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Clandemonium [GP,GX,XML,BETA]

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Re: Clandemonium-(V.67, P.68)

Postby Kabanellas on Thu Sep 09, 2010 3:29 pm

ok Blitz, let me take a look at it :)
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Re: Clandemonium-(V.67, P.68)

Postby Kabanellas on Fri Sep 17, 2010 3:03 am

ok..here we go. I'm posting here the table with the new values.

Starting troops should all be reduced to 3 - players will start with 3 + 3 (from autodeploy) + 3 from terr count bonus = 9

Click image to enlarge.
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Troops placement

Click image to enlarge.
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Last edited by Kabanellas on Sat Sep 18, 2010 7:25 am, edited 1 time in total.
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Re: Clandemonium-(V.67, P.68)

Postby iancanton on Sat Sep 18, 2010 7:22 am

the very helpful table shows that u've done well with the neutrals here. empire still has a disadvantage, but it's partly offset by needing fewer neutrals to reach both clans' grounds (and not exacerbated by starting with fewer troops, as before).

for each clan, although it's possible to equalise the total neutrals between landing point and clan portal, i think it's not necessary unless beta shows some clans to have a clear advantage.

what do others think?

ian. :)
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Re: Clandemonium-(V.67, P.68)

Postby Blitzaholic on Mon Sep 20, 2010 5:20 pm

I think it looks pretty good, we can try it out beta, I like the table Kab.
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Re: Clandemonium-(V.67, P.68)

Postby Natascha on Tue Sep 21, 2010 6:09 am

Blitzaholic wrote:I think it looks pretty good, we can try it out beta, I like the table Kab.


Cannot wait to play Clandemonium map :P
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Re: Clandemonium-(V.67, P.68)

Postby grifftron on Thu Sep 23, 2010 1:45 am

Can we try it out in BETA and see how it plays? then make changes if needed?

Hope so soon!

-griff
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Re: Clandemonium-(V.67, P.68)

Postby Big Whiskey on Fri Sep 24, 2010 4:28 am

This map has come a long way.Can't wait to try it out.Well done guys.
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Re: Clandemonium-(V.67, P.68)

Postby Blitzaholic on Sat Sep 25, 2010 2:34 pm

qwert wrote:hmm, i look map,and i must say,that even you have entusiastic,and some interesting concept, from mine view,graphic part of these project,its not something what you can say "wow,these look interesting". Colours its to much dark, and map look to much odd.
In begining,i whas thinking that you will use some small images of, castles(who will represent main clans) forts(who will represent small clans), flag bearers of clans who will give visual dimension of clans, some images of forest, fields( look mine map Antietam battle,you there have soldiers,corn field,forest,hills, houses, wooden opstacles,bridges), now these is what will give you much more attention,othervise these all ambition project can get small number of players when you start in beta stage.
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thx qwert, but kab is in charge of graphics and I am going to let him remain as that, but, we appreciate the pm and your feedback m8.
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Re: Clandemonium-(V.67, P.68)

Postby Kabanellas on Wed Sep 29, 2010 5:53 am

Updated version with the region number bonus info:

Large Version
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Small Version
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Re: Clandemonium-(V.69, P.71)

Postby Victor Sullivan on Wed Sep 29, 2010 3:11 pm

=D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D>
This is the only map in FF that hasn't been beta quenched! Let's change this!
=D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D>

-Sully
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Re: Clandemonium-(V.69, P.71)

Postby MrBenn on Thu Sep 30, 2010 4:17 pm

What's happening with the XML?
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Re: Clandemonium-(V.69, P.71)

Postby Kabanellas on Thu Sep 30, 2010 4:35 pm

all in the hands of ManBungalow now........
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Re: Clandemonium-(V.67, P.68)

Postby Teflon Kris on Sat Oct 02, 2010 9:17 am

iancanton wrote:for each clan, although it's possible to equalise the total neutrals between landing point and clan portal, i think it's not necessary unless beta shows some clans to have a clear advantage.

what do others think?

ian. :)


I agree Ian, total equality between start positions would potentially make games very predictable etc. - a slight variation is always good so that players / teams need to work out different tactics depending on where they start, makes it more interesting. Plenty of conquest-style maps have shown this.

