ask it really nicelyDiM wrote:it was in the title but because the map got final forged the mods changed the title. anyway all the versions of the map are in the first post. look there.t.e.c wrote:yo DiM, can you put the page number of the latest map version in the thread title please!
i tried to find it, but gave up after 3 pages cos i'm lazy...
btw does anybody know what i must do to make the xml tester work?
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- gimil
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What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
- DiM
- Posts: 10415
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- Location: making maps for scooby snacks
pretty please with sugar on top.gimil wrote:ask it really nicelyDiM wrote:it was in the title but because the map got final forged the mods changed the title. anyway all the versions of the map are in the first post. look there.t.e.c wrote:yo DiM, can you put the page number of the latest map version in the thread title please!
i tried to find it, but gave up after 3 pages cos i'm lazy...
btw does anybody know what i must do to make the xml tester work?
“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:pretty please with sugar on top.gimil wrote:ask it really nicelyDiM wrote:it was in the title but because the map got final forged the mods changed the title. anyway all the versions of the map are in the first post. look there.t.e.c wrote:yo DiM, can you put the page number of the latest map version in the thread title please!
i tried to find it, but gave up after 3 pages cos i'm lazy...
btw does anybody know what i must do to make the xml tester work?
You missed the cherry
although it does not really matter cause i have not go a clue how to make it work, try hitting it with a hammer
- DiM
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- Location: making maps for scooby snacks
why?:Pwicked wrote:don't feed the troll please.
btw i think you have 20 posts saying don't feed the troll.
give yourself a ban for spamming
“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
- unriggable
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- DiM
- Posts: 10415
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- Location: making maps for scooby snacks
yeti_c wrote:Feel free to keep on centering them - we can always replace your part of the code when I've got the bonus' in...DiM wrote:somehow i forgot posting the tests:
yeah i know they're not centered i hate that part![]()
C.
what do you mean replace my part of the code? i thought i did it ok.
oh and i really don't feel like centering
can i leave them like this?
if nobody answers within the next second then i'll assume it's an unanimous YES.
“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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not lazy but i hate centering. it's really really not fun at all.cairnswk wrote:Oh no!DiM wrote:
yeah i know they're not centered i hate that part![]()
![]()
Does this mean DiM has a lazy streak?
“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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i only have ms paint at work. and i didn't want to download photoshop just for a few testsColeman wrote:Really lazy, the jpg compression on those test images was horrific.
“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
Your code is fine AFAIK -> I've not looked...DiM wrote:yeti_c wrote:Feel free to keep on centering them - we can always replace your part of the code when I've got the bonus' in...DiM wrote:somehow i forgot posting the tests:
yeah i know they're not centered i hate that part![]()
C.
what do you mean replace my part of the code? i thought i did it ok.![]()
oh and i really don't feel like centeringi hate it with all my guts.
can i leave them like this?![]()
if nobody answers within the next second then i'll assume it's an unanimous YES.
What I meant is - if you change stuff for centering - all we need to do is drop either my half or your half into each others file to finish it off!!!
C.

Highest score : 2297
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WidowMakers
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- Joined: Mon Nov 20, 2006 9:25 am
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- Location: Detroit, MI
I know this is a late post but.....
1) You were redoing all of your legend and I know mibi suggested toning down the contrast in the texture. Is that still going to happen?
2) When looking at the map and legend I see no way to tell what the castle, village or sanctuary are. I am assuming the round army circles are the sanctuaries. The castles are the big building ans the villages are the little groups of brown dots. It now makes sense but I am sure there will be people who have no idea that any of those are.
3) I know you went through the process of outlining the shields with appropriate colors from the legend. However, they are still hard to see. They blend in to the map too much.
All of these apply mostly to the small map but the large one could use them as well. IMHO
WM
1) You were redoing all of your legend and I know mibi suggested toning down the contrast in the texture. Is that still going to happen?
2) When looking at the map and legend I see no way to tell what the castle, village or sanctuary are. I am assuming the round army circles are the sanctuaries. The castles are the big building ans the villages are the little groups of brown dots. It now makes sense but I am sure there will be people who have no idea that any of those are.
3) I know you went through the process of outlining the shields with appropriate colors from the legend. However, they are still hard to see. They blend in to the map too much.
