Conquer Club

Supermax: Prison Riot! [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Postby mibi on Sun Aug 19, 2007 10:38 pm

Coleman wrote:Black Guerilla was the first, but in my only play test I think we had 3 in all the neutral spots.

For most of the game until one player started dominating. The 10 member bonus was the most common.


so could people not get the 13 for 13 due to bonus breaking? i'd iagine bonus breaking would be pretty easy, especially in the yard.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby hulmey on Sun Aug 19, 2007 10:41 pm

well that was my point about ur other map D-Day :?
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
User avatar
Lieutenant hulmey
 
Posts: 3742
Joined: Fri Nov 03, 2006 7:33 am
Location: Las Vegas

Postby mibi on Mon Aug 20, 2007 8:42 am

hulmey wrote:well that was my point about ur other map D-Day :?


what was?
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby Levet on Mon Aug 20, 2007 3:21 pm

I think all the chaos makes it more prison-like. I think it's a very good concept.
Sergeant Levet
 
Posts: 18
Joined: Mon Feb 26, 2007 11:39 pm

Postby Coleman on Mon Aug 20, 2007 3:36 pm

My opinion at the moment is that you swap the black gorilla with someone in the yard for balance as was already stated.

Then post the absolute best possible small map that fits within the constraints so the moderators can see how terrible it is and then we'll see if we can negotiate some extra pixels for the small map.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby change42 on Mon Aug 20, 2007 9:20 pm

I'm coming out of lurker status to say that I think a map idea as innovative as this one is worth bending the map-size rules.
Captain change42
 
Posts: 3
Joined: Wed Jun 27, 2007 5:12 pm

Postby mibi on Tue Aug 21, 2007 2:28 pm

well here is a portion of 'small' map at its maxium width according to the rules. the circles have stayed the same size because they already were at their smallest in the larger map.

the text is incredibly small but legible at least according to me, if you squint its easier to make the words out. the font cant get any larger as there would be no room.

there is some overlap with the guards which is unavoidable unless i go back and use regular circles.

I only did one cell block because its tedious to hand place inmates in there.

hopefully people have no problem with these sub-par graphics as they are necessary with the current small map size restrictions.

Image
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby gimil on Tue Aug 21, 2007 2:34 pm

your actually allow a very top end max of 630px wide. Although i don't see the extra 30px doing you much good
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Corporal 1st Class gimil
 
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Location: United Kingdom (Scotland)

Postby Coleman on Tue Aug 21, 2007 3:32 pm

I think the 30 pixels would help quite a bit, a few of the circle overlaps and some of the bunching with the numbers that only need an extra pixel could be taken care of. This is actually much better then I thought it would be.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby DiM on Tue Aug 21, 2007 5:25 pm

Coleman wrote: This is actually much better then I thought it would be.


wait and see until all the circles and names are put in and people will start complaining it's too cluttered and the text is too small to read
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby JEWSEEPHISH on Tue Aug 21, 2007 8:39 pm

as a person who usually plays on small maps, the scrunchiness doesn't bother me, but I would personally prefer scrolling. Just make the small map to appease the mods. For the record I wouldn't mind scrollers if the map had a good concept.
User avatar
Cadet JEWSEEPHISH
 
Posts: 12
Joined: Tue May 01, 2007 3:28 pm
Location: Some town in NH

Postby mibi on Tue Aug 21, 2007 8:51 pm

ok here is the full map at 630px wide. the inmates are squished but acceptable.. the guards are a bit of a problem as there is signifigant overlap and the borders are partially covered. but its within the site 'rules'. the text is also very small and will probably cause migraines.

im not sure why anyone would want to play this over the large map but here it is.



Image
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby WidowMakers on Tue Aug 21, 2007 8:53 pm

Is the "HALL Room" missing an army circle?
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Postby edbeard on Tue Aug 21, 2007 9:03 pm

It is missing a circle. And, the Guards in Cell Block B are not guard shaped (Though you might consider using them for the small map only because they save a bit of space for you)


That's not too bad mibi. The only problem is being able to see the borders in the cell blocks. I know it's tough (maybe impossible) but anything you can do about that?

