Clandemonium [GP,GX,XML,BETA]

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Kabanellas
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Re: Clandemonium-(V.55, P.56)

Post by Kabanellas »

jefjef wrote:Instead of having those portals (colored rings) just in the tert move em to where you have the tert ## and have the tert ## in side them.
ok.. but what would we be gaining by doing that?
Kabanellas
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Re: Clandemonium-(V.55, P.56)

Post by Kabanellas »

as for the coulors in the portals I'll definitely change them. I understand that coloured blind people will mix green and red.
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jefjef
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Re: Clandemonium-(V.55, P.56)

Post by jefjef »

Kabanellas wrote:
jefjef wrote:Instead of having those portals (colored rings) just in the tert move em to where you have the tert ## and have the tert ## in side them.
ok.. but what would we be gaining by doing that?
I think it would look better, add uniformity and would also open up the tert for ya.

Try and see if ya like it.
This post was made by jefjef who should be on your ignore list.
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iancanton
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Re: Clandemonium-(V.55, P.56)

Post by iancanton »

Kabanellas wrote:
Lindax wrote:Looking great!

One question: In the legend it says: "Portals can assault neighboring portals of the same color". I assume the word neighboring can be left out? There are no neighboring portals, or am I missing something?

Lx
Thanks Lindax,

the way I see it (and Blitz can correct me if I'm wrong) from a portal you can assault the closest portals (in both directions) of the same colour. Meaning that from 'The Spanking Monkeys' portal you can assault the 'Empire' portal and the 'Immortal Assassins' portal...

"Portals can assault neighboring portals of the same color" still seems like the easiest way to explain this. :?
part of the problem is that, of the two kinds of portal, one kind is called deep portals and the other kind portals. in the legend, it's therefore difficult to establish whether portals means all portals sometimes, always or never.

i suggest that the outside portals are called clan portals in the legend because they are all associated with a clan. this will make it easier to explain which portals can assault each other.

ian. :)
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Kabanellas
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Re: Clandemonium-(V.55, P.56)

Post by Kabanellas »

iancanton wrote:i suggest that the outside portals are called clan portals in the legend because they are all associated with a clan. this will make it easier to explain which portals can assault each other.

ian. :)
I'll try that Ian :)
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Re: Clandemonium-(V.55, P.56)

Post by Kabanellas »

jefjef wrote:I think it would look better, add uniformity and would also open up the tert for ya.

Try and see if ya like it.
..but then the portals would look like army circles... and probably be taken that way... I'd really rather not go that way Jef.
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Re: Clandemonium-(V.55, P.56)

Post by ManBungalow »

Click image to enlarge.
image
Is this the correct attack scheme of the portals ?
Also, I'm assuming that each portal can (one-way) attack all 3 deep portals..

----

I'm using the following names for marking standard green regions:
TSM
TOFU
IA
ID
AOD
Legion
LOW
THOTA
Empire
BSS

The individual drop points are named exactly as they are on the map image with these exceptions:
Horsemen Of The Apocalypse
The Legion (drop point)
Empire (drop point)


The clan ground naming is exactly as it appears in the image (MYTH, NEM, KORT, BRETHREN and so on..)

For those brown regions in the centre I'm using the following system:
Pinnacle 1
Pinnacle 2
Pinnacle 3...
Where the very centre grey region is called 'The Pinnacle' - Kab might be able to change this to Pinnacle 13.


Is all of the above okay with you, Blitz?

I finished the coordinates of the large map. They appear as so:
Click image to enlarge.
image
Are there any positions which particularly catch your eye as being misplaced? I'm not 100% satisfied with some the coordinates in some of the regions with lakes/portals, but I thought I'd let you and the other purveyors of this thread have some input.
Image
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natty dread
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Re: Clandemonium-(V.55, P.56)

Post by natty dread »

For those brown regions in the centre I'm using the following system:
Pinnacle 1
Pinnacle 2
Pinnacle 3...
I think those should be called Deep land, while only the actual pinnacle is Pinnacle.
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Blitzaholic
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Re: Clandemonium-(V.55, P.56)

Post by Blitzaholic »

Kabanellas wrote:
Lindax wrote:Looking great!

