Clandemonium [GP,GX,XML,BETA]

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MrBenn
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Re: Clandemonium-(V.50, P.51)

Post by MrBenn »

You can still set a minimum reinforcement value. Bear in mind you've also got the autodeploy on the drop point, so you'll still get a net positive number of armies to deploy.
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PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
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jefjef
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Re: Clandemonium-(V.49, P.51)

Post by jefjef »

jefjef wrote:Nice.

Pinnacle 5 and 6 is missing the dividing line.
This post was made by jefjef who should be on your ignore list.
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drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
Kabanellas
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Re: Clandemonium-(V.50, P.51)

Post by Kabanellas »

I'll update it soon :)
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jefjef
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Re: Clandemonium-(V.50, P.51)

Post by jefjef »

The lakes/holes in the map in TSM and IA regions are out of place - do nothing and detract from the appearance of the map imo.
This post was made by jefjef who should be on your ignore list.
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drunkmonkey wrote:I'm filing a C&A report right now. Its nice because they have a drop-down for "jefjef".
Kabanellas
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Re: Clandemonium-(V.50, P.51)

Post by Kabanellas »

Updated versions

Large map
Click image to enlarge.
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Small map
Click image to enlarge.
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Small map with armies - an insane work that had to be done
Click image to enlarge.
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@ Bungalow - this one might help you to place the numbers in the small map, for pixels adjustments
Click image to enlarge.
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Blitzaholic
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Re: Clandemonium-(V.51, P.52)

Post by Blitzaholic »

wow Kab, great work =D>

does that help some bunga?
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MrBenn
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Re: Clandemonium-(V.51, P.52)

Post by MrBenn »

On the map with 888s on it, Legends of War and Angels of Death look quite close to the edge of the map... do the three digits fit on there without being truncated?
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Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

you might be right Benn, I'll move them to the left
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jefjef
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Re: Clandemonium-(V.51, P.52)

Post by jefjef »

There are discrepancies between distances of Clan drop areas that deff creates an imbalance of play. Some drops will be much more favorable.

Is that the intention?
This post was made by jefjef who should be on your ignore list.
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thenobodies80
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Re: Clandemonium-(V.47, P.49)

Post by thenobodies80 »

Hey guys,
the map looks really nice and honestly i have no big concerns about it.
Going back through the thread, i must say that i agree with some concerns stated by MrBenn:
MrBenn wrote: > The portals don't look that different, and I'm not sure how they'll look to colourblind (red/green is the most common colour deficiency)
Although not impossible to distinguish, the portals could create some difficulties for colorblind people. (there's a colorblind simulation into the spoiler to give you an idea ;) )
Spoiler
Click image to enlarge.
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MrBenn wrote:> The water texture looks a little strange and not very watery.
Complitely agree. i think that it is the weakest point of the whole map. Water is very strange; the color could be good, but those white/lighter effect on it makes it look like a sky with clouds more than a sea. Any alternative?

Finally, i'm not a big fan of the green outline on the northern coast of the brown zone (under the Deep Land text), why the land turns to green?
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natty dread
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Re: Clandemonium-(V.51, P.52)

Post by natty dread »

You know that colourblind version actually looks really cool... It looks like a barren landscape, where nothing grows... something after a nuclear war.
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Dako
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Re: Clandemonium-(V.51, P.52)

Post by Dako »

The portal legend section is hard to read.

You might want to move the header and credits a bit to the left so there is more space for the legend. Also, from aesthetic view - the break between "The Pinnacle" legend and Portals legend looks horrible. And same goes for the gray space above the header.