:D
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Re: Clandemonium-(V.69, P.71)

Postby RjBeals on Sat Oct 02, 2010 7:51 pm

This map looks great. Curious if you created it at this size? Or did you create it larger, then scale it down to meet CC's size requirements?
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Re: Clandemonium-(V.69, P.71)

Postby Kabanellas on Sun Oct 03, 2010 2:17 am

Thanks Beal!

both were made side-by-side......... most of the time :)
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Re: Clandemonium-(V.69, P.71)

Postby RjBeals on Sun Oct 03, 2010 6:39 am

Actually I was thinking - did you create the map at like 2000 pixels, and then reduce it down to the like 840 pixels to create the large version? Just because you have some details in there that look like they'd be hard to create at 840 px.
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Re: Clandemonium-(V.69, P.71)

Postby grifftron on Sun Oct 03, 2010 10:02 am

RjBeals wrote:Actually I was thinking - did you create the map at like 2000 pixels, and then reduce it down to the like 840 pixels to create the large version? Just because you have some details in there that look like they'd be hard to create at 840 px.


No. When i first made the map it was 840x840 i believe. No larger then that... then i sent the files to Kab and he an amazing job redoing the graphics but i am pretty sure he used the same outline in sent in the photo shop files of the map.

-griff
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Re: Clandemonium-(V.69, P.71)

Postby Kabanellas on Sun Oct 03, 2010 12:51 pm

grifftron wrote:No. When i first made the map it was 840x840 i believe. No larger then that... then i sent the files to Kab and he an amazing job redoing the graphics but i am pretty sure he used the same outline in sent in the photo shop files of the map.

-griff


Actually I had to redo everything.

I use Adobe Fireworks for this type of work, so I exported your psd file as a simple image just to insert it in low opacity mode, into fireworks, to copy the region borders outline and placement. I draw all borderlines as vectors so I had to pin point them across the map keeping them as close as possible to your initial lay out :)


...the region lay out (and bordering) was kept as the original as much as possible :)

Click image to enlarge.
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Click image to enlarge.
image
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Re: Clandemonium-(V.69, P.71)

Postby grifftron on Mon Oct 04, 2010 9:34 pm

ah i see, well you did an amazing job then! =D>

-griff
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Re: Clandemonium-(V.69, P.71)

Postby reptile on Tue Oct 05, 2010 8:57 pm

looking better and better, keep it going guys
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Re: Clandemonium-(V.69, P.71)

Postby Kabanellas on Wed Oct 06, 2010 3:01 am

Thanks reptile :)

Bungalow, any news on the XML ?
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Re: Clandemonium-(V.69, P.71)

Postby Blitzaholic on Wed Oct 06, 2010 4:11 pm

Kabanellas wrote:
grifftron wrote:No. When i first made the map it was 840x840 i believe. No larger then that... then i sent the files to Kab and he an amazing job redoing the graphics but i am pretty sure he used the same outline in sent in the photo shop files of the map.

-griff


Actually I had to redo everything.

I use Adobe Fireworks for this type of work, so I exported your psd file as a simple image just to insert it in low opacity mode, into fireworks, to copy the region borders outline and placement. I draw all borderlines as vectors so I had to pin point them across the map keeping them as close as possible to your initial lay out :)


...the region lay out (and bordering) was kept as the original as much as possible :)

Click image to enlarge.
image


Click image to enlarge.
image




wow kab, that looks awesome =D> =D> =D>
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Re: Clandemonium-(V.69, P.71)

Postby ManBungalow on Fri Oct 08, 2010 5:39 pm

Kabanellas wrote:Thanks reptile :)

Bungalow, any news on the XML ?

Coming.

I've been very busy lately, and had to start all of the region coordinates over again X (
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Re: Clandemonium-(V.69, P.71)

Postby MrBenn on Fri Oct 08, 2010 6:16 pm

ManBungalow wrote:
Kabanellas wrote:Thanks reptile :)

Bungalow, any news on the XML ?

Coming.

I've been very busy lately, and had to start all of the region coordinates over again X (

Chipv's map xml wizard allows you to nudge them into the right place (although I guess even that would be problematic if they were all over the place)
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Re: Clandemonium-(V.70, P.72)

Postby grifftron on Sat Oct 16, 2010 9:33 am

Well you guys could always go back to the first draft of this map and just quench it already :lol:

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that was horrible
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