One question: In the legend it says: "Portals can assault neighboring portals of the same color". I assume the word neighboring can be left out? There are no neighboring portals, or am I missing something?

Lx
Thanks Lindax,

the way I see it (and Blitz can correct me if I'm wrong) from a portal you can assault the closest portals (in both directions) of the same colour. Meaning that from 'The Spanking Monkeys' portal you can assault the 'Empire' portal and the 'Immortal Assassins' portal...

"Portals can assault neighboring portals of the same color" still seems like the easiest way to explain this. :?
This is correct, however doesn't Legends of War and AOD have the same colored portals as The Spanking Monkeys?
Image
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Blitzaholic
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Re: Clandemonium-(V.55, P.56)

Post by Blitzaholic »

ManBungalow wrote:
Click image to enlarge.
image
Is this the correct attack scheme of the portals ?
Also, I'm assuming that each portal can (one-way) attack all 3 deep portals..

----

I'm using the following names for marking standard green regions:
TSM
TOFU
IA
ID
AOD
Legion
LOW
THOTA
Empire
BSS

The individual drop points are named exactly as they are on the map image with these exceptions:
Horsemen Of The Apocalypse
The Legion (drop point)
Empire (drop point)


The clan ground naming is exactly as it appears in the image (MYTH, NEM, KORT, BRETHREN and so on..)

For those brown regions in the centre I'm using the following system:
Pinnacle 1
Pinnacle 2
Pinnacle 3...
Where the very centre grey region is called 'The Pinnacle' - Kab might be able to change this to Pinnacle 13.


Is all of the above okay with you, Blitz?

I finished the coordinates of the large map. They appear as so:
Click image to enlarge.
image
Are there any positions which particularly catch your eye as being misplaced? I'm not 100% satisfied with some the coordinates in some of the regions with lakes/portals, but I thought I'd let you and the other purveyors of this thread have some input.

this all looks good, just trying to figure out the colored portals, seems like 5 clan portals have the same color?

This was mentioned in the past?
natty_dread wrote:Ok, here it is. Each portal has 2 colours, and each colour matches one of the colours of it's adjacent portals. Thus you can say that portals that share a same colour can attack each other.

The downside is that you'll need to use some more colours to accomplish this... you may change the colours, but still, this is a system that works.

Image

However, this is not exactly correct either.
Image
Kabanellas
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Re: Clandemonium-(V.55, P.56)

Post by Kabanellas »

updated version

-changed portal colours for a more distinguishable scheme
-added the Clan Portal nomination as requested by Ian
Click image to enlarge.
image
Last edited by Kabanellas on Fri May 14, 2010 6:41 am, edited 1 time in total.
Kabanellas
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Re: Clandemonium-(V.55, P.56)

Post by Kabanellas »

this scheme with arrows can help...

-from the Spanking Monkeys you can assault (and be assaulted) by Empire Portal and Immortal Assassins (neighbouring portals of the same colour)
to reach Angels of Death portal you'll have to first take the Immortal Assassins portal

-All Clan Portals can one-way assault the Deep Portals
Click image to enlarge.
image
Last edited by Kabanellas on Fri May 14, 2010 6:41 am, edited 1 time in total.
Kabanellas
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Re: Clandemonium-(V.55, P.56)

Post by Kabanellas »

Good work Bunga! Just some small issues there:
ManBungalow wrote:
I'm using the following names for marking standard green regions:
TSM
TOFU
IA
ID
AOD
Legion
LOW
THOTA
Empire
BSS

The individual drop points are named exactly as they are on the map image with these exceptions:
Horsemen Of The Apocalypse
The Legion (drop point)
Empire (drop point)


We should read Landing Points (as appearing on the legend) instead of Drop Points

The clan ground naming is exactly as it appears in the image (MYTH, NEM, KORT, BRETHREN and so on..)

For those brown regions in the centre I'm using the following system:
Pinnacle 1
Pinnacle 2
Pinnacle 3...
Where the very centre grey region is called 'The Pinnacle' - Kab might be able to change this to Pinnacle 13.

Only the Pinnacle should be called that way, the rest of the regions should be called Deep Land 1, Deep Land 2, and so on...
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Blitzaholic
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Re: Clandemonium-(V.55, P.56)

Post by Blitzaholic »

Kabanellas wrote:this scheme with arrows can help...

