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[Abandoned] - Colisevm

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Re: Arena for Gladiators (try 6.1- Draft needed)

Postby PepeAtila on Sun Sep 06, 2009 8:49 am

Danyael wrote:Well I'm not a big fan of this map but that is just cause I'm not a fan of circus maximus

:) This is not circus maximus ... circus maximus is for races and the Arena is for fight... I hope this is more about strategics movements... I guess I should be used to the comparison with Circus Maximus ...
Danyael wrote:So i haven't really glanced at it since you started
But know its starting to look very interesting
As been mentioned your graphic "blood stains" etc don't really blend but you can work on that
Well at least something won, I never said it was blood :D I was thinking it, but I daren't ... I dont know how deep to do them realistic... I even dont know if it is good idea.
Danyael wrote:I also would suggest not to thin your 90 degree arrow just align them better and they will work a lot better and not clog the works

I agree, I think the arrows are more helpful and dont disturb the map.
Danyael wrote:may major concern is the borders it could be my colour blindness but a can't see all of them or they fade to much
You are right, borders are not very defined, but mainly because I think it is not very normal to see borders in an Arena... I am sure doing them in black color it woud be more clear in this aspect... on the other hand there was not lines until the v5 ... because I wanted to express that in the Arena just you have a position (and a back part) that should determine your movements...
Danyael wrote:I'm not sure if you mean to overlap so many places with your blood stains
but as theNobodies80 stated this causes confusion
I am sorry, I should say that stains only afect two areas ... you can realize that the areas joined by the stains in both cases you advance in the direction of your movement.
Danyael wrote:i think the game play needs only a few tweaks
so you have your majority of work on graphic so your draft shouldn't be far off
this being said
tweak your arrows work on clairty on the stains and there blending with the image its self
and i also have a huge nit pick for you
as you go into the inner rings should why do some borders line up perfect and some are stepped forward doesn't really feel "feng shui"
keep up the good work pepe
Thank you very much ... I will try to see how border lines are in other colors
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Re: Arena for Gladiators (try 6.1- Draft needed)

Postby PepeAtila on Sun Sep 06, 2009 9:54 am

thenobodies80 wrote:Hi PepeAtila!

Some good improvements on this map :D
Some quick suggestions:
  • You have a legend in which you explain that in the 3rd and the outer rings attacks (and moves) are clockwise and in the 2nd and in the 4th are counter clockwise. I think you can remove some arrows from the map I did, but I think even if arrows are not necessary, can help the players to know the correct direction
    For example players already know that commudus can attack septimus but not viceversa. Leave only commudus to maxcst (not explained on the legend).Also you don't need arrows like vesper-nox (already explained in the legend) I removed some... but there are none arrow in the 4th ring now...
  • The bloodstains, some of the borders are unclear.For example, generalahole, caesar, maximino and bryan.davis . The bloodstain touch all these regions, so, generalahole should be able to attack (and to be attacked by) caesar. :? I tryed to fixed
  • Agree with DJ Teflon about scutum bonus and neutrals. Although I understand and agree about the importance of the scutum regions, i think that 10 is a high value.At the start (with everything neutral and 8 start regions) the first player will deploy 3 troops and 1 is autodeployed. Total 7 troops.If you code your scutum with 5/6 neutral troops (for example) you have to fight against 8/9 troops with only 7. Not so easy. Not easy, but not impossible ... so I think nobody should have the idea to attack scutum at least in 3-4 rounds, or until it can be clear that have the necesity and the strength for try it ... never less than 8 :D
  • The arrows less thick? I think are helpful like this
  • The background is a bit empty, maybe adding a sort of small coliseum and maybe an audience (like cirus maximus) to cover the empty corners? :D audience ... like what? :) I tried but I dont like how it looks like with audience... now it is almost impossible to insert smthing else.
  • I don't think that you need to write where players will start, leave only helmet +1 autodeploy bonus. done. But just in case I added doors :)
  • The right bottom legend (where you explain the movements) is a sort of minimap, but you should cut the lower zone (not necessary) to free up some space done


