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100 Testplayers lvl 1 wanted: 3/17/2015 15:55:18


ChrisCMU 
Level 61
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No, the connections are very messed up in addition to not being clear. For example, click Tribunes III. It connects to II and I but not IV. That makes no sense. Same with Equites III. If you don't want III and IV connected, make a wall there. Censors II and III connect but not I and II.

I get that there is a certain way the maker wants this to flow, but I would quit turn 1 because I'd have to spend forever clicking all over to comprehend the map. Look at the things I posted, they are not even consistent, so learning the 'pattern' is pointless. Maybe if you had a symbol at each end of the connections, then you could tell where they went.

Lower plebeians is equally confusing. And why are Lower Plebeians above Plebeians on there? That makes no sense to me either (why is it not called Upper?). If it is based on class structure, call it "Lesser" and not "Lower". I just think it has so much potential based on the looks, but the connections are a mess.

Edited 3/17/2015 15:58:32
100 Testplayers lvl 1 wanted: 3/17/2015 16:02:57


ChrisCMU 
Level 61
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BTW, I think the gates are fairly easy to understand (although again a symbol on the gate for each gladiator would help a lot). The issues I see are all within the arena itself.
100 Testplayers lvl 1 wanted: 3/17/2015 16:55:40


eliod 
Level 59
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THANK YOU (!!!) Perrin3088 for your second view and for your understanding! And thank you for your additional and correct explaining! Your Tips are worthy and I will try to transpose them. And thank you as well for protecting me from a heart attack! :)

Hey ChrisCMU! You designed Maps, too. And surely you know the meaning of setting the center point. - There is no center point in the ranks. It's just a visual effect. And - to be true - it has no use but maybe creating a bit fun. You can play and win a match without spending a single look into the ranks. Yes, it's not necessary for gaming. But it's also not necessary to create a game board looking like the earth. It's enough to make squares. But it feels better to conquer the world, than to conquer squares.
The point "lower plebeians" is yours. It based in fact on class structure. I will follow your argument and change that point. Thank you!
100 Testplayers lvl 1 wanted: 3/17/2015 18:52:52


ChrisCMU 
Level 61
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Not sure where you are coming from at all on the world vs squares. I never said anything bad about the concept (I complimented the way it looks many times). I'm just saying connections need to be obvious (depicted or implied) and yours are not. Since your connections go across other territories, I would not recommend throwing lines on there. I would instead put a symbol that depicts the connections. For example, why not take your gladiator polygons (like Murmillo for example), shrink that down and combine/union to a single polygon. Then place that small 'symbol' on the wall in the arena (next to the gate) and also on the left hand side where the gate enters the area under the stands. Then you are giving a clue where that goes without drawing connecting lines. You can do this for all non-obvious connections.

If you don't, you'll never get this past testing.
100 Testplayers lvl 1 wanted: 3/17/2015 19:34:00


Incaman
Level 58
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You should listen to Fizzers' advice ;)
100 Testplayers lvl 1 wanted: 3/17/2015 20:02:07

Hennns
Level 58
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First, this map looks amazing

I don't think the Arena itself is a problem, the issue (imo) is the gates. One possibility is to some description explaining it (either pictures or text), another is arrows (or smt similar) but that'd look ugly. I'm sure there's a elegant solution.

PS.
You're not the first to use this "coloring in players color" trick, other maps already have it. For example https://www.warlight.net/Play?PreviewMap=11033 the territories color the words. However I've not seen one done as well as yours.
100 Testplayers lvl 1 wanted: 3/17/2015 20:03:52


Timinator • apex 
Level 67
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lovely idea with the cheering crowd as a visual effect :)

guess it works for 4ffa, 2v2 or 1v1


i don't see where the problem in understanding the connections is :/
100 Testplayers lvl 1 wanted: 4/1/2015 07:34:37


[NL] Willem van Oranje
Level 57
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Sometimes you'll need other players to see the problem why you're map is rejected.
I agree that you cannot see which territories connect to eachother (VERY confusing map)
I had the same problem with my map Narnia: https://www.warlight.net/Map/15724-Narnian-World
The Entrance to the Underlands was not clear. I made 2 blue lines and some text to make the connection more clear. The star and the sphere are 1 territory in this case.

Remove the connections, make only logical connections and then try again. You've made a pretty artistic work.
100 Testplayers lvl 1 wanted: 4/6/2015 12:36:44


҈ * TeeMee123҈ *
Level 55
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Personally I think that map is pretty confusing, it's just a shame it gets completely rejected because of that. I felt the same way with zxctycxz's first map which is almost the biggest world map on warlight, but won't be excepted because the territories are a bit too small.

Edited 4/6/2015 16:19:08
100 Testplayers lvl 1 wanted: 4/8/2015 12:04:52


eliod 
Level 59
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Some users of this Thread understood the principle of the Map, some not. The discussion proves me that I am not able to explain it to the necessary 95%. (If you really interested to understand the simplicity behind the first confusing sight, ask for a test game.)

The concept of "coloring in players color" (thanks Hennns for showing that the idea is not as new as I thought!) is the basic idea of the Map. The insight that I have to mutilate the idea for getting public is like stomach pain.

The project is an cooperative work with Vitrix Mortalis. That's the only reason for me to make the necessary cuts to make the Map public.
100 Testplayers lvl 1 wanted: 4/8/2015 12:30:38


Sephiroth
Level 61
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good art, stupid map
100 Testplayers lvl 1 wanted: 4/8/2015 12:35:10


Thomas 633
Level 56
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you only need one test player so long as they can find it (1/1 = 100%)
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