Page 11 of 22
Posted: Sat Mar 24, 2007 12:01 pm
by spinwizard
everything else if fine!!!
Posted: Sun Mar 25, 2007 12:29 am
by Molacole
hey any chance you could do this?
for law could you have a couple of lawyer banging out lines with the judge
for death could you throw in a few corpses
for harmony could you throw in a couple hippies popping tabs and taking bong hits
for wealth could you throw in a couple of fat bankers counting money
for inspiration I'd like to see albert himself or and maybe thomas
for knowledge could you throw in a couple of hott chics with skimpy business suits, but wearing glasses so they look even more sophisticated
for war could you put a picture of me punching everyone who doesn't like the -1 for mind
for compassion could you put a couple lesbians crying in each others arms
Oh also coud you throw in a boy and girl chasing butterflies with a net???
ok idk I like the looks, but I think you should make your names more visible because I can hardly see the beginning of the names.
Posted: Sun Mar 25, 2007 2:58 am
by Nerrimus
Molacole wrote:Oh also coud you throw in a boy and girl chasing butterflies with a net???
YES YES YES!
Posted: Sun Mar 25, 2007 4:45 am
by Wisse
this map looks to bussy, i won't play it if it were quenched by now
Posted: Sun Mar 25, 2007 5:12 am
by Teya
Wisse wrote:this map looks to bussy, i won't play it if it were quenched by now
Im with wisse. It is very busy but I dont think anything can be done about it. Pity.
Posted: Sun Mar 25, 2007 5:59 am
by MR. Nate
shouldn't empathy and love be swapped? no one ever got passion from empathy, but a person with empathy has a good sense of the importance of freedom. I mean, as long as we're switching stuff.
While I love the map visually, it seems like the play is going to be repetitive. No matter where you get placed, the strategy and borders are going to be the same. None of the "look how wonderful or horrible my placement is" because it will be the same, but from a different angle, almost every time. If it's repetitive, then good players will get bored with it, but only good players are going to invest the time to understand the bonus system, so it seems like the map is going to receive very limited playing.
Posted: Sun Mar 25, 2007 1:18 pm
by WidowMakers
Molacole wrote:hey any chance you could do this?
for law could you have a couple of lawyer banging out lines with the judge
for death could you throw in a few corpses
for harmony could you throw in a couple hippies popping tabs and taking bong hits
for wealth could you throw in a couple of fat bankers counting money
for inspiration I'd like to see albert himself or and maybe thomas
for knowledge could you throw in a couple of hott chics with skimpy business suits, but wearing glasses so they look even more sophisticated
for war could you put a picture of me punching everyone who doesn't like the -1 for mind
for compassion could you put a couple lesbians crying in each others arms
Oh also coud you throw in a boy and girl chasing butterflies with a net???
ok I like the looks, but I think you should make your names more visible because I can hardly see the beginning of the names.
Whiel I think it would be funny to make these changes for a laugh, I don't want to get into the same issue we had on KOTM. NO BUTTERFLIES.
MR. Nate wrote:shouldn't empathy and love be swapped? no one ever got passion from empathy, but a person with empathy has a good sense of the importance of freedom. I mean, as long as we're switching stuff.
While I love the map visually, it seems like the play is going to be repetitive. No matter where you get placed, the strategy and borders are going to be the same. None of the "look how wonderful or horrible my placement is" because it will be the same, but from a different angle, almost every time. If it's repetitive, then good players will get bored with it, but only good players are going to invest the time to understand the bonus system, so it seems like the map is going to receive very limited playing.
I agree with you (especially the visuals part