Like does 103 touch 105 and 104 touches both 105 and 106?
User avatar
Lieutenant edbeard
 
Posts: 2501
Joined: Thu Mar 29, 2007 12:41 am

Postby DiM on Tue Aug 21, 2007 9:04 pm

mibi wrote: im not sure why anyone would want to play this over the large map but here it is.



i will never play the small version of this map because it gives me a headache just looking at it and trying to distinguish the names.

anyway the name of guard 301 is partially masked same for door from cellblock C

also the borders in cell block A and C are kinda hard to see.

PS: if you have a prisoner named mibi could you add one named DiM? :lol:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby WidowMakers on Tue Aug 21, 2007 9:16 pm

DiM wrote:PS: if you have a prisoner named mibi could you add one named DiM? :lol:
Actually the reason the gas chamber is empty is that DiM's body just got taken out and buried. Looks life prison life did not agree with you DiM. :(
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Postby AndyDufresne on Tue Aug 21, 2007 9:34 pm

A few minor issues (though the map is looking rather good):

As you mentioned, the text is marginally difficult to read. You also mentioned there isn't much room for a font size increase, but perhaps if you added a little more bold to the names, they would stand out and be easier to read.

Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Postby DiM on Tue Aug 21, 2007 10:13 pm

WidowMakers wrote:
DiM wrote:PS: if you have a prisoner named mibi could you add one named DiM? :lol:
Actually the reason the gas chamber is empty is that DiM's body just got taken out and buried. Looks life prison life did not agree with you DiM. :(


then he should add a text somewhere: "in the memory of our dearly beloved DiM" :lol:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby DiM on Tue Aug 21, 2007 10:14 pm

AndyDufresne wrote:Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.


--Andy


they will overlap especially in the places where army circles for a straight horizontal line, like cell block C or the bottom right part.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby Bad Speler on Tue Aug 21, 2007 10:21 pm

To make it less squished, how about making all of the circles a simple coloured circle with one 1px black stroke, or something like that?
Highest Score: 2532
Highest Position: 69 (a long time ago)
User avatar
Sergeant 1st Class Bad Speler
 
Posts: 1027
Joined: Fri Jun 02, 2006 8:16 pm
Location: Ottawa

Postby mibi on Tue Aug 21, 2007 11:43 pm

AndyDufresne wrote:A few minor issues (though the map is looking rather good):

As you mentioned, the text is marginally difficult to read. You also mentioned there isn't much room for a font size increase, but perhaps if you added a little more bold to the names, they would stand out and be easier to read.

Also, have you tested the map with 3 digits? It's a must that army coordinates not overlap each other.


--Andy


Bolding the names is not possible as it cause enclosed areas like P R B G to fill and would also increase the size, bolding increases the size marginally and the size can't be marginally increased. The only option is adjusting how the text is antialiased.

as for the 3 digits, well, its going to be a mess all over the map, i can't really do anything about that.
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

Postby Coleman on Wed Aug 22, 2007 12:39 am

mibi wrote:as for the 3 digits, well, its going to be a mess all over the map, i can't really do anything about that.

It's probably far enough along that I should start xml from this. 3 digit numbers may end up being tolerable, although I still am not sure when the change took place that we have to plan for maps to still look good in ridiculous build games.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby KEYOGI on Wed Aug 22, 2007 1:10 am

I first came across the 3 digit problem in the Middle East Revamp. It doesn't happen very often, but with an increase in abstract maps over geography, it's a more regular occurance.

It's a pain in the arse, but it's something that needs to be taken into account.
Sergeant 1st Class KEYOGI
 
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Postby WidowMakers on Wed Aug 22, 2007 5:09 am

Cairns and I had the same issue with Rail USA. I ended up making all of the station territories that had the potential to overlap a little bit wider.

Trouble is, we has space to spare, mibi does not.
Image
Major WidowMakers
 
Posts: 2774
Joined: Mon Nov 20, 2006 9:25 am
Location: Detroit, MI

Postby mibi on Wed Aug 22, 2007 9:57 am

ok well i decided just to do a straight resize, army circles and all and lay the digits on top.

i think this is much better, even tho the numbers are super snug in the circles its much better than the larger circle overlap that was going on.

i think 3 digits might even work in this case too

Image
User avatar
Captain mibi
 
Posts: 3350
Joined: Thu Mar 01, 2007 8:19 pm
Location: The Great State of Vermont

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users