lighter blue will no longer have the blueprint feeling and it will also make certain colours very hard to see (cyan)gimil wrote: Please use green
You know athestics beats realistic accuracy any time![]()
Couldnt you try a lighter blue?
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- DiM
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“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
- DiM
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you assume correctly. but unfortunately the font can't be chosen.FreeMan10 wrote:I assume the big numbers in each territ are the starting army numbers. Can you specify that font to use? If so, I think that'd be great, it seems more readable than the standard font.
“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
- DiM
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i know that it has been suggested that map makers can choose the army fonts. and as far as i can remember lack said it will be done sometime in the future. it would be great. i'd love to see doodle armies written in some kid font or the aor armies in a fantasy one.FreeMan10 wrote:bummer.
“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
Here's a thought... each neighborhood gives the same bonus, yet they aren't equal in size and borders. For instance, the "G" neighborhood has one less border to hold than some because the subway station is also a cross-walk border territory. Same with "T" and "R" neighborhoods. Meanwhile the "C" block is bigger than "T," has three territories to defend, and none of the border terits border each other for support.

- DiM
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i already covered this part some time back. yes the neighbourhoods offer the same bonus BUT they also have an indirect bonus from the blank terits.oaktown wrote:Here's a thought... each neighborhood gives the same bonus, yet they aren't equal in size and borders. For instance, the "G" neighborhood has one less border to hold than some because the subway station is also a cross-walk border territory. Same with "T" and "R" neighborhoods. Meanwhile the "C" block is bigger than "T," has three territories to defend, and none of the border terits border each other for support.
for example C is bigger than Y and it's not fair to have the same bonus BUT C has 4 blank terits yielding an extra 20 troops while Y has just 2 blanks meaning just 10 extra.
“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
I'm not saying you need to change it, I just thought it was worth discussing. I was actually less concerned about the size of the neighborhoods than I am with the number of borders each has to hold, but again I'm alright with it as it is - it's more interesting to allow little differences in the starts. Ultimately the neighborhood bonuses may not as important as the individual territory bonuses anyway.DiM wrote:for example C is bigger than Y and it's not fair to have the same bonus BUT C has 4 blank terits yielding an extra 20 troops while Y has just 2 blanks meaning just 10 extra.
Honestly, I'm running out of reasons why I shouldn't stamp this, but I'm still uncomfortable with it because I just can't wrap my noodle around how it will play. I'd like to hear you all convince me that it's good to go!

- DiM
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it's natural to feel a bit uncertain about it as it brings a radical change in gameplay by offering big armies. i have playtested it and it works fine. yes at first my friends were also troubled by the idea and i noticed some had the first instinct to preserve troops to amass great armies while others went all ballistic from the start rampaging all they could. but in the end the best wey to play was a normal way with a bit more aggression. sitting and building may get you a big army fast but that's big compared to normal maps because others that expand and get bonuses will get huge armies.oaktown wrote:I'm not saying you need to change it, I just thought it was worth discussing. I was actually less concerned about the size of the neighborhoods than I am with the number of borders each has to hold, but again I'm alright with it as it is - it's more interesting to allow little differences in the starts. Ultimately the neighborhood bonuses may not as important as the individual territory bonuses anyway.DiM wrote:for example C is bigger than Y and it's not fair to have the same bonus BUT C has 4 blank terits yielding an extra 20 troops while Y has just 2 blanks meaning just 10 extra.
Honestly, I'm running out of reasons why I shouldn't stamp this, but I'm still uncomfortable with it because I just can't wrap my noodle around how it will play. I'd like to hear you all convince me that it's good to go!
the best way to convince you would be to either get a way to play test it online (*cough* playtest area for map makers *cough*) or to jump in a play and come to your house. unfortunately both are out of the question so the best reason i have to convince you is this:
the map works like a normal map where everything is multiplied by 5. if after some games it turns out people are uncomfortable with this gameplay, based on suggestions i receive the multiplier will be increased decreased or even taken out completely leaving the map as a normal one.
“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
- fumandomuerte
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- DiM
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read the first post to understand why the map has a multiplierfumandomuerte wrote:I think you should decrease the multiply from 5 to 1. It doesn't have any point to multiply the map in my opinion.
I'm fine with the rest, i guess.
“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
- DiM
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i see nobody is complaining about anything so i'll start the small version. or do i have to wait for stamps before starting small??
“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
- DiM
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graphics but mostly gameplay. do i have to get approval?gimil wrote:What stamp are you talking about?DiM wrote:i see nobody is complaining about anything so i'll start the small version. or do i have to wait for stamps before starting small??
i asume not. but it's better to be sure.
since nothing seems to be wrong at the moment i'll start the small and post it on monday.
xml is in final forge, right?
“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
- DiM
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i set the effect to none for the terit names on purpose to make them feel like the paper was scratched by a very sharp pen.mibi wrote:you need to anti-alias the territory names or something... they are so emaciated and look out of place. try "strong" or just bold them or if you cant do that, just duplicate the layer a few times.
“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
scratched by a sharp pen? I dont get it.DiM wrote:i set the effect to none for the terit names on purpose to make them feel like the paper was scratched by a very sharp pen.mibi wrote:you need to anti-alias the territory names or something... they are so emaciated and look out of place. try "strong" or just bold them or if you cant do that, just duplicate the layer a few times.
- DiM
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you know when you have a fountain pen and you scratch the paper...mibi wrote:scratched by a sharp pen? I dont get it.DiM wrote:i set the effect to none for the terit names on purpose to make them feel like the paper was scratched by a very sharp pen.mibi wrote:you need to anti-alias the territory names or something... they are so emaciated and look out of place. try "strong" or just bold them or if you cant do that, just duplicate the layer a few times.
i will change them to sharp or something.
“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
- gimil
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Rather than the glow around the neighbour hoods would you try a 1-2px stroke?
As for the scrtached pen, I like it but only if you can apply the same effect to the whole map. If not then im against it
EDIT: also can I get a version without the starting numbers on it?
As for the scrtached pen, I like it but only if you can apply the same effect to the whole map. If not then im against it
EDIT: also can I get a version without the starting numbers on it?
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
- DiM
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V15
the fixed text
created small
as for the stroke, i'd rather use glow since i can control it's spread and quality.
large:

small:

the fixed text
created small
as for the stroke, i'd rather use glow since i can control it's spread and quality.
large:

small:

Last edited by DiM on Tue Mar 11, 2008 11:09 am, edited 1 time in total.
“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
- DiM
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i fixed the pixelization. see post above with the edited image.yeti_c wrote:Hmmm - yeah the letters in the map do look a bit pixelly!?
Not sure how you'd fix it with that font though!
C.
“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
- DiM
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press F5 to see the new images.yeti_c wrote:Look at the N'sDiM wrote:i fixed the pixelization. see post above with the edited image.yeti_c wrote:Hmmm - yeah the letters in the map do look a bit pixelly!?
Not sure how you'd fix it with that font though!
C.
C.
“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