). This map has a design that makes all strategy the same as far as movement. Chinese Checkers does also. This may make some players happy and other not. Just because a player may not like a map is not a reason to not make it for others.
Still aside from liking/not liking the visuals or game play, the main issue has been the wording of the bonus text. DOES ANYONE HAVE ANY SUGGESTIONS? The map is built like it is going to be built.
42 territories (8 thought continents with 4 distinct territories each and 8 overlapping territories plus the 2 in the middle = 42) which provides initial deployment of 3 player = 14, 4 player = 10 (2 neutral), 5 player = 8 (2 neutral) and 6 player = 7)
Right now the areas we need to get right are: Bonus text readability/legibility and army legibility.
Please advise. Thanks
Posted: Sun Mar 25, 2007 3:47 pm
by Jedimika
A small grammarical change:
An allied symbol group is any symbol territory plus the symbol territories 3 symbols away clockwise and counter clockwise.
I think this map would work great for Assassin games.
Posted: Sun Mar 25, 2007 4:03 pm
by Coleman
Teya wrote:Wisse wrote:this map looks to bussy, i won't play it if it were quenched by now
Im with wisse. It is very busy but I dont think anything can be done about it. Pity.
I've given up on you two, sorry you don't like our map...

Posted: Sun Mar 25, 2007 4:32 pm
by KEYOGI
MR. Nate wrote:While I love the map visually, it seems like the play is going to be repetitive. No matter where you get placed, the strategy and borders are going to be the same. None of the "look how wonderful or horrible my placement is" because it will be the same, but from a different angle, almost every time. If it's repetitive, then good players will get bored with it, but only good players are going to invest the time to understand the bonus system, so it seems like the map is going to receive very limited playing.
I disagree. With the couple of games I've played on the Chinese Checkers board, initial placement still has a lot to do with how the game turns out... if anything it is more of a problem on these types of maps. It's the reason I probably wont play Chinese Checkers again, and I'll probably avoid this one too. While I like both maps for their visuals, their gameplay doesn't appeal to me.
Posted: Sun Mar 25, 2007 5:40 pm
by Teya
Coleman wrote:Teya wrote:Wisse wrote:this map looks to bussy, i won't play it if it were quenched by now
Im with wisse. It is very busy but I dont think anything can be done about it. Pity.
I've given up on you two, sorry you don't like our map...

.
Thats fine.
1 thing you map has going for you.... you have proper names for your territories.
I still think something that could fix how cluttered the map looks is to do something with the white glow on everything.
Also, something Ive noticed lately is alot of people have been using yellow territories. I think it would be difficult to see yellow and neutral on certain yellows. I dont think there is a problem with king of the mountains as it is quite a different yellow to this map. But is it something you guys have thought about? Especially with the glow.
Posted: Mon Mar 26, 2007 2:01 am
by Nikolai
I think I'd like to change my vote from 1 to 2. I've been convinced.
Posted: Mon Mar 26, 2007 7:34 pm
by Geographical
Coleman wrote:Well you guys have given me a lot of ideas to go on.

Back to work I go.
Any more Updates?
Posted: Mon Mar 26, 2007 7:49 pm
by WidowMakers
Geographical wrote:Any more Updates?
Not until people start suggesting ways to make the bonus text more readable. If everyone is happy with that latest update then we are done. There were two small suggestions:
1)adding the word plus into the ally bonus text to make it read.
Jedimika wrote:A small grammarical change:
An allied symbol group is any symbol territory plus the symbol territories 3 symbols away clockwise and counter clockwise.
I think this map would work great for Assassin games.
2) And reduce the glow around the text. But only if everyone else thinks so.
These currently are the 2 thing people have suggested changing. Are there any more.
3)
OH and adding the -1 for holding MIND.
so 3 things!
Posted: Mon Mar 26, 2007 8:06 pm
by KEYOGI
I think toning down the glow on the map will help. It's quite a dark map, and while I usually think contrast works well in most cases, I think it makes this map harder on the eyes than it needs to be.
Posted: Mon Mar 26, 2007 8:07 pm
by WidowMakers
Toning it down everywhere or just the text?
Posted: Mon Mar 26, 2007 8:11 pm
by KEYOGI
WidowMakers wrote:Toning it down everywhere or just the text?
Is it too much work to try both?
Posted: Mon Mar 26, 2007 8:13 pm
by WidowMakers
Nope. There will be an update tomorrow with
1) Adjusted Ally bonus text
2) Reduced Glow
3) -1 for holding MIND
Posted: Mon Mar 26, 2007 8:50 pm
by dominationnation
the map looks great. go ahead and quench it

