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  #81  
Old 12-06-2010, 12:49 AM
silent skies silent skies is offline
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Also, although I like the look of the bubbles, I think they seem as if they're collidable.
What if I set the layer properties to 'overlay'?



(Also, the bubbles will be on parralax).

Quote:
Another tip, the area next to the spawn points it's a little too cluttered, it's kinda easy to trap an entire team inside the spawn.
I was actually concerned that might happen... it seemed to be less of a problem when the spawns were set in horizontal lines instead of at an angle, though as G00SE mentioned that created the different issue of sometimes the ball getting caught up there and causing a fustercluck.

Any suggestions on how to revamp this area?


Also, I think the people who complain about vivid backgrounds are the ones who just play with parralax disabled, anyway...

Last edited by silent skies; 12-06-2010 at 12:54 AM.
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  #82  
Old 12-06-2010, 01:02 PM
silent skies silent skies is offline
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Haha, looked good in a web browser but was kinda painful to look at in-game.

I've learned about manipulating saturation, though, so I've modified the BG so it's not stressful on the eyes.

Here's the new finished version. I'm calling this v1.0:

(DOWNLOAD)

(Note, new background has increased the filesize by about a meg, currently about 1.5 megs)

Overview:



Changes:
- New background! 2 layers:
-- backdrop: a block-like pattern
-- bubbles: float in front of backdrop, on a ~100 pixel horizontal parralax
- Reworked the area around spawn, hopefully making it less of a custardflux and preventing teams being trapped in there... we'll see.

Here's an in-game screenshot of the exported map:




Lemme know how it plays, thanks.

Last edited by silent skies; 12-06-2010 at 01:08 PM.
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  #83  
Old 12-06-2010, 02:10 PM
silent skies silent skies is offline
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Latest version is on the =AIR= EU server.
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  #84  
Old 12-08-2010, 12:44 AM
silent skies silent skies is offline
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[Map is also available on Ball Dojo now]

Okay, I am getting mostly positive feedback about the graphics... there are some concerns that there isn't enough contrast between foreground and background... even though I personally don't see it/understand it, I did spend hours looking at it so I'm biased in that way...

For those of you who feel this way, is it a problem of pieces/backdrop contrast, or are the bubbles causing problems?

I tested some saturation/contrast values in the image editor, but I feel that the foreground pieces are more or less where they need to be in terms of coloring and such ... any more intense and they get uncomfortable to look at (again).

The only thing I could do would be to make the background darker still... but from what I can tell the majority of people are happy with the way the graphics are, so for the moment I think I'll leave them be.


There are more criticisms about the gameplay, but I haven't heard anything specific from anyone, just the usual conflicting ideas of "this map is too cramped" and "there's too much space between the objects" ... at a glance, I wouldn't say it's any more or less cramped than, say, darkwar.

However, if people have some good ideas about:
a) what objects should be moved (and where) or deleted, or
b) which areas of the map I should fill out more,

then I would appreciate feedback on it. As I've said to others, rearranging the geography on this map at this point is incredibly easy and only takes me about 20 minutes between versions (and I don't have to spend an hour redrawing shadows or whatnot, like on chess), so the more feedback the better.
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  #85  
Old 12-08-2010, 01:26 AM
Goose Goose is offline
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Played a round on Ball Dojo..The graphics are great, i really think they fit the map nicely. I think the layout is fun in it's current incarnation, perhaps a few minor tweaks is all that is needed from here on out. 1 thing that may need to be implemented is a small obstacle in the top middle between the 2 spawns. (directly above the square in the middle) Something small like 2 T-blocks rotated horizontally and placed side by side should do the trick.
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  #86  
Old 12-08-2010, 02:28 AM
silent skies silent skies is offline
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In the interest of symmetry (the center-line of the map is a single row of blocks, as opposed to the line between two blocks) I'll need to add a line piece between that:



Would that work?

I'm gonna wait for more testing and feedback before releasing a v1.1, asking krawz and mlopes to update their servers every two days would get tedious for all involved ^^

Do you think this is near being ready for ladder tests?
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  #87  
Old 12-08-2010, 07:07 AM
Goose Goose is offline
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yeah something like that is fine.
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  #88  
Old 12-09-2010, 10:40 AM
silent skies silent skies is offline
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Blocking TE suggested that the map object surrounding the goal be extended by 3 or 4 blocks downward, in order to make gauging its location easier when you're on the bottom of the map. Maybe this?



(Change highlighted in red, will not be red in the actual map)

Thoughts?
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  #89  
Old 12-09-2010, 06:54 PM
Ingbo Ingbo is offline
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beautiful map imo great work
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  #90  
Old 12-10-2010, 02:18 AM
mlopes mlopes is offline
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Quote:
Originally Posted by silent skies View Post
Blocking TE suggested that the map object surrounding the goal be extended by 3 or 4 blocks downward, in order to make gauging its location easier when you're on the bottom of the map. Maybe this?



(Change highlighted in red, will not be red in the actual map)

Thoughts?
I don't get it, also I don't see the diference it makes, besides making it harder to recover a ball that's behind the goal.

Since you reduced the obstacles near the goal, the map is now very good imo.
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  #91  
Old 12-12-2010, 04:11 PM
silent skies silent skies is offline
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Okay, there hasn't been any additional feedback for a week, so I'm throwing out the next version with that small update. Based on counter-feedback I have simply left the goal-areas as they were.

v1.1 Download

Current map objects:



v1.1 Changelog:
- Added a small object in the area right below spawn, which was too wide open.
- Yeah, that's all.
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  #92  
Old 12-12-2010, 11:05 PM
mlopes mlopes is offline
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Quote:
Originally Posted by silent skies View Post
Okay, there hasn't been any additional feedback for a week, so I'm throwing out the next version with that small update. Based on counter-feedback I have simply left the goal-areas as they were.

v1.1 Download

Current map objects:



v1.1 Changelog:
- Added a small object in the area right below spawn, which was too wide open.
- Yeah, that's all.
Up on =AIR= EU Server
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  #93  
Old 12-13-2010, 12:43 AM
Torrent Torrent is offline
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you make some awesome maps silent skies
how did you make it so symmetrical?
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  #94  
Old 12-13-2010, 12:59 AM
silent skies silent skies is offline
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Quote:
Originally Posted by Torrent View Post
you make some awesome maps silent skies
how did you make it so symmetrical?
In the image editor:

1) Create one side of the map
2) Copy that side and paste it in a new layer
3) Flip the new layer horizontally
4) Merge layers together
5) Profit.

(Actually, for Tetris I had to consider that both sides of the map would be made up with pretty much the opposite-colored blocks, so after doing the steps above I went in and replaced those pieces I needed to one at a time.)
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  #95  
Old 12-13-2010, 01:07 AM
silent skies silent skies is offline
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Quote:
Originally Posted by mlopes View Post
Up on =AIR= EU Server
krawz has also informed me that it's on Ball Dojo as well.
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