[Abandoned] Pirates and Merchants - V9 - Pg 1&13

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zimmah
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V4 -

Post by zimmah »

thenobodies80 wrote:DiM, I'm going to abuse of my Foundry Mod powers to replace the link in your OP. Use imageshack, it works. At least for me lol

btw i really hate that horizontal line you have at the top of your legend, it "cuts" the mast of both ships.
Click image to enlarge.
image

haters gunna hate.

but seriously, now that you bring it up, it's a good point.
Click image to enlarge.
image
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DiM
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V4 -

Post by DiM »

imageshack is a no. i hate that site. it has the stupidest interface ever created.
normally i used photobucket which has a very user friendly interface and i can keep track of my files very easy.
however photobucket insists on resizing anything above 1mega and since this image is 1.6 it's shrunk a lot unless i save it at a lower quality. and this is jpg. if i save it as png it's hell.
imageshack does not resize my images but it has the shittiest interface ever.
so i found post image.org which has a really neat interface and it does not resize my images. but apparently people can't see the images. no idea why :(

i'll guess i'll have to look for yet another hosting site with a big enough file limit and good interface.


as for the horizontal line, that's there to mark the legend space. i will probably do some flowery thing, a nicer border or something, so don't worry about it.
“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
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zimmah
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V4 -

Post by zimmah »

DiM wrote:imageshack is a no. i hate that site. it has the stupidest interface ever created.
normally i used photobucket which has a very user friendly interface and i can keep track of my files very easy.
however photobucket insists on resizing anything above 1mega and since this image is 1.6 it's shrunk a lot unless i save it at a lower quality. and this is jpg. if i save it as png it's hell.
imageshack does not resize my images but it has the shittiest interface ever.
so i found post image.org which has a really neat interface and it does not resize my images. but apparently people can't see the images. no idea why :(

i'll guess i'll have to look for yet another hosting site with a big enough file limit and good interface.


as for the horizontal line, that's there to mark the legend space. i will probably do some flowery thing, a nicer border or something, so don't worry about it.
the line isn't the problem but the line cutting the sails is looking weird.
Click image to enlarge.
image
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BadgerJelly
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V4 -

Post by BadgerJelly »

I been struggling to like looking at this map for some time and have discovered why :

1- MAIN problem for me is the way the land is filled in. Those diagonal lines are not easy on the eye at all :shock:
2- The ships (On right and left) are tilted and just look strange. I think it'd be better if they were all horizontal.
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DiM
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V4 -

Post by DiM »

zimmah wrote:the line isn't the problem but the line cutting the sails is looking weird.
yeah i know, it will be fixed when the border is changed.
“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
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DiM
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V4 -

Post by DiM »

BadgerJelly wrote:I been struggling to like looking at this map for some time and have discovered why :

1- MAIN problem for me is the way the land is filled in. Those diagonal lines are not easy on the eye at all :shock:
2- The ships (On right and left) are tilted and just look strange. I think it'd be better if they were all horizontal.
1. i can lower the opacity of the lines.
2. having all of them horizontal will give an artificial feel .
“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
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DiM
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V4 -

Post by DiM »

i have solved my photobucket problem. apparently i had gotten too close to the 10GB bandwidth limit for free accounts and my upload options were moved to less than 1Mega per image. but now the limit was reset (since the new year) and i can upload full size.

so here's V5. i hope it's visible for all.
*lower opacity for diagonal line pattern on the continents
*lower opacity for the continent colours
Click image to enlarge.
image
“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
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by Nola_Lifer »

Does any costal region include ports and every island? Or any costal area in their proximity?
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natty dread
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by natty dread »

DiM wrote:i have solved my photobucket problem. apparently i had gotten too close to the 10GB bandwidth limit for free accounts
That's why I use imageshack, which doesn't have any bandwidth or storage limits. I currently have a bit below 2000 images stored on my shack account.
Image
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DiM
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by DiM »

natty_dread wrote:
DiM wrote:i have solved my photobucket problem. apparently i had gotten too close to the 10GB bandwidth limit for free accounts
That's why I use imageshack, which doesn't have any bandwidth or storage limits. I currently have a bit below 2000 images stored on my shack account.
i don;t like the interface on imageshack.
anyway, the main problem was that i had some images on this photobucket account that were done for a website and those images caused the main traffic. i'll just move them to another photobucket account and it will be fine. :mrgreen:
“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
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DiM
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by DiM »

Nola_Lifer wrote:Does any costal region include ports and every island? Or any costal area in their proximity?
a coastal reagion = a land that has a coast. basically if it touches the ocean then it's a coastal region.

if my count is right there are only 12 land locked regions on this map. everything else is a coastal region.
“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
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by BadgerJelly »

Maybe its my eyes but I think you need to scrap diagonal lines completely and use something else?