All of these apply mostly to the small map but the large one could use them as well. IMHO
WM

- DiM
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1. i think i said somewhere no. some people like it like this some don't so i decide to do it my way.WidowMakers wrote:I know this is a late post but.....
1) You were redoing all of your legend and I know mibi suggested toning down the contrast in the texture. Is that still going to happen?
2) When looking at the map and legend I see no way to tell what the castle, village or sanctuary are. I am assuming the round army circles are the sanctuaries. The castles are the big building ans the villages are the little groups of brown dots. It now makes sense but I am sure there will be people who have no idea that any of those are.
3) I know you went through the process of outlining the shields with appropriate colors from the legend. However, they are still hard to see. They blend in to the map too much.
All of these apply mostly to the small map but the large one could use them as well. IMHO
WM
2. the sanctuary can be only one, the terit that has the name sanctuary and a stonehenge like building on it. look on the small island.
how can you say that all the round army circles are sanctuaries and then say the big buildings are castles. the round army circles are only in the terits of the big buildings which are castles. see a castle then it's a castle and you'll now for sure it's a castle because you'll begin with it and everything else is neutral. you see the terit name says sanctuary then it must surely be a sanctuary. it can't be something else. and as for the villages you assumed correctly that they are the little brown houses.
i don't have the space to put all these things in the legend and i don't think it's needed.
if i'm given another 200 px to the size limit then i could put an extended legend with images of every castle (must have all or confusion might happen if i see only one castle in the legend) with all villages with all docks with the sanctuary and then perhaps all the resources. it would be something like 32 extra icons.
my basic idea is this. if you can't understand that a terit with the name "iron mine" is actually a resource terit and you need further explaining and graphic representation then it's better if you don't play the map cause you surely won't understand the gameplay.
3. don't look at the test images they have horrible compression. look on the first page.
“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
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
ah ok i got it.yeti_c wrote:Your code is fine AFAIK -> I've not looked...DiM wrote:yeti_c wrote:Feel free to keep on centering them - we can always replace your part of the code when I've got the bonus' in...DiM wrote:somehow i forgot posting the tests:
yeah i know they're not centered i hate that part![]()
C.
what do you mean replace my part of the code? i thought i did it ok.![]()
oh and i really don't feel like centeringi hate it with all my guts.
can i leave them like this?![]()
if nobody answers within the next second then i'll assume it's an unanimous YES.
What I meant is - if you change stuff for centering - all we need to do is drop either my half or your half into each others file to finish it off!!!
C.
“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
- unriggable
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WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
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- Location: Detroit, MI
1) OK but it is still hard to read.DiM wrote:1. i think i said somewhere no. some people like it like this some don't so i decide to do it my way.WidowMakers wrote:I know this is a late post but.....
1) You were redoing all of your legend and I know mibi suggested toning down the contrast in the texture. Is that still going to happen?
2) When looking at the map and legend I see no way to tell what the castle, village or sanctuary are. I am assuming the round army circles are the sanctuaries. The castles are the big building ans the villages are the little groups of brown dots. It now makes sense but I am sure there will be people who have no idea that any of those are.
3) I know you went through the process of outlining the shields with appropriate colors from the legend. However, they are still hard to see. They blend in to the map too much.
All of these apply mostly to the small map but the large one could use them as well. IMHO
WM
2. the sanctuary can be only one, the terit that has the name sanctuary and a stonehenge like building on it. look on the small island.
how can you say that all the round army circles are sanctuaries and then say the big buildings are castles. the round army circles are only in the terits of the big buildings which are castles. see a castle then it's a castle and you'll now for sure it's a castle because you'll begin with it and everything else is neutral. you see the terit name says sanctuary then it must surely be a sanctuary. it can't be something else. and as for the villages you assumed correctly that they are the little brown houses.
i don't have the space to put all these things in the legend and i don't think it's needed.
if i'm given another 200 px to the size limit then i could put an extended legend with images of every castle (must have all or confusion might happen if i see only one castle in the legend) with all villages with all docks with the sanctuary and then perhaps all the resources. it would be something like 32 extra icons.![]()
my basic idea is this. if you can't understand that a terit with the name "iron mine" is actually a resource terit and you need further explaining and graphic representation then it's better if you don't play the map cause you surely won't understand the gameplay.
3. don't look at the test images they have horrible compression. look on the first page.