I like very much the effect that all these changes of direction have on the gameplay.
Another step in the right way! Yes, the main foundry is not so far ;)

Have a nice day :)
Nobodies


Thank you very much ;)
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby iceco on Mon Sep 07, 2009 3:38 am

Version 7.1 looks very good, it all blends in better.
But:
  • The blood stains just don't work. It's their shape, just too odd. If you want to keep with the blood, I suggest using real splatters, if you know what I mean. I'm in favour of either no border or a double arrow though.
  • I suggest using vectors to make better red and blue arrows. Grab a good tutorial here
  • There still are 3 names on the 3rd ring with "U"s in their name. Is it because they are no Romans or is it accidental? In either case, I'd go for the "V"s, to be consequential.
  • Maybe adding sun screens on the roof of the Colosseum would be a nice graphic enhancement. A link to a picture, mind you, it's normally fastened to those wooden poles.
  • I still stand on my other suggestions (no double single-way arrows and curved territory borders).
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby lt_oddball on Mon Sep 07, 2009 6:41 am

woah..a bit too complicated map for my taste.
I won't make more comments than this message;

I wouldnot mind a gladiator concept, but I simply don't like this package.
The circles', counter circle's and sudden jumps to the next, but also bloodstains that give side directions.
Confusing..and not supporting the feel of a "gladiator" match idea (= elimination man per man until one has reached the pedestal of ultimate glory)
You have helmets protecting a player's initial base, so what do the shields do then ?
And the names of emperors and generals..playing as gladiators ?
brrrrr :x

If I would make a map about gladiators I would build the concept up around this:

Players start in a field able to combat eachother or a field of neutrals to reach the next level with little power (simple +1 for every 3 terr.)...the gladiator "school".
THEN (with one or 2 players of 8 eliminated?) you get the opportunity to obtain a gladiator weapon or gear: BONUS+4 when in hands:.. only 6 bonus gears or weapons for the 7 players left... one player will have to die/eliminated before the others move on to the next level. Other bonusses (muscles, training, helmet, glove, net, trident)...another elimination required, etc..until one player is left.
THAT would get the feel of a gladiator struggle. :mrgreen:
So it has a pyramid style (or grand slam tennis idea), looking from birdeye view onto a pyramid (the arena view would work nicely!) , but instead of pitting one player to one other..it should be a circle on each advancing level..starting from the large periphery to the inner circle (so that each player has at least more choice to hit on a few other siding players...but not necessarily all other players on that level!).
Once moved to the next level players won't be able to return (one way directions).

Of course tweak it so that 2 or 3 players can play the game as well.
But that would be a logic and smart map concept.

I leave it to you to figure it out..or stick to this hopeless dazzling circles map.
Last edited by lt_oddball on Thu Sep 10, 2009 2:17 am, edited 1 time in total.
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby pikkio on Mon Sep 07, 2009 2:44 pm

as usually, i'm in hurry and i can't read the post.. :roll: excuse me if i will say something that you have alredy discussed.

i don't like too much the map idea and at this time i don't like the graphic feeling too.. :?

- i think that the borders are too unclear. try another colour or another style (like a fence line..)
- i think that the circles must be more differentiate, it's really difficult to understand where a circle ends and where another one begins.. like the borders, try different colours, or background texture (like different pavement..)
- if you change the first 2 things, i think that you can leave the one way arrows like now, but remind that all things in a map must pop up and easilly identified from the others. ;)
- it's not much clear where you can pass from circle to circle.. only where there's a one way arrow, or also where it seems that there isn't a border (i'm not sure that there isn't, this is the point, i think..) ?
- finally, i don't like the blood to connect the territories.. it feels bad, in my opinion, cause they don't seem blood stains, and cause they totally delete the little impression about an arena's prospective that this map has.. about this thing, if you're able to do it, try to make more marked the prospective effect of the arena..
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby PepeAtila on Tue Sep 08, 2009 9:23 am

pikkio wrote:as usually, i'm in hurry and i can't read the post.. :roll: excuse me if i will say something that you have alredy discussed.

