poorly designed. It lacks punctuation (with the exception of an out-of-place comma), and doesn't really make sense. How does a cart kill a man? How do alarms get you? I get that guns will help you, but if each troop is a "man" how does the gun create more men? And visually it doesn't make sense with the rest of the map... it doesn't look like it's something that would be on this table.
    How about i call the Guns "Thugs" and the the alarms "Guards" and say the cards are booby trapped?
  • The graphic elements on the map itself miss. You can make out every pixel on the army circles, guns, and alarms. They look like they are floating above the blueprint, rather than being images printed on the paper. Making them parallel to the image edge rather than the blueprint edge removes them from the table. Is that a gun up there by Keeleeng. And why does the Vault Door have an arm?
    ill use a slight blur to kill the pixels and readjust them to be parallel
    idk what arm you are talking about sorry :oops: could you circle for me please :?

  • The territory titles look bad. Most are horizontal, but some aren't. And the ones that are horizontal are horizontal to the image, not the blueprint as they should be. Well, all except Happy2seeyou, which is correct. Some touch the army circles or other bad elements, some don't. There's no explanation as to why they are different colors. Some are off the map unnecessarily with arrows pointing the territory, and some names aren't even in the same room as the territory (Led Zep). Others are unreadable on the small map (Teller), which may be partly the fault of the font choice. Again, the titles don't look like they are printed on the blueprint, especially the ones that trail off the blueprint.
    i completely agree and i will go through and fix the names to be more angled towards the map its self all the while i will be adjusting them to make them more liek each other in respects to their position relative to their circles
    also i thin im going to make all of them White again and just have them labeled in the XML as alarm: Teller and so on

  • The territory names are troublesome. I could go on all day about how gimmicky it is to name territories after users. It pains me to think that this map may have support only because folks want to see their names on a map - I'm not saying that this is the case, but I would have been more comfortable had you guys made a good map, and then put folks' names on it. This way I wonder if anybody is really looking at this map critically. And by allowing folks to stick their names on the map the territory titles don't really make any sense - the names will be funny only to those who hang around the forums. Oh, and some names shouldn't be on a map. Japs? Really? At least on the small map it's "Uaps" which isn't nearly as distasteful.
    Well i think you are right, should i remove the names and use random names of actual people? do you think that might overkill any support that this has gotten? i mean i guess if it loses all its support simply because ti doesnt have ppl's names on it then maybe it isnt a great map like you said. ill have to chew this over because i think i may remove the CC user names and put legit names instead
    Also i shd mention that the small map isnt updated yet
  • Moving on to gameplay, the attack lines are problematic. Murphy (which is Kill on the small map) can attack... whom exactly? Can Andy attack Entrance? Can LMS hit Teller? Can Hyasri hit Fuzzy?
    yeah the three way attacks means anybody can hit anybody in the three way, should i put that on the map?
  • Layout: Why would anybody ever bother attacking Slom? Rishad or LzrMan? Or the NP? They're all out the game. And why attack Entrance, since it starts neutral and is a -1, when you can just go around it? May as well take Entrance off the map. And since you have to take out a 5 to get to Cart 4 it will just sit there, the unchallenged property of whomever dropped it. And Twill is useless, because the only thing it leads to is a neutral 10. And there are bottlenecks everywhere - I count about 17 territories that can be held by a single point, effectively taking them out of the game.
    i think i have a solution, how abotu mkaing those the guns instead, that make there is a reason for going for them
    also i think we should have the neutral count reduced because i am seeing the point you bring up, nobody would go for the neutral count
    also note that the guns and alarms start as neutral so nobody can start in the vault its self

  • Objective: it'll only be taken when the game is pretty much over anyway. And the only player who has a shot at it is the player that gets a good drop in the vault, because if you clear everybody out of there you can sit back and watch your opponents throw themselves at two huge neutrals.


ok i like what you have said, do thank you
but i think you are looking at the old version on the old page
on that note could you make me the author of the first post or something so i dont have to bother lzrman to update this?
and on that should lzrman start on the XML or should he wait till we are done ripping our map apart :lol:


List of things to do
  • lighten up the darker areas
  • rewrite the sticky note from scratch
  • slight blur on the army circles and guns/alrams
  • Fix name orientation
  • color all names white again
  • fix name positions
  • ponder removing usernames
  • put the three way attacks on the map
  • re arrange the guns/ alarms
  • ponder neutral value

one again thank you oaktown oaktown ;)
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Re: Conquer National Bank - Updated P22

Postby a.sub on Sat May 02, 2009 6:30 pm

ok i think i got most of the list down, suggs?
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Re: Conquer National Bank - Updated P22

Postby thenobodies80 on Sat May 02, 2009 7:28 pm

I circled the "arm" on the door.
i try to explain the perspective problem with dynamite.
Now i can see the part of it (red arrow) that i couldn't see with the point of view of your map
show

Your point of view is from above....if i see the dynamte from the same point of view i can see something like this:
show


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Re: Conquer National Bank - Updated P22

Postby a.sub on Sat May 02, 2009 7:43 pm

oooh, ok, i can fix both
thx :)
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