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Clandemonium [GP,GX,XML,BETA]

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Re: Clandemonium-(V.71, P.73) [GP,GX]

Postby Leehar on Fri Jan 07, 2011 2:04 pm


gratz, good work blitzabots :lol: , now just waiting for lack to release?


Blitzaholic wrote:
MyTurnToWin wrote:It seems to me as a player that the map is ready for Beta.

BUT I do have one comment. Where is my clan on the map?

THE LAST WARRIORS are missing. :cry:


yep, sorry about that.

This map for clans was based from JP's 2009 ladder rankings and clans approval to be named on it, or I could of added you guys.

Thx for the support though, much obliged.

=D>

Also, is there no way for the names to change on a year-by-year basis to reflect the latest ladder? Would be an interesting experiment to keep it up-to-date. :ugeek:
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Re: Clandemonium-(V.71, P.73) [GP,GX]

Postby ender516 on Fri Jan 07, 2011 4:02 pm

phantomzero wrote:Looking very good. Can't wait to play it.

Only question is about the header graphics. What are the thoughts on putting the rather large header/legend at the bottom versus the top?

From my perspective, I always prefer to have a title block at the top of the map, because it can be scrolled up out of the way. At the bottom of a map it just separates the active part of the map from the Action area of the Game page (where the Attack button is).
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Re: Clandemonium-(V.71, P.73) [GP,GX]

Postby Mr_Adams on Fri Jan 07, 2011 5:12 pm

DUDE! They were working on this concept when I left way back when... like 6 months ago. :P
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Re: Clandemonium-(V.71, P.73)

Postby Blitzaholic on Sat Jan 08, 2011 9:28 am




thx thenodies80


about time to celebrate, big party, all is invited and kab is buying :lol:
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Re: Clandemonium-(V.71, P.73) [GP,GX, XML]

Postby Kabanellas on Sat Jan 08, 2011 10:27 am

..but everyone should bring a bottle or two 8-)
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Re: Clandemonium-(V.71, P.73) [GP,GX]

Postby Victor Sullivan on Sat Jan 08, 2011 10:37 pm

Kabanellas wrote:Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


Party time at my place =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D> =D>

**Sully pops open his bottle of sparkling grape juice and sprays fizz at Kabanellas**

Congrats! Not far off now...
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Re: Clandemonium-(V.71, P.73)

Postby Natascha on Sun Jan 09, 2011 11:13 am

Blitzaholic wrote:



thx thenodies80


about time to celebrate, big party, all is invited and kab is buying :lol:


WOOHOOO!!! I join.
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Re: Clandemonium-(V.71, P.73) [GP,GX, XML]

Postby chipv on Sun Jan 09, 2011 2:14 pm

You guys really aren't helping the map here.

For a map to graduate from one stage to the other, posting kinda has to cease meaning no futher dispute
but the increasing number of posts is making it look like the map is not ready, perhaps the opposite of what you
are intending. Just let the thread calm down and you'll be able to play the map quicker.
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Re: Clandemonium-(V.71, P.73) [GP,GX, XML]

Postby Natascha on Mon Jan 17, 2011 9:32 am

Looks great!!!!

Will this map be in beta before Christmas 2011?
Still cannot wait to play Clandemonium!!!!!

cheers
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Re: Clandemonium-(V.71, P.73) [GP,GX, XML]

Postby MrBenn on Tue Jan 18, 2011 1:36 pm

          Beta - Quenching

---The Final Forge period has concluded for the Clandemonium Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).

Conquer Club, enjoy!

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While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. Please update the Map Information Portal with details of your map
    3. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.


--MrBenn
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Re: Clandemonium-(V.71, P.73) [GP,GX, XML]

Postby grifftron on Tue Jan 18, 2011 9:33 pm

=D> =D> =D> =D>

Congrats Blitz, ManB & Kab, the patients are paying off :lol:
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Re: Clandemonium-(V.71, P.73) [GP,GX, XML]

Postby Kabanellas on Wed Jan 19, 2011 5:32 am

Great!!!!!!!!!! More Pizza Party??? :D
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Re: Clandemonium-(V.71, P.73) [GP,GX, XML]

Postby Blitzaholic on Wed Jan 19, 2011 9:55 am

MrBenn wrote:
          Beta - Quenching

---The Final Forge period has concluded for the Clandemonium Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).