Only ships that look funny are Red Beard and Dark Eric
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by lostatlimbo »

I agree about the horizontal line and actually those decorative corners would look much better in the top corners.

Put the decorative bits in each corner, move the main map down a little and then add a 'realistic' crease across the middle where you have a line now. It will look much more natural and quite bad-ass. Try it.

Also, please, please find a clearer font for the missions. Its a lot of reading for such a scripty font. I'm normally all about playing up the theme of a map, but those are important to read, even in-game.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by AndyDufresne »

lostatlimbo wrote: Also, please, please find a clearer font for the missions. Its a lot of reading for such a scripty font. I'm normally all about playing up the theme of a map, but those are important to read, even in-game.
Agreed. Font Flavor is usually fine when you are reading individual region names or bonus zones, but when you have a mound of text, and text generally important to gameplay (and not just some sort of thematic setting text), it should be a little easier to read.


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DiM
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by DiM »

i'll try to find a scripty font that's easier to read.
“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
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by zimmah »

i just thought of something. in case there's 4 or less players on this map, people will actually start with 2 ships, so, should we try to make the starting positions so that even in 2, 3 and 4 player games the starting ships will be as balanced as possible?
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by DiM »

zimmah wrote:i just thought of something. in case there's 4 or less players on this map, people will actually start with 2 ships, so, should we try to make the starting positions so that even in 2, 3 and 4 player games the starting ships will be as balanced as possible?
no they won't. you can limit each player to 1 ship. just like in AYBABTU each player gets just 1 base.
“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
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by zimmah »

DiM wrote:
zimmah wrote:i just thought of something. in case there's 4 or less players on this map, people will actually start with 2 ships, so, should we try to make the starting positions so that even in 2, 3 and 4 player games the starting ships will be as balanced as possible?
no they won't. you can limit each player to 1 ship. just like in AYBABTU each player gets just 1 base.
right, but then i'll need to define that in the starting positions. so everyone just get's 1 base, makes sense.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by DiM »

yep, it's easier and more balanced this way.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by Oneyed »

the bonuses looks a little unbalanced to me. while there are only 15 Treasures for 4 Pirates ( so about 4 armies for each), but 11 bonuses with 40 armies for Merchants (about 10 for each). ok, it will be harder to conquer and hold all governors regions but Merchants have more possibilities and bonuses.

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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by DiM »

Oneyed wrote:the bonuses looks a little unbalanced to me. while there are only 15 Treasures for 4 Pirates ( so about 4 armies for each), but 11 bonuses with 40 armies for Merchants (about 10 for each). ok, it will be harder to conquer and hold all governors regions but Merchants have more possibilities and bonuses.

Oneyed
there should be 16 treasures and 12 ports. i'll check to see if i missed any.

anyway, you are right pirates have fewer bonuses available while merchants have more. this is intended to simulate an environment as realistic as possible. being an honest merchant meant you had access to more sources of income while being a pirate meant that you could only plunder.
the so while merchants can get more troops and make the map seem imbalanced the merchants also have harder missions. seeing how the only way to win is by completing your mission and not by eliminating the opponents, the difference in available bonuses should be perfectly balanced by the difference in the mission difficulty.
i'm also thinking of making the pirates start with a bit more troops. but i'll have to do some calculations.
“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
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by Industrial Helix »

Expect some stampage once Nobodies/Isaiah40 gives you the supersize stamp.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by zimmah »

Industrial Helix wrote:Expect some stampage once Nobodies/Isaiah40 gives you the supersize stamp.
Image

about the balance, i think asymmetric balance is the best balance.
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by isaiah40 »

Okay, after discussing this with thenobodies80, he believes that if you can find a different font maybe you can reduce the size height wise a tad bit. Considering that, we can hereby designate this map
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Re: Pirates and Merchants [06.Jan.12] - Missions Map - V5 -

Post by DiM »

thanks.
also i've reduced the height by 100px since tnb80 told me to reduce it. i'm not sure if more is feasible.
“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
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