Somthing that caught my eye that I didnt mention was the textures and landscape you created around the castle. I love it very snowy/bizzardy feel to it, nice work.
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- gimil
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I can live with that happily carins. Ive got a whole bunch of stuff id like to see but ill note them down for later. Going to get on with an essey first
Somthing that caught my eye that I didnt mention was the textures and landscape you created around the castle. I love it very snowy/bizzardy feel to it, nice work.
Somthing that caught my eye that I didnt mention was the textures and landscape you created around the castle. I love it very snowy/bizzardy feel to it, nice work.
What do you know about map making, bitch?
Top Score:2403
natty_dread wrote:I was wrong
Top Score:2403
Gozar wrote:I know I could probably find out by reading the thread, but it is not clear just from looking at the map what makes up the "Flughaven" and "Stadt" bonuses(at least to me.) Is it the K and the R labeled territories?
I think it's the starting territories in the airport and german area, but I agree it is not clear. Also, +1 for 2 and +2 for 5 is a bit confusing to me. Are you saying if I hold four, I won't get +2. Won't it try to give me that bonus unless you do something weird with the XML?
I have a simple idea that I think will alleviate my qualms with the gameplay. Make a connection (possibly another one-way) that allows the lower part of the Stadt to get to the upper part without going through the castle. So, if you're eliminated from the airport and start out on one of the lower parts of the german area, you're not fighting such an uphill battle just to get back into the game.
Since you can't eliminate everyone, the castle is still needed because it's part of the objective.
Gozar wrote:Hello cairns.
I know I could probably find out by reading the thread, but it is not clear just from looking at the map what makes up the "Flughaven" and "Stadt" bonuses(at least to me.) Is it the K and the R labeled territories?
Thanks Gozar...i'll do something now towards that.

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
edbeard wrote:Gozar wrote:I know I could probably find out by reading the thread, but it is not clear just from looking at the map what makes up the "Flughaven" and "Stadt" bonuses(at least to me.) Is it the K and the R labeled territories?
I think it's the starting territories in the airport and german area, but I agree it is not clear.
no, it's all terts in those areas. all airport terts, and all stadt (town) terts. i will colour those legend areas accordingly.
Also, +1 for 2 and +2 for 5 is a bit confusing to me. Are you saying if I hold four, I won't get +2. Won't it try to give me that bonus unless you do something weird with the XML?
i think if you've got 2 lots of two, you'll get 2 bonuses. same as for 2 lots of 5, you'll get 4.
I have a simple idea that I think will alleviate my qualms with the gameplay. Make a connection (possibly another one-way) that allows the lower part of the Stadt to get to the upper part without going through the castle. So, if you're eliminated from the airport and start out on one of the lower parts of the german area, you're not fighting such an uphill battle just to get back into the game.
Since you can't eliminate everyone, the castle is still needed because it's part of the objective.
OK, i'll see what i can do with a one-way. Probably mean a re-configure of all those terts, but that's no probs.

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
- DiM
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one more thing. i haven't read the whole thread (sorry) but i just want to point out that since you have lots of neutrals and 3 areas of starting points i think the xml should be coded in a way that ensures that each player gets an equal share of each zone. for example in an 8p game each person will get 1 terit in the start 1 in the airport and 1 in the city. this way you avoid nasty things like 2 persons starting next to eachother with all their terits in the airport. it would make assassin games really ugly.
if it has been debated already then ignore this post.
if it has been debated already then ignore this post.
DiM wrote:one more thing. i haven't read the whole thread (sorry) but i just want to point out that since you have lots of neutrals and 3 areas of starting points i think the xml should be coded in a way that ensures that each player gets an equal share of each zone. for example in an 8p game each person will get 1 terit in the start 1 in the airport and 1 in the city. this way you avoid nasty things like 2 persons starting next to eachother with all their terits in the airport. it would make assassin games really ugly.
if it has been debated already then ignore this post.
yes i believe that is already addressed with the starting positions, each player e.g. player 1 will have a starting position in each zone.

