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Re: Arena for Gladiators (v12.- the draft)

Postby PepeAtila on Tue Sep 22, 2009 11:19 am

pikkio wrote:GOOOOOD WORK PEPE!!! :D
Comming from you it is twice nice :)
yeah, there is still a lot of work to do, but in my opinion this is the way! ;)
yes, I see it nicer.
the black names are too readable and the map result less chaotic. I just hope nobodies80 dont change it... when he saw first time he told me that he was aiting for smthing more chaotic :D
the blood icon can be better (if iceco give to you an icon like you want and you don't need to modify it, or if you both work on the same graphic program, so he can give to you the contruction file and you can modify it without loosing things) but i like the smaller size and the iconographic look. I like more now in version 12.3
the new background is more relaxing and the dark-light effect looks more better. we can found another thing to make more clear the circle division. just think about it for a while and someone will have a good idea. (maybe someone else suggestion will give an help.. i will ask for it ;) ) well my next idea is to make a circle with blue and red very transparent arrows... but I dont think I should change from the main until I get the draft... I still think it is perfectly clear and playable.

now i think that you and iceco must work together to make a new set of icon (in particular, i think that they must be smaller than now). meanwhile, you can fix the borders (i mean try some border style and then put the best ones here for our vision), well I will try but it is difficult to fight against myself ... I will work on the outer details, fix the names, and think about something that will make more easy the clock attack. well I will show some of the "partial" ... I am working on it, the worse is to take the 'exact' colors I want ... I will try to surprise you and iceco.

p.s. remind to put your new map in the last post too, cause it's really useful for the people that don't follow the map every step and read some page together. ;)


version 12.3

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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby Industrial Helix on Tue Sep 22, 2009 11:25 am

I hope this hasn't been suggested before and isn't stupid... but to explain the revolving rings, couldn't you just do what Circus maximus does and use the squares as arrows, directing the game play?

Also, I don't understand what the instructions mean by bi-directional.
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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby PepeAtila on Tue Sep 22, 2009 4:31 pm

Industrial Helix wrote:I hope this hasn't been suggested before and isn't stupid... but to explain the revolving rings, couldn't you just do what Circus maximus does and use the squares as arrows, directing the game play? No, it was not suggested, but if I can find some other way to do it I would prefer... anyway I will try ... I did with angles, arcs... and perhaps it is the solution.

Also, I don't understand what the instructions mean by bi-directional.Thank you. I am sorry I made a bad translation (I guess)... perhaps it should say "two-ways" or "normal border" ... It mean you can attack from each limit area to the other changing the ring from/to the outer area and from/to the inner area. I am not sure about the correct translation ...

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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby Industrial Helix on Tue Sep 22, 2009 4:47 pm

Ah ok, why don't you just use a double arrow since you're already using a single arrow for the one ways. And I dunno if you have to define what the arrow means, it's kind of self explanatory.
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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby pikkio on Wed Sep 23, 2009 9:09 am

oh yes!!

my eyes really enjoyed the 12.3!!! :D ;)
good the transparent blood and very good the smaller icons! 8-)

i think that now this map can be moved to the main foundry and you can start with the hard work to make it perfect, but right now it's clearly on the right way and it's not more a simple draft. =D> let wait someone more important than me.. :roll:

for the other things i'm waiting your future tests and proposes, but i'm a little bit with Helix when he said that you can simply use one-direction or two-direction arrows and don't use the blood. but we worked a lot for it... :?
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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby PepeAtila on Wed Sep 23, 2009 1:07 pm

Industrial Helix wrote:Ah ok, why don't you just use a double arrow since you're already using a single arrow for the one ways. And I dunno if you have to define what the arrow means, it's kind of self explanatory.

Yes you are right, it is self explanatory, but ... really think how it can look the Arena with so many arrows ... really I got the impression that it is more unclear. With the blood drops, once you know the rule (one round) it is the same clear to understand the allowed movements and the picture is not so ... 'crowded'.

:) do you think 'two-ways' is the good way to say it?

