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Posted: Tue Apr 10, 2007 2:07 am
by mibi
KEYOGI wrote:mibi wrote:i've passed the 600 layer mark.
OMG. How big is the file?
not very big, only 33 megs. but their arnt 600 layers really. just every time i click the new layer button it names the layer in increasing numbers. now when i create a new layer its 602. i merge a lot and scrap layers. i also dont use the quick mask which is why the count is so high. but the PSD is really a mess at this point. takes forever to find anything.
Posted: Tue Apr 10, 2007 2:13 am
by Coleman
Here is the small map with the updated xml.
http://members.cox.net/gyrigo/CC/Seige5.xml
Posted: Tue Apr 10, 2007 11:26 am
by DiM
mibi wrote:KEYOGI wrote:mibi wrote:i've passed the 600 layer mark.
OMG. How big is the file?
not very big, only 33 megs. but their arnt 600 layers really. just every time i click the new layer button it names the layer in increasing numbers. now when i create a new layer its 602. i merge a lot and scrap layers. i also dont use the quick mask which is why the count is so high. but the PSD is really a mess at this point. takes forever to find anything.
i don't get it how come at 602 layers you have 33 megs and i have only 4.8 at 500+??
i use fireworks 8 (maybe that's the problem?)
also. one more question is there a way to search the layers by name? and inside the layers? i have most of my things labeled but i really don't remember how i labeled them

Posted: Tue Apr 10, 2007 11:52 am
by sully800
Hmmm, the border between Forest 3 and 4 is partially covered by trees on both the large and small map. It's not a huge deal but I think it makes the border less clear.
Also, I'm not sure I like the country numbers in the river camp. They are much brighter than any other numbers on the map and stand out a lot (as if they were highlighted for some reason). I like the fact that you used colors from the tent for those numbers, but perhaps it could be softened a little. Maybe more gray instead of white and less orange surrounding the numbers.
Posted: Tue Apr 10, 2007 11:58 am
by freezie
The army shield in river camp 1 isn't as centered as everything else. Just thought I'd point that out.
Posted: Tue Apr 10, 2007 11:59 am
by mibi
DiM wrote:mibi wrote:KEYOGI wrote:mibi wrote:i've passed the 600 layer mark.
OMG. How big is the file?
not very big, only 33 megs. but their arnt 600 layers really. just every time i click the new layer button it names the layer in increasing numbers. now when i create a new layer its 602. i merge a lot and scrap layers. i also dont use the quick mask which is why the count is so high. but the PSD is really a mess at this point. takes forever to find anything.
i don't get it how come at 602 layers you have 33 megs and i have only 4.8 at 500+??
i use fireworks 8 (maybe that's the problem?)
also. one more question is there a way to search the layers by name? and inside the layers? i have most of my things labeled but i really don't remember how i labeled them

im not sure why you only have 4.8 gigs. the way PS determines filesize baffles me. I have some other projects with less than 50 layers but the PSD are 400+ megs. and some with 1000+ layers and the PSD are under 100 megs.
as for searching.. yeah its not possible. i'd just use as many folders as possible. i have folders for 'numbers','digits','text','touchups','forest' etc.... that way if i need to change a layer but i cant find the actual label, i just toggle the folders on an off until i find it. ofcourse this is all in photoshop, i dont use fireworks so it may be entirely different.
maybe i'll upload the PSD when im done. after i clean it up first!
Posted: Tue Apr 10, 2007 12:01 pm
by mibi
sully800 wrote:Hmmm, the border between Forest 3 and 4 is partially covered by trees on both the large and small map. It's not a huge deal but I think it makes the border less clear.
i'll update that tonight.
sully800 wrote:Also, I'm not sure I like the country numbers in the river camp. They are much brighter than any other numbers on the map and stand out a lot (as if they were highlighted for some reason). I like the fact that you used colors from the tent for those numbers, but perhaps it could be softened a little. Maybe more gray instead of white and less orange surrounding the numbers.
well it is a camp after all. and i dont think they are brighter or more highlighted than the woods camp.
Posted: Tue Apr 10, 2007 12:10 pm
by Coleman
freezie wrote:The army shield in river camp 1 isn't as centered as everything else. Just thought I'd point that out.
I just fixed it for the seige6.xml
Posted: Tue Apr 10, 2007 1:39 pm
by hulmey
i actuallly like the trees going over the border!!
It adds realism to the map...I doubt in reality the trees would stay in the border...Maybe a few branches would stick out hehe
Posted: Tue Apr 10, 2007 2:00 pm
by WidowMakers
mibi wrote:DiM wrote:mibi wrote:KEYOGI wrote:mibi wrote:i've passed the 600 layer mark.
OMG. How big is the file?
not very big, only 33 megs. but their arnt 600 layers really. just every time i click the new layer button it names the layer in increasing numbers. now when i create a new layer its 602. i merge a lot and scrap layers. i also dont use the quick mask which is why the count is so high. but the PSD is really a mess at this point. takes forever to find anything.
i don't get it how come at 602 layers you have 33 megs and i have only 4.8 at 500+??
i use fireworks 8 (maybe that's the problem?)
also. one more question is there a way to search the layers by name? and inside the layers? i have most of my things labeled but i really don't remember how i labeled them