i don't like too much the map idea and at this time i don't like the graphic feeling too.. :?
Thanks for your comments... I understand about the graphics cannot be "developped" yet. The first it is to got the map idea ... :) even when smebody can like or not.
- i think that the borders are too unclear. try another colour or another style (like a fence line..)
- i think that the circles must be more differentiate, it's really difficult to understand where a circle ends and where another one begins.. like the borders, try different colours, or background texture (like different pavement..) About this two last points you are right, but I dont want to change to so different idea about what is the main.
- if you change the first 2 things, i think that you can leave the one way arrows like now, but remind that all things in a map must pop up and easilly identified from the others. ;) well, I think you can pop up enough and this is a point to take care... everybody in some aspects wants the more realistic possible and on the other hand an easy to understand view... It is just a different opinion about where is this point.
- it's not much clear where you can pass from circle to circle.. only where there's a one way arrow, or also where it seems that there isn't a border (i'm not sure that there isn't, this is the point, i think..) ? only if you find an arrow or a red stein
- finally, i don't like the blood to connect the territories.. I like it feels bad, in my opinion, cause they don't seem blood stains, however on my opinion while more looks like a real blood stain ... more it can make feel bad some more sensitive players ... and cause they totally delete the little impression about an arena's prospective that this map has.. about this thing, if you're able to do it, try to make more marked the prospective effect of the arena..I agree with that, but I think it is for a next step after Drafting room.

I thank you again... and I hope you can change in future your idea about the map idea and soon you can begin to like it :D

Drafting Room
All maps start life in the foundry as an draft in the "Drafting Room" sub forum. Here maps must gain their drafting stamp before being moved into full production in the main foundry.

Main Foundry
Here is where the bulk of a maps development takes place. Gameplay and graphics will undergo discussion at this point to ensure that:
o Gameplay is balanced
o Graphics are of a suitable foundry standard
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby PepeAtila on Tue Sep 08, 2009 3:16 pm

iceco wrote:Version 7.1 looks very good, it all blends in better.
But:
  • The blood stains just don't work. It's their shape, just too odd. If you want to keep with the blood, I suggest using real splatters, if you know what I mean. I'm in favour of either no border or a double arrow though.the stains are just to mark where to attack :) I dont want doctors can see the map and come running... so no more arrows and not more changes about the circles (the more I will do, is what you can see in 7.2 line for circles... even when I prefer how it was before.
  • I suggest using vectors to make better red and blue arrows. Grab a good tutorial here
    Thank you as always ... I will try to fix it, but I guess the main is to give now the idea ... I also dont like very much red and blue arrows in minimap, I will change for the next.
  • There still are 3 names on the 3rd ring with "U"s in their name. Is it because they are no Romans or is it accidental? they are players of my tournaments :) In either case, I'd go for the "V"s, to be consequential.I am thinking yet what to do about this...
  • Maybe adding sun screens on the roof of the Colosseum would be a nice graphic enhancement. A link to a picture, mind you, it's normally fastened to those wooden poles. I think I know what do you mean the problem is that making a good 3D the playable part should be reduced
  • I still stand on my other suggestions (no double single-way arrows and curved territory borders).about curved territories I want to try but I would need time.
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Re: Arena for Gladiators (try 7.2- ready draft)

Postby pikkio on Tue Sep 08, 2009 4:43 pm

i read some of the last posts..
i made 2 maps. i have many trubles and it was an hard work. sometimes i hate the comments, sometimes i answered bad. but i think the point is that a mapmaker cannot say only: now i know that you dislike, thanx but i prefer that thing like it is at now.. (expecially if you haven't changed it a few times and then you and the comunity choose that version)