Conquer Club, enjoy!

              Image


While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:
    1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
    2. Please update the Map Information Portal with details of your map
    3. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.


--MrBenn


thx MrBenn


=D>
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby Natascha on Thu Jan 20, 2011 4:14 am

woohoo! =D>
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby Victor Sullivan on Thu Jan 20, 2011 4:21 pm

Why isn't this live yet? :cry:
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby Kabanellas on Thu Jan 20, 2011 6:17 pm

we'll have to wait for Lack to upload the files :)
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby Natascha on Fri Jan 21, 2011 8:25 am

Kabanellas wrote:we'll have to wait for Lack to upload the files :)


Can somebody wake up the webmaster? 8-)
He has some work to do ;-)

Let's play Clandemoniummmmmmmm!

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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby greenoaks on Sat Jan 22, 2011 1:43 am

this map looks awesome

i wasn't prepared to scroll through the 80 pages for an answer so if anyone knows -

there are only 20 clans on it. over time some of them may disband or even self destruct while others are always forming

is this a map that will be updated from time to time, say each year with the top 20 clans from the CCup or Clan League featuring ?


also, in the legend it says The Pinnacle resets to 7 neutral. when ?
is it every round ?
only when held ?

the legend is rather vague about that
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby -=- Tanarri -=- on Sat Jan 22, 2011 2:28 am

The legend is vague, but presumes the player is familiar with the site. Currently the only code that will reset a spot to a neutral is the killer neutral code, which is only when the spot is owned.
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby greenoaks on Sat Jan 22, 2011 2:44 am

-=- Tanarri -=- wrote:The legend is vague, but presumes the player is familiar with the site. Currently the only code that will reset a spot to a neutral is the killer neutral code, which is only when the spot is owned.
i'm familiar with the site and i don't know what will happen, nowhere on the map is it described as a killer neutral and i shouldn't have to be up to date on coding functionality to understand a map's features. there'd be less confusion if it said

The Pinnacle resets to 7 neutral if held
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby Kabanellas on Sun Jan 23, 2011 3:32 pm

''Region will revert or reset to 'X' neutral troops'' is commonly used here in CC to describe regions with Killer Neutrals.
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby Joodoo on Sun Jan 23, 2011 4:46 pm

Just noticed that this is the first map with 10 starting positions to have come to this stage of development. In anticipation of 9 and 10 player games possibly implemented in the future, I congratulate everyone who helped in making this map possible =D>
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby -=- Tanarri -=- on Sun Jan 23, 2011 4:55 pm

It is definitely nice to have maps that have more than the standard 8 starting positions. I think there's only Treasure of Galapagos and New World that have 9 currently. It's nice to see one that will have 10. I hope that they implement the 12 hour and 2.5 minute/1 minute game times when they implement the 10-12 player upgrade. If not, then one could realistically end up waiting for a week between casual turns in 8 player games if the players are taking 12 hours a piece.
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby natty dread on Sun Jan 23, 2011 5:26 pm

Joodoo wrote:Just noticed that this is the first map with 10 starting positions to have come to this stage of development. In anticipation of 9 and 10 player games possibly implemented in the future, I congratulate everyone who helped in making this map possible =D>


Then you'll love Antarctica. It has 16 starting positions.
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Re: Clandemonium-(V.71, P.73) [GP,GX,XML,BETA]

Postby TaCktiX on Sun Jan 23, 2011 5:33 pm

I think that greenoak's comment has some merit. Adding "if held" won't kill the map's readability, and it's the more standard terminology for killer neutrals, as evidenced in The Citadel, Arms Race, Eastern Hemisphere, 13 Colonies, and Cyprus. Only Monsters, Lunar War, and Das Schloss do not reference "if held." If I'm not mistaken that's a majority in favor of having "if held."
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