im not sure why you only have 4.8 gigs. the way PS determines filesize baffles me. I have some other projects with less than 50 layers but the PSD are 400+ megs. and some with 1000+ layers and the PSD are under 100 megs.
as for searching.. yeah its not possible. i'd just use as many folders as possible. i have folders for 'numbers','digits','text','touchups','forest' etc.... that way if i need to change a layer but i cant find the actual label, i just toggle the folders on an off until i find it. ofcourse this is all in photoshop, i dont use fireworks so it may be entirely different.
maybe i'll upload the PSD when im done. after i clean it up first!
The file size is determined by the number of layers and their type. My King of the Mountiasn map PSD was over 20 megs and my current Grerat lakes is around 12. If you use vecotr graphics to make layers, the files are much smaller. I try not to merge layers. The more megred layers the more full frame pictures in the PSD. THis is just something that I have noticed over the years. With blending modes/styles(drop shadow,glows) if you keep them live and don't merge the layers all Photoshop remembers is the calculations to achieve the look. My merging the file must remember each pixel and that can be more information sometimes.
As an example all of my army shadows are on 1 layer. When I change the way 1 looks they all update (I build them with layer styles)
Keep layers organized. Deleted unused layers. Merge as little as possible. This is especially good during the constant editing period. Changes are more easily made.
Posted: Tue Apr 10, 2007 10:47 pm
by mibi
changes,
1.forest border between 3 and 4 is cleared.
2.. light in tunnel is soften
3. inner wall 3 shield moved a few pixels on large map.
small

Posted: Tue Apr 10, 2007 11:20 pm
by Coleman
Posted: Tue Apr 10, 2007 11:36 pm
by Marvaddin
Sorry if its already suggested... I was out for several days, and I didnt realize many changes about playability, so...
1) the midlands are still a wasteland, you could think about reduce it to 4-5 territories to make it a bit more playable.
2) the east ward still has 4 borders, while the west one has 3. Its easy to correct... Give to the territory 2 the area with stairs of territory 1. So t1 would be non border, like t2 of the west ward. Change the names if you want.
3) the throne + walls dont seem to be even playable, I think it could be removed, even why the legend is incredibly crowded.
4) some bonuses are too high, like the forest one. Same with the plains... river camp + plains gives a bonus of +6 and just have 2 borders...
5) the gate numbers cant be read in the small map, maybe it could be a single territory again... and with a bonus just holding both camps...
6) Its a mistery to me how the tunnel works... is it completely one way, or can I attack from tunnel 7 to 6, just cant move Tunnel 1 to hall 5?
Posted: Tue Apr 10, 2007 11:55 pm
by JoshJ
I can't even tell what's going on at the place where the east ward and the west ward meet. Do the arrows mean that they attack in a criss-cross fashion, or just east to east and west to west?
If the former, making them an X would make them more clear, and if the latter, just spread them apart or something.
Also, the numbers in the east and west wards are practically unreadable. Same goes for the Tunnel.
The borders on almost the entire map are too hard to see, and your legend makes it extremely difficult to figure out what's what, especially with all the green territories. Maybe you could make them a pixel thicker, or just a completely different color than the ones they're on top of rather than just a different shade.
When it says "Throne + all Walls" 5, does that mean just the inner walls or the outer walls as well?
If it's the latter, I'd have to say that's basically a useless bonus and you might as well throw it out.
If the former, it just needs to be rephrased somehow.
It also needs to be made clear whether it includes the Great Hall as well.
You need to make the E and W wards symmetric, because right now every territory on the E Ward is a border, and 2 in the W Ward isn't.
Why is there a bonus for holding a camp in the corner and the gate of the castle?
Posted: Wed Apr 11, 2007 12:29 am
by mibi
Marvaddin wrote:Sorry if its already suggested... I was out for several days, and I didnt realize many changes about playability, so...
1) the midlands are still a wasteland, you could think about reduce it to 4-5 territories to make it a bit more playable.
yes the midlands are a wastleland. there are right in front of the gate and surely the site of many battles. is there some rule that every area has to be defendable? if you are fortunate to hold it you get het highest bonus on the map, good luck
2) the east ward still has 4 borders, while the west one has 3. Its easy to correct... Give to the territory 2 the area with stairs of territory 1. So t1 would be non border, like t2 of the west ward. Change the names if you want.
yes the wards are not exactly the same. are they supposed to be? I am not a fan of symetrical maps as it reduced variability.
3) the throne + walls dont seem to be even playable, I think it could be removed, even why the legend is incredibly crowded.
not playable? i think its certainly possible given the thrown+hall will expand outward and can even by pass the wards by taking the tunnel
4) some bonuses are too high, like the forest one. Same with the plains... river camp + plains gives a bonus of +6 and just have 2 borders...
the bonus have been discussed and refined many times. is a bonus of +6 out of line for 10 territories? i dont think so.
5) the gate numbers cant be read in the small map, maybe it could be a single territory again... and with a bonus just holding both camps...
yeah that 2 is suppose to be above the army circle, need to fix that.
6) Its a mistery to me how the tunnel works... is it completely one way, or can I attack from tunnel 7 to 6, just cant move Tunnel 1 to hall 5?
you cant move from tunnel 1 to hall 5. thats all.
Posted: Wed Apr 11, 2007 12:48 am
by Coleman
JoshJ wrote:When it says "Throne + all Walls" 5, does that mean just the inner walls or the outer walls as well?
If it's the latter, I'd have to say that's basically a useless bonus and you might as well throw it out.
If the former, it just needs to be rephrased somehow.
It also needs to be made clear whether it includes the Great Hall as well.
When it says Throne +
all Walls, I think it means Throne + all Walls. Unless you have a definition for all that I've never heard of?
Also, last I checked the great hall is a great hall, it isn't a throne, and it isn't any form of wall, so why would it be in that bonus? The great hall already has its own bonus...