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
- DiM
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cairnswk wrote:DiM wrote:why is Kom. Willy instead of Com. Willy?
i assume Kom stands for Commander.
Kommandant....trying to put as much as possible into deutsch....Wie Gehts?
nein mein freund.
willy comes from william which is an english name so his rank should be commander not kommandant.
on the other hand you could call him willhelm and say he's german but on the other hand wilhelm doesn't become willy for his buddies. he is simply herr W
Last edited by DiM on Sat Mar 08, 2008 10:02 pm, edited 1 time in total.
- DiM
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cairnswk wrote:DiM wrote:one more thing. i haven't read the whole thread (sorry) but i just want to point out that since you have lots of neutrals and 3 areas of starting points i think the xml should be coded in a way that ensures that each player gets an equal share of each zone. for example in an 8p game each person will get 1 terit in the start 1 in the airport and 1 in the city. this way you avoid nasty things like 2 persons starting next to eachother with all their terits in the airport. it would make assassin games really ugly.
if it has been debated already then ignore this post.
yes i believe that is already addressed with the starting positions, each player e.g. player 1 will have a starting position in each zone.
perfect.
btw could you add some skiers trapped in an avalanche? and perhaps add yeti, the real one not the xml geek we all love
oh, nearly forgot. add a st bernard too. with a brandy keg on his collar
DiM wrote:cairnswk wrote:DiM wrote:one more thing. i haven't read the whole thread (sorry) but i just want to point out that since you have lots of neutrals and 3 areas of starting points i think the xml should be coded in a way that ensures that each player gets an equal share of each zone. for example in an 8p game each person will get 1 terit in the start 1 in the airport and 1 in the city. this way you avoid nasty things like 2 persons starting next to eachother with all their terits in the airport. it would make assassin games really ugly.
if it has been debated already then ignore this post.
yes i believe that is already addressed with the starting positions, each player e.g. player 1 will have a starting position in each zone.
perfect.
btw could you add some skiers trapped in an avalanche? and perhaps add yeti, the real one not the xml geek we all love
oh, nearly forgot. add a st bernard too. with a brandy keg on his collar
luv the humour Dim....sadly though all those items did not feature in the original story....neither did you for that fact...but there you go...you got a part in my story.

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
DiM wrote:cairnswk wrote:DiM wrote:why is Kom. Willy instead of Com. Willy?
i assume Kom stands for Commander.
Kommandant....trying to put as much as possible into deutsch....Wie Gehts?
nein mein freund.![]()
willy comes from william which is an english name so his rank should be commander not kommandant.
on the other hand you could call him willhelm and say he's german but on the other hand wilhelm doesn't become willy for his buddies. he is simply herr W
Well then, we shall call him Kom. Wilhem.

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
DiM wrote:what's up with pvt. otto in the middle of nowhere? did he drink too much beer and fell of the cable car ?? or did kom willy send him to the nearest store to get some bratwursts??
Nein, Bratwursts steht nicht auf der Speisekarte.
Er fiel nicht aus der Seilbahn.
Er nicht trinken zu viel Bier.
Er umgestellt in der neuesten Version und leider hat der scheißt.
Deshalb hat er die verlassenen Militärlager.
Mmmm Google comes in handy, but i don't know if it's all correct, it looks good though.
EDIT\\ Pvt. Otto wurde wieder, aber jetzt Pvt. Pete hat fehlt. Oh my!


