Moderator: Cartographers
spinwizard wrote:Meh, another map the foundery like but the general CC comunity wont...
Coleman wrote:DiM, I'm not sure how you could have misinterpreted that so badly.
rebelman is saying that there are people that like and hate every map and that the general community isn't something easily defined.
And then he went on to say that he believes he will be able to win a lot of points playing this map and wants it to be quenched.
He was not attacking you at all, he was trying to support you. So what the hell man?
Coleman wrote:I've had those days. I think you've successfully refuted that suggestion. I've been ready to see this quenched for a while. The xml is finished correct? Could we have a repost and I'll pass my feelings on to Andy?
DiM wrote:
XML file: http://www.sendspace.com/file/yiwciq
Large map link:http://i178.photobucket.com/albums/w250/DiM-topia/AgeofMightchapter1-large1copy.jpg
Small map link:http://i178.photobucket.com/albums/w250/DiM-topia/AgeofMightchapter1-small1copy.jpg
Large image:
Small image:
Large army test:
Small army test:
yeti_c wrote:Coleman wrote:I've had those days. I think you've successfully refuted that suggestion. I've been ready to see this quenched for a while. The xml is finished correct? Could we have a repost and I'll pass my feelings on to Andy?
DiM's just finishing up the XML...
Can't wait to see this one up there...
Hopefully the first 1 start territory...
Looking forward to a 6 player FOW game on this... who's in?
C.
Summary: 0 errors and 92 warnings detected in AoR.xml (199 continents, 93 territories)
Coleman wrote:I was thinking the same thing, this will be very good for Fog of War assassin. You won't know which castle houses your target for a ways in. I'd imagine dock value would rise even more for scouting purposes. You could see a lot of the map that way.
It's interesting, I've discovered I hate Fog of War, and I hate assassin, but together they are one of my new favorite game types.
Coleman receives 3 armies for holding ?
Coleman wrote:I could see this being necessary with villages.
I take back thinking you need it on castles. Castles will be very obvious to everyone since that's where everyone starts and the bonus will be received for them right away.
The sanctuary is also obvious because the territory is named Sanctuary.
I think there is dead space on enough maps that the normal shields don't need to be explained.
Honestly, if adding a village shield is all DiM needs to do to get this quenched I think it is a good move, and will probably prevent the last area of potential confusion with the territory representation.
Coleman wrote:Honestly, if adding a village shield is all DiM needs to do to get this quenched I think it is a good move, and will probably prevent the last area of potential confusion with the way territories are represented.
AndyDufresne wrote:Also, would it be possible to alter the Gold Mine/Gold Mint't Shield to have a little more orange it? Even though I know the territory name is with the shield, I think it might just help clear up ANY color confusion between it and the yellow wheat fields.
--Andy
rebelman wrote:sorry for making this comment so late in the day but it only struck me now, when looking at /admiring this map again the autodeploy needs to be mentioned on the legend.
DiM wrote:
it's not autodeploy.
DiM wrote:Telvannia wrote:Goalie wrote:this map is terrible
never touch it again
Good god, someone call in the multihunters, it is spockers multi
(anyone else notice that spockers vanished when ---- did?)
well they're both from australia, they played a lot of games in the same team and when they played standard games or when spockers was on another team ---- always won.
i smell a multi.
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