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  #76  
Unread 16th of January, 2013, 05:11
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Yesss. Looks awesome.
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  #77  
Unread 16th of January, 2013, 05:18
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Just a note, scaling only works for images, and only if you use the "image=" parameter in the tag.
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  #78  
Unread 16th of January, 2013, 05:28
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Also worth noting that the rules have been updates to read the following:
-Do NOT use map images bigger than 600*600, and 500kb
Also the standard 10 images per post thing applies to the map.
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  #79  
Unread 16th of January, 2013, 05:33
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Hmm, that seems kind of small. Any specific reason?
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  #80  
Unread 16th of January, 2013, 05:41
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Because I'm a grouch who hates fun.

Orp has the feel of an old-school, primary text based site. We want to keep it that way and try to prevent it from becoming image heavy.
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  #81  
Unread 16th of January, 2013, 05:47
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The 10 images thing, sure, I meant the size for maps. If you've got a big area to show, that feels pretty restrictive.
I'm not sure I get how, say, a 1000x700, 130kb map would be worse than a 600x600, 50kb map, especially if you've only got two or three of them on a page.

What about, "maps larger than 600x600, 50kb need to be stuck behind a spoiler"?
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  #82  
Unread 16th of January, 2013, 07:06
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The 600*600 thing we're flexable on, but is there really something you can do with a 1000*1000 you can't do with 600*600? Without blowing out the sides of the page?

The 500kb thing is pretty stuck. Honestly it's larger than I want it, but we'll keep this place as dialup friendly as we can.
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  #83  
Unread 16th of January, 2013, 08:11
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Well, I'm specifically thinking of Mediorum. For example, the map here is 1125x735, at 1,786 kb. It's big, but it's also covering a big area. Although treehouse could thin down the file size, yeah.
Mercutio's XCrawl game also has had some pretty big maps, like here at 1000x1273. They're staying pretty well under 500kb, but they're also pretty simple. They'd be a lot bigger if he (or someone else) was putting in a background. Also, he's been sticking them behind spoilers, which feels like it works to keep things looking nice (and why I suggested that as an idea).

In both those cases, I wouldn't want to shrink the maps much. Bumping them down to 50%, details are pretty hard to make out. I was sort of thinking something like, "if your maps are more than 600 pixels wide, please put them behind a spoiler" and "check if any players are using dial-up before having maps more than 500 kb large, and make sure you've taken the time to compress them regardless."
I mean I can certainly understand the dial-up problem, the times I've had to check on ORP when I was stuck on dial-up were not fun, but that seems more like a "make sure you're being considerate of your players" thing.
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  #84  
Unread 16th of January, 2013, 09:09
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You may be onto something with the spoiler tag, it shall require pondering. However, the filesize thing isn't just being "considerate of your players", it's also being "considerate of the admin with a terrible internet connection"
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Unread 16th of January, 2013, 09:17
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You know you don't have to constantly spy on us.

Yes I realized that was probably the deal about halfway through the post. Hmm. Good point.
Anyway, there's my issue. I like tree's maps and he puts a lot of effort into them, is basically it.
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Last edited by zachol; 16th of January, 2013 at 09:24.
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  #86  
Unread 16th of January, 2013, 10:40
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What's amusing about tree's maps, is that BRR is in that game, and BRR was the one who suggested what the limits should be.
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  #87  
Unread 16th of January, 2013, 10:51
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Hmm maybe it's time to poke tree about toning them down then.
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  #88  
Unread 16th of January, 2013, 10:55
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I kind of like the nice maps and big maps, there are a number of things that can't be done without them. I realize having dial-up sucks (I had dial-up until 2003 T_T), but should we really have to ban large maps because of it? I like Treehouse's maps, and it'd be a shame if he had to give up making them when he seems to enjoy it so much (based on what he says).
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  #89  
Unread 16th of January, 2013, 10:56
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Fooling around with the JPG settings when you save the image will help there too.
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  #90  
Unread 16th of January, 2013, 11:00
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Actually, I did poke his images. The can be brought down to under 500kb fairly easily. Not that someone making their own maps in massive files concerns me, just using it as part of this.

As to the 600*600 thing, that may not be needed at all.
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  #91  
Unread 17th of January, 2013, 11:32
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Updates rules to read "-Do NOT use images bigger than 500kb in GridMap"
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  #92  
Unread 29th of January, 2013, 13:38
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No need for this thread to be private anymore. Everyone come look at all the fun you missed out on.

The backgrounds aren't working because this was a previous version of the code.
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