take care about thoose point:
- many people tell you that the circles/arrows/bloodstain aren't clear. you don't think that it can means that it's the truth and you will MUST change it to go on with the map? yeah, what you like it's important but if the comunity don't like your work, your map will never be quenched.
- in particular, you tell me "this two last points you are right, but I dont want to change to so different idea about what is the main." and "everybody in some aspects wants the more realistic possible and on the other hand an easy to understand view... It is just a different opinion about where is this point." what did you mean? did you mean that you prefer like now cause the map will loose in realism if you try to pop-up more the borders? that arena seems realistic like i seem roger rabbit! i can't understand why you think that a gold theme with brillant gold line borders are the best for a gladiator's arena.. and if you don't want to make different texures (pavement) you can change a little bit more the colours, or make more evident borders.. the work of a mapmaker is exactly to make a map realistic (or fancy) AND easy to understand (and obviusly fun to play and balanced..). it's not important only the personal taste, but the CC standards. the point is that like now it will never be able to become a CC map, trust me.
- you say that you don't want to modify the bloodstains cause you don't want to make it too realistic.. ok, nobody tell you to squirt your blood on the map, just try to make them less similar to a comic's cloud and maybe make it trying to simulate the arena's prospective..

finally, don't be afraid with me, i didn't say that you must modify that things before you move to main foundry. i only tell to you some suggestions to make a good quenchable CC map. you can do something else if you want, you can say that you will change that things later, but you can't say to all us that you like it right now and you will never change it.. that's the terrible truth for every mapmaker.. ;)
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Re: Arena for Gladiators (try 7.2- ready draft)

Postby PepeAtila on Tue Sep 08, 2009 5:39 pm

Thank you very much pikkio.

I will answer your post as soon as I have time (I guess tomorrow) ... I really appreciate your comments ... the same as others, and you can see little by little I am including changes.

But understand what is my feeling when smbdy is going to comment about my work of about 2 months and begin with this sentence...

pikkio wrote: i don't like too much the map idea and at this time i don't like the graphic feeling too.. :?

... what can I say? just ... I hope you can change in future your idea about the map idea and soon you can begin to like it....
But also I know graphics can still be improved.
I am grateful that people give me ideas... and I try to fix some of them (in fact even telling I don't like borders you can see the last 'draft')...

Tomorrow I will try to answer and still working to improve. Thank you.
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Re: Arena for Gladiators (try 7.2- ready draft)

Postby pikkio on Wed Sep 09, 2009 7:21 am

i really understand what are your feelings in this situations.. trust me, or have a look to the topic about my maps ("Castle Lands" and "Oceania") and read some of the last pages posts.. :roll:

i'm really sorry, but now i'm one of the "preliminary reviewer" and when a map have to proceed in the foundry process, we're called to have a look and give suggestions using our experience. it's not much nice, but we come, have a look to the map, usually don't read the posts, and then try to give the best suggestions as we can. they seems sentences, but it's only the hurry and the fact that we don't follow the map from the starting and so we're a bit cold.. in any case, with this review a mapmaker can have some fresh new professional suggestions and then, if some people say the same things, he will know where he has to work to improve his map and finally reach the quench. ;)

p.s. don't be angry if someone don't like your map idea. everyone has his preference and not all will have yours. your objective is to have a group of fans. a plebiscite is impossible... ;)
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby PepeAtila on Wed Sep 09, 2009 3:20 pm

I want to answer again, really helpful (now in red)
iceco wrote:Version 7.1 looks very good, it all blends in better.
But:
  • The blood stains just don't work. It's their shape, just too odd. If you want to keep with the blood, I suggest using real splatters, if you know what I mean. I'm in favour of either no border or a double arrow though.the stains are just to mark where to attack :) I dont want doctors can see the map and come running... so no more arrows and not more changes about the circles (the more I will do, is what you can see in 7.2 line for circles... even when I prefer how it was before. I still ... really I just wanted to make a sign to help people to know where the movements are allowed... it is more as the arrows ... if I include real splatters it is not going to work the same ...
    :) I will resist with my ' red stains' as far as possible (even I would prefer to change their color to avoid :)
  • I suggest using vectors to make better red and blue arrows. Grab a good tutorial here
    Thank you as always ... I will try to fix it, but I guess the main is to give now the idea ... I also dont like very much red and blue arrows in minimap, I will change for the next. It is made, just I am now with curves.
  • There still are 3 names on the 3rd ring with "U"s in their name. Is it because they are no Romans or is it accidental? they are players of my tournaments :) In either case, I'd go for the "V"s, to be consequential.I am thinking yet what to do about this...
  • Maybe adding sun screens on the roof of the Colosseum would be a nice graphic enhancement. A link to a picture, mind you, it's normally fastened to those wooden poles. I think I know what do you mean the problem is that making a good 3D the playable part should be reduced
  • I still stand on my other suggestions (no double single-way arrows and curved territory borders).about curved territories I want to try but I would need time. I am making with curves, I don't know because I dont like very much yet