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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby PepeAtila on Wed Sep 23, 2009 1:17 pm

pikkio wrote:oh yes!!

my eyes really enjoyed the 12.3!!! :D ;)
good the transparent blood and very good the smaller icons! 8-)

i think that now this map can be moved to the main foundry and you can start with the hard work to make it perfect, but right now it's clearly on the right way and it's not more a simple draft. =D> let wait someone more important than me.. :roll:

for the other things i'm waiting your future tests and proposes, but i'm a little bit with Helix when he said that you can simply use one-direction or two-direction arrows and don't use the blood. but we worked a lot for it... :?


=D> :D Than you very much, I think part of it is because your kindness :D

I will not tuch the map very much ... now. And I am eager to begin 'the hard work'. I am working on the floor, the wall arround, and the 'grandstand'. Soon I will post it.

As smbdy told me sometimes you have to return ;) and this about everything plenty of arrows I dont like, so ... I am sorry but I am sure the blood is better.

By the way... "two-direction" or "two-ways" ?
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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby thenobodies80 on Wed Sep 23, 2009 2:44 pm

Hola PepeAtila!

First of all: Well done! =D>

Only few things:

  • It's possible to have a symmetrical layout? why hadrianus-antonius-kitanai inu borders are different from caligula-claudius blue? i think that the right side is better. ( :!: My biggest concern)
  • Legend: "Helmet +1 autodeploy..." has a strange shadow --> hard to read.
  • Agree with Helix. Why to exaplain an arrow? 4 rings movements it's self explanatory, you need only minimap
  • The coliseum in the top right seems separated from the rest of the map.
  • I'm also in favour of having double arrow, simply because they are easy to understand, but if you like drops...
  • All that green text in the legend...Are necessary all those words? i 'm thinking about something short and easy to understand: " drops (image) two way attack / arrow (image) one-way attack."
  • Members names are out of place. I think that it's easy to find some good latin names to replace names like techno, greenbaize, etc. Sorry, i know that thery are player of your tournaments (right?) but those names totally destroy the theme of the map.

PepeAtila wrote:"two-direction" or "two-ways" ?


two-ways ;)
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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby PepeAtila on Thu Sep 24, 2009 10:37 am

thenobodies80 wrote:Hola PepeAtila!

First of all: Well done! =D>

Only few things:

  • It's possible to have a symmetrical layout? why hadrianus-antonius-kitanai inu borders are different from caligula-claudius blue? i think that the right side is better. ( :!: My biggest concern) It is possible of course, just I was caring that the borders "agree" the allowed movements, so if you are more forward when you move then you can atack, I broke the symmetrical way to fit with the scutum and helmet movements and balance game ,,, If you go walking for the outer ring and you see when you can attack you will understand (only I made a exception with Maximino.... In the second ring the same, just the drop between Maximino and Brian.Davis is missing. in the 3rd ring everything follow that rule... in the 4th also. Why I didnt add a drop in Maximino? just because there were 8 drops in the outer ring.
  • Legend: "Helmet +1 autodeploy..." has a strange shadow --> hard to read. will fix it.
  • Agree with Helix. Why to exaplain an arrow? 4 rings movements it's self explanatory, you need only minimap
  • The coliseum in the top right seems separated from the rest of the map.do you mean that what I made in 12.2 is better?? I will modyfy the top part.
  • I'm also in favour of having double arrow, simply because they are easy to understand, but if you like drops...
  • All that green text in the legend...Are necessary all those words? i 'm thinking about something short and easy to understand: " drops (image) two way attack / arrow (image) one-way attack." Fully agree, just I was trying to communicate the sense of movement.
  • Members names are out of place. I think that it's easy to find some good latin names to replace names like techno, greenbaize, etc. Sorry, i know that thery are player of your tournaments (right?) but those names totally destroy the theme of the map.
yes, I even removed some latin name, but I was thinking because it is for CC ... the players are the stars ;)
PepeAtila wrote:"two-direction" or "two-ways" ?


two-ways ;)

Thank you.
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Re: Arena for Gladiators (v12 try 4th .- the draft)