Too much of a space given for credits - it would be wiser to use that area for normal legend description - it will allow you to get rid of +2 tr for each and 3 P. = 2 troops. Seriously, that looks lame and is hard to read or understand.
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Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

Dako wrote:Also, from aesthetic view - the break between "The Pinnacle" legend and Portals legend looks horrible. And same goes for the gray space above the header.
It goes without saying but I completely disagree with you here
Dako wrote:Too much of a space given for credits - it would be wiser to use that area for normal legend description - it will allow you to get rid of +2 tr for each and 3 P. = 2 troops. Seriously, that looks lame and is hard to read or understand.
For composition reasons I prefer to maintain the credits within the title area not bringing any info there - I could, of course, rearrange everything if everyone wants it. I think the legend works fine, but that's just me.
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Blitzaholic
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Re: Clandemonium-(V.51, P.52)

Post by Blitzaholic »

Updated versions

Large map
Click image to enlarge.
image
Small map
Click image to enlarge.
image
Small map with armies - an insane work that had to be done
Click image to enlarge.
image
@ Bungalow - this one might help you to place the numbers in the small map, for pixels adjustments
Click image to enlarge.
image



The legend and portals look fine by me Kab, however, MrBenn does bring a good point about sea, and you may want to change that a little bit, other than that, it looks awesome to me.
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natty dread
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Re: Clandemonium-(V.51, P.52)

Post by natty dread »

Add some ripple into the water... that might work to make it look more "watery".
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Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

some testing for the Seas:

#1
Click image to enlarge.
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#2
Click image to enlarge.
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Current version
Click image to enlarge.
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Kabanellas
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Re: Clandemonium-(V.47, P.49)

Post by Kabanellas »

thenobodies80 wrote:Finally, i'm not a big fan of the green outline on the northern coast of the brown zone (under the Deep Land text), why the land turns to green?
you're right, I'll deal with that later NB :)
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yeti_c
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Re: Clandemonium-(V.51, P.52)

Post by yeti_c »

The Small maps legend in the top right is pretty tight to read - does that font need to be in bold - would it be clearer in a normal (what's the opposite of bold?!) type face?

Otherwise the look of this map has come on massively since I last came in here - congrats.

C.
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Industrial Helix
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Re: Clandemonium-(V.51, P.52)

Post by Industrial Helix »

I like the seas in the current version.

Though the mountains and trees look very plasticy. I think it might be because the light is too strong on them.
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chipv
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Re: Clandemonium-(V.51, P.52)

Post by chipv »

You are one hell of a mapmaker, Kabanellas, I hope this is widely recognised, the map looks amazing.
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natty dread
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Re: Clandemonium-(V.51, P.52)

Post by natty dread »

I'd like to see the texture of sea #1 with the colour of the current sea.
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Blitzaholic
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Re: Clandemonium-(V.51, P.52)

Post by Blitzaholic »

has bunga went on vacation? I have not heard from him.
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ManBungalow
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Re: Clandemonium-(V.51, P.52)

Post by ManBungalow »

Blitzaholic wrote:has bunga went on vacation? I have not heard from him.
I'm still around and am getting on with the XML, just not checking on this thread much.

Kab, try colourising sea #1 in a darker blue and see how it comes out.
If it's not too difficult for you, a graphical portrayal of the large map with 888 digits on would be appreciated.

I'll also need to know how many neutrals you want on each region and if there is going to be a cap on the green region bonus.
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Blitzaholic
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Re: Clandemonium-(V.51, P.52)

Post by Blitzaholic »

ManBungalow wrote:
Blitzaholic wrote:has bunga went on vacation? I have not heard from him.
I'm still around and am getting on with the XML, just not checking on this thread much.

Kab, try colourising sea #1 in a darker blue and see how it comes out.
If it's not too difficult for you, a graphical portrayal of the large map with 888 digits on would be appreciated.

I'll also need to know how many neutrals you want on each region and if there is going to be a cap on the green region bonus.

ok, thx bunga

this is an older version, but the amount of neutrals shown everywhere should answer it. Click link, it is 7 where you see all the 7's and 2's everywhere else except our starting points.

http://farm5.static.flickr.com/4007/442 ... 934f_o.jpg
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Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

chipv wrote:You are one hell of a mapmaker, Kabanellas, I hope this is widely recognised, the map looks amazing.

Thank you! I really appreciate it ;)
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