I will return to 7.1 ... I am sorry for the borders ...
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby PepeAtila on Wed Sep 09, 2009 3:43 pm

lt_oddball wrote:woah..a bit too complicated map for my taste.
I won't make more comments than this message;

I wouldnot mind a gladiator concept, but I simply don't like this package.
The circles', counter circle's and sudden jumps to the next, but also bloodstains that give side directions.
Confusing..and not supporting the feel of a "gladiator" match idea (= elimination man per man until one has reached the pedestal of ultimate glory) this is not so far, I didnt include, but I was thinking to do it... but the game would be different... only one area can be with more than 1 troop... autodeployable to this area all the reinforces, but then to play you just can really fight against smbdy else once... I have in mind for this map, but I wanted to do it more 'standard'...
You have helmets protecting a player's initial base, so what do the shields do then ? The helmets are the players, the shields protect them from a quick attack.
And the names of emperors and generals..playing as gladiators ?
brrrrr :x
:) no, the emperors don't play, are the name of each zone ...'in honor to...' it is the most usual, it is very strange to find a stadium with name of football player. So think that are the names of the 'streets' no the people who are walking...

If I would make a map about gladiators I would build the concept up around this:

Players start in a field able to combat eachother or a field of neutrals to reach the next level with little power (simple +1 for every 3 terr.)...the gladiator "school".this you have at the beginning
THEN (with one or 2 players of 8 eliminated?) you get the opportunity to obtain a gladiator weapon or gear: BONUS+4 when in hands:.. only 6 bonus gears or weapons for the 7 players left... one player will have to die/eliminated before the others move on to the next level. Other bonusses (muscles, training, helmet, glove, net, trident)...another elimination required, etc..until one player is left.well it is not so far, 8 players should fight for 5 weapons, later for the central one (I guess in the future the 3 bonus will increase :)
THAT would get the feel of a gladiator struggle. :mrgreen:
So it has a pyramid style (or grand slam tennis idea), looking from birdeye view onto a pyramid, but instead of pitting one player to one other..it should be a circle on each advancing level..starting from the large periphery to the inner circle (so that each player has at least more choice to hit on a few other siding players...but not necessarily all other players on that level!).
Once moved to the next level players won't be able to return (one way directions).

Of course tweak it so that 2 or 3 players can play the game as well.
But that would be a logic and smart map concept.
yes, I am not ready for that :) ... you can try.
I leave it to you to figure it out..or stick to this hopeless dazzling circles map.
Thank very much for the idea, but I began to work in another direction, perhaps for the next...
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Re: Arena for Gladiators (try 6.1- Draft needed)

Postby PepeAtila on Thu Sep 10, 2009 6:02 pm

thenobodies80 wrote:Hi PepeAtila!

Some good improvements on this map :D Thank you.
Some quick suggestions:
  • You have a legend in which you explain that in the 3rd and the outer rings attacks (and moves) are clockwise and in the 2nd and in the 4th are counter clockwise. I think you can remove some arrows from the map I removed some, now I am changing the lines for curves, so later I will remove them.
    For example players already know that commudus can attack septimus but not viceversa. Leave only commudus to maxcst (not explained on the legend).Also you don't need arrows like vesper-nox (already explained in the legend) made
  • The bloodstains, some of the borders are unclear.For example, generalahole, caesar, maximino and bryan.davis . The bloodstain touch all these regions, so, generalahole should be able to attack (and to be attacked by) caesar. :? I think it is made, but now with curves the 'red stains ;) are going to be more in their place.
  • Agree with DJ Teflon about scutum bonus and neutrals. Although I understand and agree about the importance of the scutum regions, i think that 10 is a high value.At the start (with everything neutral and 8 start regions) the first player will deploy 3 troops and 1 is autodeployed. Total 7 troops.If you code your scutum with 5/6 neutral troops (for example) you have to fight against 8/9 troops with only 7. Not so easy. yes, I changed to 9 :)
  • The arrows less thick? well I think for now are well I mean the golds, the red and blue I changed ... I will put the map when I finish with the curves ... I almost have to remove everything to fit them
  • The background is a bit empty, maybe adding a sort of small coliseum and maybe an audience (like cirus maximus) to cover the empty corners? I add both things but I think is better no audience... when you see the version 8, please tell me,
  • I don't think that you need to write where players will start, leave only helmet +1 autodeploy bonus.done, I also changed some helmet ...
  • The right bottom legend (where you explain the movements) is a sort of minimap, but you should cut the lower zone (not necessary) to free up some space
made