Postby PepeAtila on Thu Sep 24, 2009 6:54 pm

Just I quick try (I know I have to change te names, but this is regular the problem is that not always follow the rule about to go forward... for scutum and helmets. Also I know I should change the 2nd ring names ...but this I can do when I have a little more time.
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Re: Arena for Gladiators (v12 try 4th .- the draft)

Postby pikkio on Fri Sep 25, 2009 11:48 am

mmm..

i think i prefer the realistic texture's effect. it give to the map a better idea about an arena, but probably you can improve it with some effect or maybe find something better. i understand that this is only a test to know what the people prefers, but if you decide to use textures, don't stop at the first nice looking one, keep searching and maybe you can find an awesome texture, it happens always.. ;)

anyway maybe you can open a poll asking if the people prefer the realistic texture way or the older style way of the map. ;)
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Re: Arena for Gladiators (v12 try 4th .- the draft)

Postby captainwalrus on Sat Sep 26, 2009 12:13 pm

Why are you using V's instead of U's? Like Titus is Titvs, which makes no sense.
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Re: Arena for Gladiators (v12 try 4th .- the draft)

Postby pikkio on Sat Sep 26, 2009 9:19 pm

captainwalrus wrote:Why are you using V's instead of U's? Like Titus is Titvs, which makes no sense.


eheheh.. it's make sense cause in old italian languages the U was written V. i'm italian and i never understood why cause in proununced words the U was U, but in the past written text of my country the U was V.. ^_^
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Re: Arena for Gladiators (v12 try 4th .- the draft)

Postby thenobodies80 on Sun Sep 27, 2009 9:33 am

pikkio wrote:
captainwalrus wrote:Why are you using V's instead of U's? Like Titus is Titvs, which makes no sense.


eheheh.. it's make sense cause in old italian languages the U was written V. i'm italian and i never understood why cause in proununced words the U was U, but in the past written text of my country the U was V.. ^_^


because the U did not exist during the Roman period, but the people started to pronounce the letter U instead of V before consonants, leading to the separation of the two letters (U with consonants, V with vocals). Currently the V instead of U is still used to give an official appearance to a document, a building, money, etc etc . ;)

Using the V in your map make sense, but again, it doesn't match with using players names. #-o :(
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Re: Arena for Gladiators (v12 try 4th .- the draft)

Postby PepeAtila on Sun Sep 27, 2009 5:38 pm

thenobodies80 wrote:
pikkio wrote:
captainwalrus wrote:Why are you using V's instead of U's? Like Titus is Titvs, which makes no sense.


eheheh.. it's make sense cause in old italian languages the U was written V. i'm italian and i never understood why cause in proununced words the U was U, but in the past written text of my country the U was V.. ^_^


because the U did not exist during the Roman period, but the people started to pronounce the letter U instead of V before consonants, leading to the separation of the two letters (U with consonants, V with vocals). Currently the V instead of U is still used to give an official appearance to a document, a building, money, etc etc . ;)

Using the V in your map make sense, but again, it doesn't match with using players names. #-o :(

Both of them are right, our actual alphabet is the latin alphabet, but we added J, U, W, Z (well in my case also Ƒ ;) )

:D I will change the names, just I needed to travel this weekend :)
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Re: Arena for Gladiators (v12 try 4th .- the draft)

Postby PepeAtila on Mon Sep 28, 2009 8:20 am

pikkio wrote:mmm..

i think i prefer the realistic texture's effect. :) just more details to decide... I also, and even I think it is easier to do it like this... it give to the map a better idea about an arena, I agree, just I think it is best to do a mix of both... but probably you can improve it with some effect or maybe find something better. yes, but I wander what I need for the draft... because it is my first map and I don't know if it should be fully finished in this step.i understand that this is only a test to know what the people prefers, but if you decide to use textures, don't stop at the first nice looking one, keep searching and maybe you can find an awesome texture, it happens always.. ;)
This I made very often, just I don't load all my tries, I even like more others, but where is the balance, I was finding first the playable idea
anyway maybe you can open a poll asking if the people prefer the realistic texture way or the older style way of the map. ;) now that you convince me? :D