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- DiM
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cairnswk wrote:DiM wrote:what's up with pvt. otto in the middle of nowhere? did he drink too much beer and fell of the cable car ?? or did kom willy send him to the nearest store to get some bratwursts??
Nein, Bratwursts steht nicht auf der Speisekarte.
Er fiel nicht aus der Seilbahn.
Er nicht trinken zu viel Bier.
Er umgestellt in der neuesten Version und leider hat der scheißt.
Deshalb hat er die verlassenen Militärlager.
Mmmm Google comes in handy, but i don't know if it's all correct, it looks good though.
google tells me this:
No, Bratwursts is not on the menu.
He did not fall from the cable car.
He does not drink too much beer.
He changed in the latest version, and unfortunately, the shits.
Therefore, he has abandoned military camp.
so he shit himself and abandoned camp?
court martial for him
DiM wrote:cairnswk wrote:DiM wrote:what's up with pvt. otto in the middle of nowhere? did he drink too much beer and fell of the cable car ?? or did kom willy send him to the nearest store to get some bratwursts??
Nein, Bratwursts steht nicht auf der Speisekarte.
Er fiel nicht aus der Seilbahn.
Er nicht trinken zu viel Bier.
Er umgestellt in der neuesten Version und leider hat der scheißt.
Deshalb hat er die verlassenen Militärlager.
Mmmm Google comes in handy, but i don't know if it's all correct, it looks good though.
google tells me this:
No, Bratwursts is not on the menu.
He did not fall from the cable car.
He does not drink too much beer.
He changed in the latest version, and unfortunately, the shits.
Therefore, he has abandoned military camp.
so he shit himself and abandoned camp?
court martial for him
Just what we need on a Sunday arvo....LMAO

* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
at the moment, I can't think of any problems with the gameplay.
I do have other concerns though.
The 'artillery batteries' are not distinguished currently. There's no way to know that AA, AB and AC are going to counteract those checkpoint minuses. Except to guess based on the 0 at the bottom. Maybe include the AA, AB, AC where you talk about the batteries in the legend.
I'm still concerned about those bonuses. Not the actual number just that the XML won't do what you want it to do I think.
If you hold two territories, you'll get +1. But, what happens when I hold three territories? I think the XML will give two +1 bonuses. Maybe I'm just confusing myself on how the XML works and/or overrides can solve this problem?
I'd like to hear yeti_c, or lanyards thoughts on this.
edit: Image for new page

I do have other concerns though.
The 'artillery batteries' are not distinguished currently. There's no way to know that AA, AB and AC are going to counteract those checkpoint minuses. Except to guess based on the 0 at the bottom. Maybe include the AA, AB, AC where you talk about the batteries in the legend.
I'm still concerned about those bonuses. Not the actual number just that the XML won't do what you want it to do I think.
If you hold two territories, you'll get +1. But, what happens when I hold three territories? I think the XML will give two +1 bonuses. Maybe I'm just confusing myself on how the XML works and/or overrides can solve this problem?
I'd like to hear yeti_c, or lanyards thoughts on this.
edit: Image for new page

- DiM
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as for the +1 the overides can make sure you get just +1 even if you have 3
but there's a problem. if you hold 4 you'll get +1 and +1 for a total of +2. so why bother taking a 5th when the bonus for 5 is also +2??
edited/ cause i'm too damn tired to make any sense
but there's a problem. if you hold 4 you'll get +1 and +1 for a total of +2. so why bother taking a 5th when the bonus for 5 is also +2??
edited/ cause i'm too damn tired to make any sense
Last edited by DiM on Sun Mar 09, 2008 5:37 pm, edited 1 time in total.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
- DiM
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edbeard wrote:well I suppose you could have the +1 for two overriden by +1 for three and +1 for four and just call it the same bonus. And, do something similar for +2 for five, six, seven...
not really. if you do that then you'll cause confusion and lots of "bug" reports.
people see in the legend it's +1 for 2 terits and they'll expect +2 for 4 terits unless you clearly state in the legend +1 for 2,3,4 terits and so on.
and i doubt there's enough space to fit all hat.
edbeard wrote:I don't get the comment about your name and qwert's name on it?
nevermind, my bad
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
DiM wrote:not really. if you do that then you'll cause confusion and lots of "bug" reports.
people see in the legend it's +1 for 2 terits and they'll expect +2 for 4 terits unless you clearly state in the legend +1 for 2,3,4 terits and so on.
and i doubt there's enough space to fit all hat.
I don't really see the difference between my suggestion and your explaination of overriding for 3?
Unless you override it like I explained, won't you get +2 for holding three territories. And, +6 for holding four territories?