I like very much the effect that all these changes of direction have on the gameplay.
Another step in the right way! Yes, the main foundry is not so far ;) I hope so. I am using all the time I am able now, I am also a little busy.

Have a nice day :)
Nobodies

Thanks a lot. Have a nice day
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Re: Arena for Gladiators (try 8- version 15)

Postby iceco on Sat Sep 12, 2009 6:42 am

Personally I like the curves. They need some cleaning up (also, if possible, move them to a layer below the layer with the rings between paths, so the edges don't show), but I think they already look better. Though wait for some other people's opinion on them.
Also the vector arrows look nicer, though you are right about the colours. Maybe go with shades of brown instead of red and blue?
And there is an issue with your perspective: the lowest gate to the right has got its perspective to the wrong side (it should be up instead of down).

Keep up the good work
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Re: Arena for Gladiators (try 8- version 15)

Postby PepeAtila on Sat Sep 12, 2009 8:38 am

iceco wrote:Personally I like the curves. They need some cleaning up (also, if possible, move them to a layer below the layer with the rings between paths, so the edges don't show), but I think they already look better. Though wait for some other people's opinion on them.
yes, I think they are more helpful for players.and I have to care about these details
Also the vector arrows look nicer, though you are right about the colours. Maybe go with shades of brown instead of red and blue? we will see. I will think about the minimap...
And there is an issue with your perspective: the lowest gate to the right has got its perspective to the wrong side (it should be up instead of down). :) yes I realized and also some other gates are missing... I am working about 'the pot'

Keep up the good work


This is the pot :D I am working now
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Re: Arena for Gladiators (try 8- v15 or v8 try 15)

Postby Danyael on Sat Sep 12, 2009 4:59 pm

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Re: Arena for Gladiators (try 8- v15 or v8 try 15)

Postby Danyael on Sat Sep 12, 2009 5:15 pm

Click image to enlarge.
image

ok right off the bat good progression
few concerns about game play
I'll touch more on graphics ones these things are taking in account
you have starting postions and some are not spaced the same in the first ring this might result
ie m.aurelius is blocked by 2 scutum while some have more rom too expand in the first ring
since you are using a circle try and move your borders so they are spaced evenly
and on the inner ring have your borbder same distance apart from each other
but place the border so they are stepped from the outer border kind of like laying bricks
ie T T T
T T
this will make the territs have more space on average and some of your stains won't be as squished

as well I'm worried about text and images overlapping each other as well is there enough space for your 888's

I like the curved borders but i don't think they need to be rounded up as much because they make your one way arrows look awkward
I really like the arena look i'm thinking a good look at dungeon of draknor might help you out on ideas of making the ground blend better with the other all look
in my worldly treavel i've seen some old aernas and the ground is a stone tille and with years of battles and sand erosion it is mainly sand with patches of stones showing

i'm excited to see the next update keep it up
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Re: Arena for Gladiators (try 8- v15 or v8 try 15)

Postby PepeAtila on Sun Sep 13, 2009 9:38 am

Danyael wrote:ok right off the bat good progression
few concerns about game play
I'll touch more on graphics ones these things are taking in account
you have starting postions and some are not spaced the same in the first ring this might result
ie m.aurelius is blocked by 2 scutum while some have more rom too expand in the first ring
since you are using a circle try and move your borders so they are spaced evenly
and on the inner ring have your borbder same distance apart from each other
but place the border so they are stepped from the outer border kind of like laying bricks
ie T T T
T T
this will make the territs have more space on average and some of your stains won't be as squished
well the problem I think it is fixed, the main aim is also not to make it too much 'regular' ... I feel proud with the 9th version
as well I'm worried about text and images overlapping each other as well is there enough space for your 888's well, I made it for 88