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Re: Arena for Gladiators (v13 try 3rd .- the draft)

Postby PepeAtila on Mon Sep 28, 2009 4:04 pm

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After published fixed lines in Parma, Comodvs and Avroram. Also the SW door. I will continue with grandstand when we agree the texture for the main picture
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Re: Arena for Gladiators (v14 .- the draft)

Postby PepeAtila on Wed Sep 30, 2009 1:56 pm

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Re: Arena for Gladiators (v14 .- the draft)

Postby isaiah40 on Wed Sep 30, 2009 2:13 pm

I like it the way it is, nice and clean and very readable. Would it be possible to put the army circles on the map now so we can see how it would look with them? I think if you add a texture to the area floor it might make it look cluttered and unreadable, unless you can get the opacity down enough so that it can be seen but still clean and readable. Keep up the good work!
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Re: Arena for Gladiators (v14 .- the draft)

Postby PepeAtila on Wed Sep 30, 2009 4:05 pm

isaiah40 wrote:I like it the way it is, nice and clean and very readable. Would it be possible to put the army circles on the map now so we can see how it would look with them? I think if you add a texture to the area floor it might make it look cluttered and unreadable, unless you can get the opacity down enough so that it can be seen but still clean and readable. Keep up the good work!

Thank you very much for your comments.
With the number it would look more or less like this:

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Re: Arena for Gladiators (v12 try 3rd .- the draft)

Postby PepeAtila on Thu Oct 01, 2009 3:46 pm

thenobodies80 wrote:Hola PepeAtila!

First of all: Well done! =D>

Only few things:

  • It's possible to have a symmetrical layout? why hadrianus-antonius-kitanai inu borders are different from caligula-claudius blue? i think that the right side is better. ( :!: My biggest concern)done
  • Legend: "Helmet +1 autodeploy..." has a strange shadow --> hard to read.done
  • Agree with Helix. Why to exaplain an arrow? 4 rings movements it's self explanatory, you need only minimapdone
  • The coliseum in the top right seems separated from the rest of the map.done
  • I'm also in favour of having double arrow, simply because they are easy to understand, but if you like drops... :D I like them
  • All that green text in the legend...Are necessary all those words? i 'm thinking about something short and easy to understand: " drops (image) two way attack / arrow (image) one-way attack."done
  • Members names are out of place. I think that it's easy to find some good latin names to replace names like techno, greenbaize, etc. Sorry, i know that thery are player of your tournaments (right?) but those names totally destroy the theme of the map.changed ;)

PepeAtila wrote:"two-direction" or "two-ways" ?


two-ways ;)
Thank you very much, I guess we ca go for next step =D>
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Re: Arena for Gladiators (v14 . try 3- with game aspect)

Postby thenobodies80 on Fri Oct 02, 2009 3:30 pm

PepeAtila wrote:I guess we ca go for next step


Yes, ready for the next step. Go to refine your gameplay! ;)

I am pleased to issue this map the draft stamp on behalf of the foundry community.
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Well done PepeAtila =D>
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Re: Arena for Gladiators (v14 . try 3- with game aspect)

Postby PepeAtila on Sat Oct 03, 2009 4:16 am

thenobodies80 wrote:
PepeAtila wrote:I guess we ca go for next step


Yes, ready for the next step. Go to refine your gameplay! ;)

I am pleased to issue this map the draft stamp on behalf of the foundry community.
Image

Well done PepeAtila =D>

Thank you very much!
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image

Now I guess this are the lines:
Balanced play. It should be unlikely that one or more players can start the game with a major advantage as a result of the initial drop or getting the first turn.done
Reasonable bonus structure. Bonuses should make sense given the size/style of the map, and be based on a consistent formula.I think so
Game type flexibility. The map should support various game types and not be designed with specific/limited game settings in mind (standard, assassin, fog of war, 2 players, etc.).I think so
Player-friendliness. Any information you need to know to play a map should be easy to gather by looking at the map itself. The legend should be clear and concise, and the map should be free of unnecessary or cumbersome rules.I hope it is clear.
Open-play. There should be many ways a game might progress on a map, and many roads to victory. Such features as unpassable borders should enhance, not limit, gameplay, and every effort should be made to limit the number of dead ends and bottlenecks in a map, unless they are justified by the desired play of the map. The map should be fun to play, not frustrating.I hope so.
Function trumps form. The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc.I think so
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Re: Arena for Gladiators [D] (v14)

