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August 30th, 2007, 05:48 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: New Map: Antilarium
Wow, nice look! So you did that all within Photoshop? That's amazing.
The only negative thing I could say about it would be that the mountains look a bit odd being transparent.
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August 30th, 2007, 05:56 AM
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Corporal
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Join Date: May 2007
Location: Sydney, NSW
Posts: 173
Thanks: 9
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Re: New Map: Antilarium
Great water-colour effect dude. Sounds like a great map.
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August 30th, 2007, 09:14 AM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
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Re: New Map: Antilarium
Cool map! Thanks.  I look forward to playing on it.
My three cents: I agree that the ghost mountains are a bit funky to the eye. Also, I wish that it was higher resolution so that it still was so pretty when one zoomed in.
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August 30th, 2007, 01:32 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: New Map: Antilarium
Pros and Cons. High resolution means longer downloads, and longer load times within the game. Sometimes even crashes on scrolling.
Not that it affects me personally but Ive had complaints when Ive made maps that work for myself but were too much for other peoples machines.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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August 30th, 2007, 06:54 PM
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General
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Join Date: Jul 2004
Location: Portland, ME (USA)
Posts: 3,241
Thanks: 31
Thanked 65 Times in 18 Posts
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Re: New Map: Antilarium
That's a good point, but you can get pretty darn close up on Glory of the Gods. Is that map too big for many people's machines?
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August 30th, 2007, 07:44 PM
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Sergeant
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Join Date: Oct 2006
Location: Milwaukee, WI
Posts: 376
Thanks: 14
Thanked 6 Times in 6 Posts
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Re: New Map: Antilarium
I've started two games on this map, Late Age, with 11 random AIs on impossible. It's been fun, but there are some oddities:
Both times four or five nations went dominion-kill on the first turn. I'm not sure if this is a problem, or if I started with too many opponents.
I continued playing the second game I started. It's a lively game and no one else has vanished, but some of the special indy provinces have serious starvation problems. For example, the Ulm-based one on the north of the map disintegrated over the course of several turns.
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September 1st, 2007, 09:14 PM
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Sergeant
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Join Date: Apr 2004
Location: Tampa Bay, Florida, USA
Posts: 327
Thanks: 5
Thanked 33 Times in 11 Posts
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Re: New Map: Antilarium
Thanks for the compliments!
I don't know about the dominion-kill, I haven't seen that on any of my playtests. I just uncovered the starvation thing myself; I unthinkingly made some of the Victory provinces just too overloaded with defense troops, so they all disease and die off. I'm going to have to scale back accordingly, find a way to mod those provinces' supply rating (I don't think that's an option, but please correct me if I'm wrong!), or start doling out cauldrons to the defenders. Either way, I'll post an update later this month after I've done more testing.
I could have generated a slightly higher resolution, but I thought the current size was a good compromise based upon some of the other maps out there. I even worked with Photoshop's ability to reduce size through color indexing.
The ocean size isn't as big as it appears, in gameplay. However, I have witnessed the Thetis Blessing be *quite* significant on this map.
I might be able to tweak the tranparencies of the mountains and trees on the update. I didn't want them to be too obtrusive, however, and muss up the watercolor effect too much.
Thanks for the feedback!
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