I like the curved borders but i don't think they need to be rounded up as much because they make your one way arrows look awkward yes, but I am not sure if it is because the curves or that one only arrow it is not as elegant as the double 'L' arrow. I am thinking about this.
I really like the arena look i'm thinking a good look at dungeon of draknor might help you out on ideas of making the ground blend better with the other all look I see the dungeon of draknor a good idea for the walls ... or the floor in a casttle.
in my worldly treavel i've seen some old aernas and the ground is a stone tille and with years of battles and sand erosion it is mainly sand with patches of stones showing
I hope Emperors care about the sand of Colosseum :)
i'm excited to see the next update keep it up

Really thanks a lot ... I will think about the paviment.
Last edited by PepeAtila on Mon Sep 14, 2009 9:05 am, edited 1 time in total.
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Re: Arena for Gladiators (try 7.1- what blood is better?)

Postby PepeAtila on Sun Sep 13, 2009 1:36 pm

pikkio wrote:as usually, i'm in hurry and i can't read the post.. :roll: excuse me if i will say something that you have alredy discussed.

i don't like too much the map idea and at this time i don't like the graphic feeling too.. :?

- i think that the borders are too unclear. try another colour or another style (like a fence line..) I will try brown
- i think that the circles must be more differentiate, it's really difficult to understand where a circle ends and where another one begins.. like the borders, try different colours, or background texture (like different pavement..)I hope with the curves is easier to understand what are circles.
- if you change the first 2 things, i think that you can leave the one way arrows like now, but remind that all things in a map must pop up and easilly identified from the others. ;) I hope I am reaching it.
- it's not much clear where you can pass from circle to circle.. only where there's a one way arrow, or also where it seems that there isn't a border (i'm not sure that there isn't, this is the point, i think..) ? Now, (with brown borders I think it will be clearer
- finally, i don't like the blood to connect the territories.. it feels bad, in my opinion, cause they don't seem blood stains, I hope it is better now with just a drop. and cause they totally delete the little impression about an arena's prospective that this map has.. about this thing, if you're able to do it, try to make more marked the prospective effect of the arena..I tried
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Re: Arena for Gladiators (v10.- all changes included)

Postby lt_oddball on Mon Sep 14, 2009 4:05 am

james V in the arena ?

James V (c. 10 April 1512 – 14 December 1542) was King of Scots from 9 September 1513 until his premature death at the age of thirty.

Rainer Bonhof (born 28 March 1952 in Emmerich am Rhein, North Rhine-Westphalia) is a former German footballer. He was a wing-back or defensive midfielder.

????

Techno ???


:lol:
Barbarus hic ego sum, quia non intellegor ulli.
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Re: Arena for Gladiators (v10.- all changes included)

Postby PepeAtila on Mon Sep 14, 2009 8:56 am

lt_oddball wrote:james V in the arena ?

James V (c. 10 April 1512 – 14 December 1542) was King of Scots from 9 September 1513 until his premature death at the age of thirty.

Rainer Bonhof (born 28 March 1952 in Emmerich am Rhein, North Rhine-Westphalia) is a former German footballer. He was a wing-back or defensive midfielder.

????

Techno ???