Posted: Mon Mar 26, 2007 9:11 pm
by WidowMakers
dominationnation wrote:the map looks great. go ahead and quench it

Relax. These things take time. We don't need people coming in here screaming QUENCH QUENCH. Just settle down. Please post if you have a constructive comment to help this map.
Posted: Mon Mar 26, 2007 9:32 pm
by Samus
WidowMakers wrote:3) -1 for holding MIND
WTF, you are putting this terrible terrible idea in? Look at the freakin' poll, most of the community has thought this through and realize this will ruin every single game played on this map.
Whoever starts with Mind is just screwed. No one in their right mind would take it from them, so they will just have -1 for the rest of the game. The person who gets Reason is almost as screwed as he dares not try to get those troops out. What's more, you have turned your map into a circle because no one with any sense of self preservation will go into the middle.
You have GOT to ditch this horrible idea.
Posted: Mon Mar 26, 2007 9:37 pm
by KEYOGI
Polls aren't always a good indication. It seems a lot of people come and vote without reading the thread or understanding the results implications. I think leaving it as neutral territory with no bonus (positive or negative) would be the best option.
Posted: Mon Mar 26, 2007 9:39 pm
by WidowMakers
Samus wrote:WidowMakers wrote:3) -1 for holding MIND
WTF, you are putting this terrible terrible idea in? Look at the freakin' poll, most of the community has thought this through and realize this will ruin every single game played on this map.
Whoever starts with Mind is just screwed. No one in their right mind would take it from them, so they will just have -1 for the rest of the game. The person who gets Reason is almost as screwed as he dares not try to get those troops out. What's more, you have turned your map into a circle because no one with any sense of self preservation will go into the middle.
You have GOT to ditch this horrible idea.
I don't think that the idea of never attacking the guy in the middle was thought of. It makes sense why would I kill a guy who is losing 1 every round to secure the middle. I wouldn't
I see your point. The community has voiced their opinion and it is the +1 for mind and reason. Based on how the foundry is setup, we will update the next pic to reflect this.
KEYOGI wrote:Polls aren't always a good indication. It seems a lot of people come and vote without reading the thread or understanding the results implications. I think leaving it as neutral territory with no bonus (positive or negative) would be the best option.
UPDATE: AFTER KEYOGI POSTED
Leaving i neutral would make the map look like it does now. Less cluttered also.
Posted: Mon Mar 26, 2007 9:48 pm
by Samus
WidowMakers wrote:Samus wrote:WidowMakers wrote:3) -1 for holding MIND
WTF, you are putting this terrible terrible idea in? Look at the freakin' poll, most of the community has thought this through and realize this will ruin every single game played on this map.
Whoever starts with Mind is just screwed. No one in their right mind would take it from them, so they will just have -1 for the rest of the game. The person who gets Reason is almost as screwed as he dares not try to get those troops out. What's more, you have turned your map into a circle because no one with any sense of self preservation will go into the middle.
You have GOT to ditch this horrible idea.
I don't think that the idea of never attacking the guy in the middle was thought of. It makes sense why would I kill a guy who is losing 1 every round to secure the middle. I wouldn't
I see your point. The community has voiced their opinion and it is the +1 for mind and reason. Based on how the foundry is setup, we will update the next pic to reflect this.
Thank you, WM.
KEYOGI wrote:Polls aren't always a good indication. It seems a lot of people come and vote without reading the thread or understanding the results implications. I think leaving it as neutral territory with no bonus (positive or negative) would be the best option.
UPDATE: AFTER KEYOGI POSTED
Leaving i neutral would make the map look like it does now. Less cluttered also.
I would also say no bonus, it is an area of great strategic importance and I think that should be enough. But since it's in the center connected to everything and the bonus would only be +1, I don't feel that strongly about it in this case. Helping with the clutter of the map is just as good a deciding factor as any.
Posted: Tue Mar 27, 2007 5:33 pm
by WidowMakers
OK Here is the update
1) lowered glow
2) fixed wording for allied bonus
XML
http://jmhooton.iweb.bsu.edu/joel/8thou ... hts_04.xml