Moderator: Community Team
Many hands make light work -- we have a good turnout so far, it seems. If you end up joining and find yourself too busy, don't worry about it.-=- Tanarri -=- wrote:I have to say it's awesome that 12 player games are finally becoming a reality. It gives me hope that the XML may one day see the overhaul that's been long overdue and would breathe more life into map design.
I'd be interested in throwing in my two cents as well. I'm not sure how much of a time commitment is required, but if it's fairly minimal, then I'm in.
In that case, count me inrdsrds2120 wrote:Many hands make light work -- we have a good turnout so far, it seems. If you end up joining and find yourself too busy, don't worry about it.-=- Tanarri -=- wrote:I have to say it's awesome that 12 player games are finally becoming a reality. It gives me hope that the XML may one day see the overhaul that's been long overdue and would breathe more life into map design.
I'd be interested in throwing in my two cents as well. I'm not sure how much of a time commitment is required, but if it's fairly minimal, then I'm in.
BMO


Krysysis colour blind i believe.. he might be interestedIcePack wrote:I'm trying to get a CB member to join currently. I've asked if they're interested.AdamKeith wrote:I'm interested. It might be useful to have a colour-blind person on board!


2dimes on Tue May 08, 2012 5:57 pm wrote:I had to cheat quartz as it was too close to slate, shades of grey I guess. The colour I used was Timberwolf.
- Here's the current colours. red green blue yellow pink cyan orange slate
- I added 18 more for 26 distinct colours I'm almost happy with, each begins with a different letter for "add color codes"
a auburn
b blue
c cyan
d drab
e emerald
f flax
g green
h heliotrope
i ivory
j jonquil
k khaki
l lemon
m maroon
n neon
o orange
p pink
q quartz
r red
s slate
t teal
u umber
v violet
w wine
x xanadu
y yellow
z zaffre

I think we are close to wrapping up.plurple wrote:can i help pwease




V = olivegreenoaks wrote:the new colours are up but i'm having a hard time with them.
Umber looks more Violet
Emerald looks like Neon
Maroon looks like Heliotrope
No idea what V is suppose to be

was i right for the other 3?IcePack wrote:V = olivegreenoaks wrote:the new colours are up but i'm having a hard time with them.
Umber looks more Violet
Emerald looks like Neon
Maroon looks like Heliotrope
No idea what V is suppose to be
It was gonna be hard to find colors that start with 4 letters we weren't already using. u is for pUrple, e is for limE, m is for Maroon (which I think should be changed to a for Amber, because it's a smaller letter and fits in the army circles nicer than m) and as icepack said, v is for oliVe.greenoaks wrote:the new colours are up but i'm having a hard time with them.
Umber looks more Violet
Emerald looks like Neon
Maroon looks like Heliotrope
No idea what V is suppose to be

OMG YES!! I've been saying that forever (but you know this). Or at least my variation: Outline "light colors" with black and outline "dark colors" with white. It's really more to do with the visibility on top of the map, though, so I'm not sure if that's something that this team had to think about at all.ender516 wrote:Allowing for colour blindness is an admirable goal, and very necessary when designing maps, but when it comes to troop colours, the prefix codes let us off the hook somewhat. Still, some effort to make all the colours easily distinguishable must be made. While we are at it, making all colours more visible on all backgrounds should be dealt with at the site, not through scripts like my Conquer Club Contrast Corrrector (C4). Basically, using both a white outline and a black outline means there is always an edge for the eye to see.
I believe outlines were mentioned in passing, but not something we were discussing, or directed to do so.agentcom wrote:OMG YES!! I've been saying that forever (but you know this). Or at least my variation: Outline "light colors" with black and outline "dark colors" with white. It's really more to do with the visibility on top of the map, though, so I'm not sure if that's something that this team had to think about at all.ender516 wrote:Allowing for colour blindness is an admirable goal, and very necessary when designing maps, but when it comes to troop colours, the prefix codes let us off the hook somewhat. Still, some effort to make all the colours easily distinguishable must be made. While we are at it, making all colours more visible on all backgrounds should be dealt with at the site, not through scripts like my Conquer Club Contrast Corrrector (C4). Basically, using both a white outline and a black outline means there is always an edge for the eye to see.
