Here's a short answer. I will give the full format in ~2 weeks. But you can still ask specific questions of course.mael15 wrote:could you say something about the future map format? i thought if you are already planning to have editable maps in the next release, maybe you can share something about their design limits in advance.
Original map can be scrolled in both direction. I think your high resolution displays the whole height, so you can't scroll.mael15 wrote:i figured the original map is
- about 1280*466 72dpi
- ~120 countries
- only horizontal scolling
- 38 colors
Any resolution multiple of 16x8 is supported (the game uses 16x8 cells).mael15 wrote:a) how about the resolution of the map? i could work with the original 1280*466, but i guess it is not that difficult to have other sizes? ideal for my plans would be 1000*1000 px. i would stick to 72dpi to keep the original feeling.
Tell me if i've already answered your question.mael15 wrote:b) it would be better if there was also vertical scrolling. then i could have more of scandinavia and england without having to cut off northern africa. is it possible? in the case of the mediterreanean there should be scrolling limits to all directions because there is an ocean in the west and land in the east, same with north and south.
Any color can be used (for the png or xml), but built-in constants (for original color) and html format can be used in the xml file.mael15 wrote:c) keeping a simple color palette should also be good to keep the original feeling, ey? suggestion: http://en.wikipedia.org/wiki/X11_color_names. or maybe there should be no limitation and the designer of the map can choose if he wants to keep the look old school.
I think terrain hazards add strategic gameplay imho.mael15 wrote:d) it would be realistic if not only mountains were unpassable for armies, but also rivers (i.e. the rhine) . but i am not sure if this would alter the game feeling too much?
Actually the game already implements something similar with regions.mael15 wrote:e) optional feature to make it more realistic: the farther a navy move is, the weaker their attack value should become. this way one cannot attack jerusalem from london as easy as it would be now.
mael15 wrote:i isolated the graphical patterns of unoccupied countries for use as a photoshop paint bucket pattern for anyone who wants to create a map with the original colonial conquest feeling (like me ): http://www.gemini-sites.de/coconetUnoccupiedPhotoshopPatterns.zip
i made this set of patterns with photoshop cs5. not sure in what other programs or ps version one can import them...
<Fill Index="0" AreaIndex="0" OffsetX="0" OffsetY="0">
<Pattern ImageIndex="[1;23]" PatternColorIndex1="[0;13]" PatternColorIndex2="[0;13]" />
<Fill Index="1" AreaIndex="1" OffsetX="0" OffsetY="0">
<Pattern ImageIndex="5" PatternColorIndex1="2" PatternColorIndex2="3" />
<Fill Index="2" AreaIndex="2" OffsetX="0" OffsetY="0">
<Pattern ImageIndex="7" PatternColorIndex1="[0;13]" PatternColorIndex2="[0;13]" />
<Fill Index="3" AreaIndex="3" OffsetX="-48" OffsetY="0" />
<Default ImageIndex="[1;23]" PatternColorIndex1="[0;14]" PatternColorIndex2="[0;14]" />
<Luma Red="0.30" Green="0.59" Blue="0.11" />
<AverageLuma Min="112" Max="160" />
<DeltaLuma Min="80" Max="224" />
mael15 wrote:nice one, fresh feeling to the good old world map!
my map of ancient europe is coming along well also, hopefully finished next weekend.
mael15 wrote:i would offer to make a gui editor that can load a map, have the user make all the settings and then create the xml file. or are you planning to do this yourself?
Kroah wrote:I don't mind adding a feature to enable vertical wrapping, your thought ?
Kroah wrote:I've planned to do a graphical editor, but as long as the map format is evolving, it's better to use a text editor imho.
Kroah wrote:I actually use a simple viewer i made to check the map without launching the game.
mael15 wrote:i think this would help with a totally made up map, if it is not too much work...Kroah wrote:I don't mind adding a feature to enable vertical wrapping, your thought ?
Yes, you're right. The viewer allows to easily read the cell coordinates and type them in the xml.mael15 wrote:i agree. i am just not looking forward to counting 16x8 pixel quadrants for placing the clickable rectangles etc. so i thought some easy clicking on a map would make creating the xml file a lot easier.
I understand, thank you.mael15 wrote:my idea was to help you focus on the xml format and the game [...]
Yes of course.mael15 wrote:Kroah wrote:I actually use a simple viewer i made to check the map without launching the game.
great! would you share it?
Those smaller regions are called "Zone" in the map.xml. They only give a visual indicator of the naval strength according to the other areas adjacent to this zone. This is the only meaning.mael15 wrote:i am planning the sea areas for my european map. i was wondering if they have any meaning at all? i mean the smaller areas with the dotted lines, not the bigger regions.
Those regions are used:mael15 wrote:and the bigger regions only have an effect on the returning troops from a tropps attack with ships, right? so no use with army only attacks on land?
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