Posted: Wed Apr 11, 2007 12:50 am
by mibi
Coleman wrote:JoshJ wrote:When it says "Throne + all Walls" 5, does that mean just the inner walls or the outer walls as well?
If it's the latter, I'd have to say that's basically a useless bonus and you might as well throw it out.
If the former, it just needs to be rephrased somehow.
It also needs to be made clear whether it includes the Great Hall as well.
When it says Throne +
all Walls, I think it means Throne + all Walls. Unless you have a definition for all that I've never heard of?
Also, last I checked the great hall is a great hall, it isn't a throne, and it isn't any form of wall, so why would it be in that bonus? The great hall already has its own bonus...

you know, im just going to put everything you just said into the legend so people arnt confused.
Posted: Wed Apr 11, 2007 1:20 am
by xsnlrocks21x
I just want to say that I am SOOO excited for this map. Awesome job

Posted: Wed Apr 11, 2007 1:26 am
by hulmey
yep wis r witting d pants in anticaptions
Posted: Wed Apr 11, 2007 10:22 am
by mibi
Changes,
1.moved gate 1 army circle a 2 pixels to the right
2. brought gate 2 number above army circle
i have addressed all previous issues that warranted addressing.

Posted: Wed Apr 11, 2007 11:06 am
by Enigma
can you make the territory numbers on the outer wall and gate/drawbridge darker?
Posted: Wed Apr 11, 2007 11:25 am
by JoshJ
Coleman wrote:JoshJ wrote:When it says "Throne + all Walls" 5, does that mean just the inner walls or the outer walls as well?
If it's the latter, I'd have to say that's basically a useless bonus and you might as well throw it out.
If the former, it just needs to be rephrased somehow.
It also needs to be made clear whether it includes the Great Hall as well.
When it says Throne +
all Walls, I think it means Throne + all Walls. Unless you have a definition for all that I've never heard of?
Also, last I checked the great hall is a great hall, it isn't a throne, and it isn't any form of wall, so why would it be in that bonus? The great hall already has its own bonus...

A region with gaps in it like that is somewhat counterintuitive, I was just checking.
Posted: Wed Apr 11, 2007 2:22 pm
by SkyCaptain
I assume that the arrows over the gate means that each wall can attack to the gate and across the gate to the other wall. But since lots of people will be confused, I'd like to sugges ta change that might be too big for you to do. If you extended the drawbridge territory into midlands a bit, you could then connect the two walls above the gate. I don't know how hard it would be to do that, but it would clean up those arrows, besides looking better, rather than looking like the wall is broken over the drawbridge and armies can just walk in.

Posted: Wed Apr 11, 2007 2:26 pm
by Coleman
SkyCaptain wrote:I assume that the arrows over the gate means that each wall can attack to the gate and across the gate to the other wall. But since lots of people will be confused, I'd like to sugges ta change that might be too big for you to do. If you extended the drawbridge territory into midlands a bit, you could then connect the two walls above the gate. I don't know how hard it would be to do that, but it would clean up those arrows, besides looking better, rather than looking like the wall is broken over the drawbridge and armies can just walk in.

I'm not sure I understand, wouldn't that mean we need arrows from gate 2 to East and West Ward 1? The only arrows I think this would solve for is the one that goes over the gate to the other wall, yet in the process it seems it would introduce new arrows and destroy beautiful midlands art.

Posted: Wed Apr 11, 2007 2:34 pm
by mibi
SkyCaptain wrote:I assume that the arrows over the gate means that each wall can attack to the gate and across the gate to the other wall. But since lots of people will be confused, I'd like to sugges ta change that might be too big for you to do. If you extended the drawbridge territory into midlands a bit, you could then connect the two walls above the gate. I don't know how hard it would be to do that, but it would clean up those arrows, besides looking better, rather than looking like the wall is broken over the drawbridge and armies can just walk in.

yes this would still require arrows going from the walls to the gate so people dont think they can attack the walls from the gate. you also have the problem of the gate being interupted so you would need to clarify that the gate goes under the wall, probably with a double ended arrow.
so you end up with two one way arrows and a double ended arrow, just like what is currently there, and you lose space for the gate 2 army circle.
so yeah, not going to happen.