Postby leolou2 on Sat Oct 03, 2009 6:06 pm

PePe your way beyond me i can add nothing but go do it and you know i'll play =D>
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Re: Arena for Gladiators (v14 . try 3- with game aspect)

Postby Danyael on Sat Oct 03, 2009 8:16 pm

PepeAtila wrote:Now I guess this are the lines:
Balanced play. It should be unlikely that one or more players can start the game with a major advantage as a result of the initial drop or getting the first turn.done
Reasonable bonus structure. Bonuses should make sense given the size/style of the map, and be based on a consistent formula.I think so
Game type flexibility. The map should support various game types and not be designed with specific/limited game settings in mind (standard, assassin, fog of war, 2 players, etc.).I think so
Player-friendliness. Any information you need to know to play a map should be easy to gather by looking at the map itself. The legend should be clear and concise, and the map should be free of unnecessary or cumbersome rules.I hope it is clear.
Open-play. There should be many ways a game might progress on a map, and many roads to victory. Such features as unpassable borders should enhance, not limit, gameplay, and every effort should be made to limit the number of dead ends and bottlenecks in a map, unless they are justified by the desired play of the map. The map should be fun to play, not frustrating.I hope so.
Function trumps form. The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc.I think so



Good job on receiving your Draft Stamp.
Now for the next step Gameplay:
Balanced Play ??
-I'm not sure if it would be considered 100% balanced of course I am not a big conquest style
player but I'm not sure if how close some of the initial starts are to each other. So you have
8 Starting points. How many places would each player get to start say in a 1 v 1 or a 4 v 4
would a player start with only 1,2 or would the 8 places be spread out evenly?
-This is important because say if only 1 start each how many moved would it take for one
player to wipe out the other players having the clock type movement does help even them
out and would need pretty good dice but i think some starts have clare advantages over
others.
-This all depends how the starts will be divided up.
like i said I'm not an expert in conquest maps but these are questions that arise
Solid bonus system
- I agree its pretty good but i think +1 auto deploy on the initial start "helmet"
might be a slap in the face to a player that gets bad dice to start i know i would curse
-if i lost 3 men against the 2 neutral it would take two turns to gain better odds of taking
that neutral. in the meantime the other players grow and become to powerful to stop to
early in the match. Maybe a +2 would be a little better at least then you could roll a 3v2
intensity cube or stack and at least have a better chance of catching up to the other player
making the game funner in the long run
Game flexibility
-should be good for all types assassin could be very interesting
Player Friendliness
-you have alot of overlapping army squares on the names and icons this for sure needs fixing
and im sure you are working on that.
-I suggest keep small names for small spaces and use the bigger one for the bigger spaces.
This should help for space issues
-Its all about alignment look at maximino see how you have the army indicator, name
and icon are pretty must evenly place between each other as not all can be setup exactly the
same for space reasons at least align all graphics in the region evenly apart but not flying all
over the place like commodus
Open Play
I think you are good here but i'll have to continue looking at all paths to be sure
Function trumps form
fixing the player friendliness issues i mentioned should make this ok as well

as for graphic nitpicks
i'm a bigger fan of two way arrows over the droplet imo
- I just think there could be better thing then the droplet its ok on the map but i'm sure
there is better thing to use as a two way attack(i'm thinking maybe other types of weapon
that might be used. like the net, mace or flail) crossing of swords might be neat too
And yes i'm keeping in mind space it might take up
When you draw the graphic draw it in it most confining area and it will help you see what
will work best
- there is extra space on the top and bottom(white wierdness) you should crop it out as i
think you don't want it there do you?
but lets keep focused on gameplay for now good job
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