-from the Spanking Monkeys you can assault (and be assaulted) by Empire Portal and Immortal Assassins (neighbouring portals of the same colour)
to reach Angels of Death portal you'll have to first take the Immortal Assassins portal

-All Clan Portals can one-way assault the Deep Portals
Click image to enlarge.
image

very nice =D>
Image
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Re: Clandemonium-(V.60, P.60)

Post by Dako »

In the description area, you are missing a space between the bullet and "can one-way assault Landing Points" and "resets to neutral 7".

Also, can you move deep portal description a bit to the left, because right now the margin of the bullet "can assault neighboring portals" is the same to left and right. And visually it looks a bit bad - maybe move a tad to the right?

What do you think?
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Kabanellas
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Re: Clandemonium-(V.60, P.60)

Post by Kabanellas »

I'll do it
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porkenbeans
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Re: Clandemonium-(V.60, P.60)

Post by porkenbeans »

I have not looked in in a while. I like what I see very much :D
Maybe you could try making the big red and white arrows and lines blend instead of standing out so much. ;)
carry on... 8-)
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danfrank
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Re: Clandemonium-(V.60, P.60)

Post by danfrank »

As i stated earlier all clans grounds should be equal spaces from the landing points.. Anything other then equal would be biased .. clearly..
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fumandomuerte
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Re: Clandemonium-(V.60, P.60)

Post by fumandomuerte »

porkenbeans wrote:I have not looked in in a while. I like what I see very much :D
Maybe you could try making the big red and white arrows and lines blend instead of standing out so much. ;)
carry on... 8-)
They are not going to be on the final map version.
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jefjef
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Re: Clandemonium-(V.60, P.60)

Post by jefjef »

danfrank wrote:As i stated earlier all clans grounds should be equal spaces from the landing points.. Anything other then equal would be biased .. clearly..
Others have also stated this. Need to have this map balanced.
This post was made by jefjef who should be on your ignore list.
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porkenbeans
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Re: Clandemonium-(V.60, P.60)

Post by porkenbeans »

fumandomuerte wrote:
porkenbeans wrote:I have not looked in in a while. I like what I see very much :D
Maybe you could try making the big red and white arrows and lines blend instead of standing out so much. ;)
carry on... 8-)
They are not going to be on the final map version.
:D
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Kabanellas
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Re: Clandemonium-(V.60, P.60)

Post by Kabanellas »

porkenbeans wrote:I have not looked in in a while. I like what I see very much :D
Maybe you could try making the big red and white arrows and lines blend instead of standing out so much. ;)
carry on... 8-)

That's just for explanation purposes :)
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Blitzaholic
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Re: Clandemonium-(V.60, P.60)

Post by Blitzaholic »

jefjef wrote:
danfrank wrote:As i stated earlier all clans grounds should be equal spaces from the landing points.. Anything other then equal would be biased .. clearly..
Others have also stated this. Need to have this map balanced.
It has been shared with me we do not need exact equal balance, where specifically do you take issue? The game play has already been stamped and approved, this is for graphics. However, if you state a case and the blue guys agree, we could change it, but, I was asked not to change the game play, please post exactly what you are looking for? Then we could go from there maybe. Thank you.


Respectfully, Blitzy
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Re: Clandemonium-(V.60, P.60)

Post by Dako »

He means that some Landing Points have 2 terrs between Clans grounds, and some have 3. He wants all of them be an equal number (2 for example).
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natty dread
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Re: Clandemonium-(V.60, P.60)

Post by natty dread »

Dako wrote:He means that some Landing Points have 2 terrs between Clans grounds, and some have 3. He wants all of them be an equal number (2 for example).

I'd rather see those areas balanced another way, like making them have easier access to portals.

Or, if you don't want to change territory connections... all this would be easy to solve with some creative neutral values. For example, those that have 3 territories could have 2 neutrals and those who have 2 territories could have 3 neutrals on the territories. This way each starting point will have to slay the same amount of neutrals to get to the clans ground, no matter if there's 3 or 2 territories in between.

I like some variation to starting points. Makes you have to adapt your strategy according to the drop.
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