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Spiralgraph {32X16}

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Flipper

Ray
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Joined: 23.08.2012, 02:52

Post 02.02.2013, 07:44

Spiralgraph {32X16}

Not a great name but that can come a little later.
Renaming to Curvy
New map here:



Beginning of original post:

OK first off, I now how people hate circles and diagonals.......
******Updated*****
here it is pathed

here it is in it's natural state


Using the map editor, I am unsure of how to create tunnels and block build areas :oops:


Thoughts?
I use paint.net and have this layered
Last edited by Flipper on 23.02.2013, 04:07, edited 4 times in total.

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Post 02.02.2013, 07:44

Re: Spiralgraph {32X16}

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aleqqqs

Racing Mamba
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Post 02.02.2013, 13:43

Re: Spiralgraph

Flipper wrote:OK first off, I now how people hate circles and diagonals.......

yeah....



i just see a picture with a lot of circles and i have no idea where the start is (i dont see a glowing circle) or where the path is, or even what the path is shaped like.
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Seraph07

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Post 02.02.2013, 18:01

Re: Spiralgraph

Maybe there are 2 stars and 2 endings, but I dont know.
Please give us all informations that we need about this map, always have this thread in mind: viewtopic.php?f=19&t=168
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Flipper

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Post 02.02.2013, 20:35

Re: Spiralgraph

OK here are the stats:

no build segments (not counting path):222 - the Spiralgraphed circles
Tunneled segments:16
Path segments total(including off board start and end and tunneled):92
Hitable path segments 74
Buildable segments:198

there are 2 loops in the center defined by arrows
No clocks or randoms.

I had asked for some input on concept : got no feed-back on that.
I had asked if there should be tunnels and no build: Admittedly, I wasn't as clear on the map path as I thought I was, but still didn't get any feedback on that.

I didn't get any feedback on coloring or business/cleanness of the image.
Attachments
spiralgraph.zip
(251.27 KiB) Downloaded 28 times
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Pezinator

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Express Raptor
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Post 02.02.2013, 20:53

Re: Spiralgraph {32X16}

Ok you need input? Here it is! But first of all: Let's say a bit about your map.
The Path is nice and quite interessting. Since the last update creeps move the same speed on diagonal paths as on the normal ones, so the only real problem about diagonals is the ugly design part, but beside from their is no real problem. So if people don't care about the towers and the path looking ugly there is no problem.

Just one more thing about the path: I don't like the pathsegments being on their own. I'd suggest you make a complete path, not only squares that would look better.

OK the design: YOU GOTTA KEEP IT SIMPLY!!! There is far too much stuff in the map. You need more contrast / better colours. Most of all colours that fit together.

Next: Delete the yellow lines or try to implement them better in the map. As they are now i don't see any sense in keeping them in the map.

One more advise: I don't know why you made those big circles in the map! They distract and cause of them you don't really know where the paths is. They look like you just painted them over the rest of the design.

There is still much to do about your map. But the path has potential so please continue and remake the design. The background is nice and if you can make the path looking better and fit better to the background. That's gonna get a really nice map.
"Have no fear of perfection; you'll never reach it."
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Flipper

Ray
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Post 02.02.2013, 22:51

Re: Spiralgraph {32X16}

Thanks,
The yellow lines were added cause someone mentioned it didn;t have enough back ground.

A serious flaw has been discovered....the map is upside down...easy fix graphically but the path and the blocked tiles will need to be redone :(

I can eddit the path segments to blend in a bit more...I am trying to balance them with the background circles that the path lays on.

The big circles are interdimensional warp ripples (LOL I just made that up) and you can't build on themm and the creeps tunnel under them.

I added a pink tint to help offset the black and white look, added the yellow rays to break up the circular pattern.

Here is a version without the rays and the blocky path :
[spoiler]
map_32x16[1]test4.png
map_32x16[1]test4.png (104.75 KiB) Viewed 2329 times
[/spoiler]
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Pezinator

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Post 03.02.2013, 00:36

Re: Spiralgraph {32X16}

Okay we are getting closer to a serious, not overloaded design. Next step you gotta make the path a bit thiner cause up to now i hos over 2 or even more fields and since the creeps need only one field. That's gonna get a bit disturbing.

Btw. maybe a Version with some happier colours? Not black and white maybe dark and bright red or something like that.
"Have no fear of perfection; you'll never reach it."
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Flipper

Ray
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Post 03.02.2013, 07:23

Re: Spiralgraph {32X16}

I think I will put this on the back burner for now....
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lunareclipse

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Post 17.02.2013, 04:19

Re: Spiralgraph {32X16}

Ok, but its a little bit confusing. Try to make the path visible
Reach 4 the moon, you can do if if you dr3am.
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Magneto

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Post 17.02.2013, 09:00

Re: Spiralgraph {32X16}

Hi

Verwirrend !!!!

Confusing !!!!

MFG Mag
Last edited by Seraph07 on 17.02.2013, 19:12, edited 1 time in total.
Reason: translation - Übersetzung
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Flipper

Ray
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Post 19.02.2013, 02:37

Re: Spiralgraph {32X16}

[spoiler]
curvey.jpg
curvey.jpg (32.83 KiB) Viewed 2243 times
[/spoiler]
how about this as a concept? The Blue will be no buid.
Yes, it needs some additional work but before I put forth that effort would like input. This should be enough to critique before moving forward or abandoning it altogether.
Last edited by Flipper on 23.02.2013, 04:05, edited 2 times in total.
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C0re

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Post 19.02.2013, 16:01

Re: Spiralgraph {32X16}

Better, but I would remove the clouds in the background, because CTD already offers clouds and I think that would be too much then. Furthermore I would'nt make an arrow in every curve, just one for start and one for end. And you should try to make these rings more radiused.
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krunx

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Post 21.02.2013, 19:59

Re: Spiralgraph {32X16}

Graphic is too confusing and does not convince me.
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Flipper

Ray
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Post 23.02.2013, 04:04

Re: Spiralgraph {32X16}


How about this one?
Attachments
curvey.zip
(180.92 KiB) Downloaded 36 times
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Knappe8

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Post 23.02.2013, 10:58

Re: Spiralgraph {32X16}

I think it wouldn't be nice to defend.
You need to much towers, to kill a Creep. Its very hard.
I think most players will veto it.
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Flipper

Ray
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Post 24.02.2013, 18:04

Re: Spiralgraph {32X16}

No, it wouldn't be nice to defend. Not every map should be nice, some should be challenging. make people develop different strategies.
IMO not every game should last 180 rounds (quadcore)
But at the same time they should last more than 20 rounds (speed vectors). I believe this map holds the potential to allow more of a fighting chance than a speed vector, while possibly not going to a very long boring game.
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Seraph07

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Post 22.01.2017, 13:14

Re: Spiralgraph {32X16}

To hard to play. With this many blocked fields it and no good deffpositions.
Design is ok.

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