2) I guess what I should have said was why not color the text in the legend the color of the army circle. That way you know all castles are magenta and all villages are orange. That is what i should have said. Right now you only have colors for the resource es.
3) Much better

- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
i could color the castle and sanctuary and stuff like the circles but then i'd have a very colorfull legend and i don't really want that.WidowMakers wrote:1) OK but it is still hard to read.DiM wrote:1. i think i said somewhere no. some people like it like this some don't so i decide to do it my way.WidowMakers wrote:I know this is a late post but.....
1) You were redoing all of your legend and I know mibi suggested toning down the contrast in the texture. Is that still going to happen?
2) When looking at the map and legend I see no way to tell what the castle, village or sanctuary are. I am assuming the round army circles are the sanctuaries. The castles are the big building ans the villages are the little groups of brown dots. It now makes sense but I am sure there will be people who have no idea that any of those are.
3) I know you went through the process of outlining the shields with appropriate colors from the legend. However, they are still hard to see. They blend in to the map too much.
All of these apply mostly to the small map but the large one could use them as well. IMHO
WM
2. the sanctuary can be only one, the terit that has the name sanctuary and a stonehenge like building on it. look on the small island.
how can you say that all the round army circles are sanctuaries and then say the big buildings are castles. the round army circles are only in the terits of the big buildings which are castles. see a castle then it's a castle and you'll now for sure it's a castle because you'll begin with it and everything else is neutral. you see the terit name says sanctuary then it must surely be a sanctuary. it can't be something else. and as for the villages you assumed correctly that they are the little brown houses.
i don't have the space to put all these things in the legend and i don't think it's needed.
if i'm given another 200 px to the size limit then i could put an extended legend with images of every castle (must have all or confusion might happen if i see only one castle in the legend) with all villages with all docks with the sanctuary and then perhaps all the resources. it would be something like 32 extra icons.![]()
my basic idea is this. if you can't understand that a terit with the name "iron mine" is actually a resource terit and you need further explaining and graphic representation then it's better if you don't play the map cause you surely won't understand the gameplay.
3. don't look at the test images they have horrible compression. look on the first page.
2) I guess what I should have said was why not color the text in the legend the color of the army circle. That way you know all castles are magenta and all villages are orange. That is what i should have said. Right now you only have colors for the resource es.
3) Much better
i'd like to hear more opinions on this if more people find difficult to understand what's a village castle or sanctuary then i ill add color on the legend.
“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
-
WidowMakers
- Posts: 2774
- Joined: Mon Nov 20, 2006 9:25 am
- Gender: Male
- Location: Detroit, MI
I guess I just don't understand why you have some color in the legend for the army shields and some army shield that have color but not in the legend. If the color is not in the legend I would get rid of it around the shields and circles.DiM wrote:i could color the castle and sanctuary and stuff like the circles but then i'd have a very colorfull legend and i don't really want that.
i'd like to hear more opinions on this if more people find difficult to understand what's a village castle or sanctuary then i ill add color on the legend.
But I would prefer the color to stay on the shields and be added to the legend.
Just my suggestion.
Thanks
WM

- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
it's like this.WidowMakers wrote:I guess I just don't understand why you have some color in the legend for the army shields and some army shield that have color but not in the legend. If the color is not in the legend I would get rid of it around the shields and circles.DiM wrote:i could color the castle and sanctuary and stuff like the circles but then i'd have a very colorfull legend and i don't really want that.
i'd like to hear more opinions on this if more people find difficult to understand what's a village castle or sanctuary then i ill add color on the legend.
But I would prefer the color to stay on the shields and be added to the legend.
Just my suggestion.
Thanks
WM
terit recognition elements.
1. each important terit has a full opacity shield and an outglow on the shield. all others have transparency.
2. the resource terits have matching outglows for each resource pair and they have clear names (ie iron mine, log camp, etc), plus various resource buildings.
3. the castles have round shields with matching color plus the image of a castle in that terit.
4. the villages have shields with matching color plus the image of some houses.
5. the sanctuary has a unique shield plus a clear name.
since villages sanctuary and castles are really easy to recognize i didn't consider adding further explanation in the legend is required.
the resources are somewhat harder especially because they have to be paired and so they've received their shields on the legend. i don't think those shields are needed in the legend but people requested them so i added.
again, if anybody else feels like there should be a color outglow in the legend for the village sanctuary and castles please say so and i will add 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