:lol:


:lol: yes, I organize a tournament named "Join2 Gladiators" they are some of my players. If you look at the firsts versions these areas were named "Unus, due, tres, ... " I thought to use names of players better than numbers in latin :D
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Re: Arena for Gladiators (v10.- all changes included)

Postby pikkio on Mon Sep 14, 2009 9:31 am

in the last version, the borders are much more better and clear.
the bloodstains are badder than the others.. their prospective is totally failed.. :roll: and i don't like that they seems crystal drops..
the dark/light effect that you gave to the arena is incorrect too and give a failed prospective effect.

but you had understand the way, so don't be afraid and keep working! ;)

i will try to give you some suggestion using some draft to be more clear.

this is how it seems now the section of your arena looking at your dark-light effect:
Image

and this is the real section that an arena will have:
Image

so, don't abuse of your program's effect and try to make it more realistic only using colours. something like this:
Click image to enlarge.
image


if you see, in this draft the outer circle is the more lighting cause it's the more up and every circle is more dark when the arena goes more down. yhea, this is not too realistic, cause we will must suppose one light direction and then change the colour of every circles with an half more light and one more dark.. but give a realistic prospective to circle shapes it's quite hard, so i think you can be happy to give just a feeling of the right prospective.

looking at the correct arena section, you can probably understand what i mean when i say that the bloodstains are incorrect.. in the draft i drawn an example of a stain that give a feeling of the right prospective (not the perfect effect, but a more realistic feeling than your stains..).
in any case, i had the idea to use some little stair to connect circle-to-circle, and i tried to put an arrow inside them. that help to be more clear that they are connections, and you can easily use it to make one-way connection or two-way connection using the same stair. ;)
in this mode you can use the stains (or whatever you will ideate) only to connect in the same circle. in any case, don't use special effect for the stains, but work on their shape making it irregular and similar to a real squirting-blood-stain. ;)

finally, i think that the curve borders are too unrealistic and give a wrong prospective feeling, so i would prefer something like my draft (maybe not only lines, but something with a corpe..). in that mode you can tell that blue borders are one-way clockwise and red borders are one-way counter-clockwise. one thing: don't draw it willy-nilly like i did, make every line from the center of the arena to the edge of the circle, and then cut the excess. that will help to increase the prospective feeling. ;)

keep in mind that my draft sucks and i make it only to explane you the focal concept. i hope that my draft will give you some inspiration and show you the way, but starting from it there is a lot of work to do.

edit: Oh my god! my draft really sucks! :oops:
Image
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Re: Arena for Gladiators (v10.- all changes included)

Postby pikkio on Mon Sep 14, 2009 1:44 pm

ok, today is raining and i can't did many things that i have to do, so i draw something for you.. :D

first, a better and more clear version of my draft:

Click image to enlarge.
image



i worked more well on the colours and i made the stair in something like pixel-art. at the same i made a little wall for the borders.
the size of my draft is too small, so i don't tried to make much great the pixel-objects, but you can see that they still work well . ;)

pixel-art is quite simple to understand if you have a little bit of geometric knowledge. let see the example that i made in bigger size (more easy) and then reduced to 50% and increase to 200% to be more clear:

Click image to enlarge.
image


how you can see, the game is to work with the chromatic scale making lighting the illuminated part and darken the shadowed ones. I make it big cause you can better understand the basic rules: you have to decide where the light comes and then imagine what must be illuminated and what shadowed.
the point is that in a small pixel object, you don't have to make too much work, cause it's enough to make a line light (the illuminated angle of the step), 2 line dark(the vertical step), and 3 medium coloured (the horizontal step). Think that in your map probably the stairs will be smaller than the 50% one in my example.. infact i used soften lines in my example cause it's big, but in pixel-art is really better to use hard-lines (i don't know if is the right translation.. i mean use line with rigid pixel border)
the same for the walls (that i made brown -and bad- in the draft, but maybe it will be better to make them grey).
so you don't need to be a master in pixel-art to do something useful for your map. ;)

keep in mind that thoose are only suggestions. you can decide to take another way or to make something similar but different. i hope that you will get inspired. ;)
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Re: Arena for Gladiators (v10.- all changes included)

Postby PepeAtila on Mon Sep 14, 2009 4:15 pm

nice!!! I am working about 'some details' so I will answer after them ;)
... :) but only one note ... curves also make the perspective change.... I was thinking about donuts when I was making them :D
really I am very grateful
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Re: Arena for Gladiators (v10.- all changes included)

Postby haggispittjr on Mon Sep 14, 2009 6:32 pm

great, another confusing and hard to play map. if i had a guess, i probibly say the'll eventualy accept this map to the list.
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