Re: WWI: Gallipoli [21.9.13] V38 (p22) - BETA

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Re: WWI - Gallipoli V3

Postby cairnswk on Tue Dec 30, 2008 10:58 pm

Version 3.

1. Battleships added - suggested gameplay prompt
2. 16 starting terts sorted on Allies side - Turksih side still to do.
3. changed the landing routes and will probably need to change them again.
4. as map grows and changes, so does the legend.

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Re: WWI - Gallipoli V3(P2) - Battleships added

Postby The Neon Peon on Wed Dec 31, 2008 12:00 am

How did I miss this map? It is amazing. Trying to figure out most of it. But
1. Huge number of territories,
2. Complex Gameplay
That is all you need. This map is done, right there.

Beautiful graphics. Nice new style.

Forts are kind of hard to see.
The Turkish Crossing points could use some work
What is the line down the center of the map?

I like that you have made the starting points uneven. Makes a whole new strategy depending on the drop, and not a bad thing. Good to add even more factors to how you play.

You are way too good at this stuff. Your versions 3 (for the latest few maps) are good enough to be sent to the main foundry, in my opinion. Keep up the good work.
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Re: WWI - Gallipoli V4

Postby cairnswk on Wed Dec 31, 2008 5:15 am

The Neon Peon wrote:How did I miss this map? It is amazing. Trying to figure out most of it. But
1. Huge number of territories,
2. Complex Gameplay
That is all you need. This map is done, right there.

Beautiful graphics. Nice new style.

Forts are kind of hard to see.
The Turkish Crossing points could use some work
What is the line down the center of the map?

I like that you have made the starting points uneven. Makes a whole new strategy depending on the drop, and not a bad thing. Good to add even more factors to how you play.

You are way too good at this stuff. Your versions 3 (for the latest few maps) are good enough to be sent to the main foundry, in my opinion. Keep up the good work.


Everything noted Neon....

Below is Version 4.
1. Villages added to roads with gameplay instruction
2. Forts enhanced
3. Tekke Burnu area sorted


To do:
1. Sort turkish start points
2. attack lines for minesweepers.
3. the contour lines, borders, and the painted land.
4. Turkish crossing points.

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Re: WWI - Gallipoli V4(P2) - Battleships & Villages added

Postby cairnswk on Wed Dec 31, 2008 6:24 pm

Comments anyone?
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Re: WWI - Gallipoli V4(P2) - Battleships & Villages added

Postby samuelc812 on Wed Dec 31, 2008 6:43 pm

Are the purple glows around Achi Baba and Chunuk Bair, going to have black strokes like the rest of them? or are they something different?

The "Forts: Land Attack or sea bombard" are a lot better :)
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Re: WWI - Gallipoli V4(P2) - Battleships & Villages added

Postby cairnswk on Wed Dec 31, 2008 7:03 pm

samuelc812 wrote:Are the purple glows around Achi Baba and Chunuk Bair, going to have black strokes like the rest of them? or are they something different?

The "Forts: Land Attack or sea bombard" are a lot better :)


Samuel :)
1. Yes, they will be inproved those ridge indicators are simply there for the moment because they are easy to grab in a separate layer from the map and don't interfere with the black lines.
2. yes, i quite like the forts also

I'll be putting up another version later today.
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Re: WWI - Gallipoli V5

Postby cairnswk on Thu Jan 01, 2009 3:29 pm

Version 5.

1. Beaches added - other terrain to be additioned later.
2. Landing craft changed
3. left legend changed slightly
4. turkish positions fixed (subject to gameplay change)
5. impassable lines fixed

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Re: WWI - Gallipoli V5(P2) - Small Changes

Postby the.killing.44 on Thu Jan 01, 2009 4:01 pm

If you're really gonna make the beaches mean something, they seem very overshadowed by some of the army shadows. Of course, you have the lines so no biggie, unless you have some thing in mind ;)
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Re: WWI - Gallipoli V5(P2) - Small Changes

Postby The Neon Peon on Thu Jan 01, 2009 4:02 pm

I disagree with the suggested gameplay. I would think it is break out, kill the people next to you, then bombard. If you break out and start off going to land, I don't think you are going to be that successful when others come at you from behind.
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Re: WWI - Gallipoli V5(P2) - Small Changes

Postby cairnswk on Fri Jan 02, 2009 4:32 am

the.killing.44 wrote:If you're really gonna make the beaches mean something, they seem very overshadowed by some of the army shadows. Of course, you have the lines so no biggie, unless you have some thing in mind ;)


Sorry .44, i don't understand what you're on about here.
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Re: WWI - Gallipoli V5(P2) - Small Changes

Postby cairnswk on Fri Jan 02, 2009 4:33 am

The Neon Peon wrote:I disagree with the suggested gameplay. I would think it is break out, kill the people next to you, then bombard. If you break out and start off going to land, I don't think you are going to be that successful when others come at you from behind.


OK, you can play whatever gameplay you want. :)
The suggested gameplay is there to indicate what the real battle was like and it is only "a suggestion".
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Re: WWI - Gallipoli V5(P2) - Small Changes

Postby the.killing.44 on Fri Jan 02, 2009 3:28 pm

cairnswk wrote:
the.killing.44 wrote:If you're really gonna make the beaches mean something, they seem very overshadowed by some of the army shadows. Of course, you have the lines so no biggie, unless you have some thing in mind ;)


Sorry .44, i don't understand what you're on about here.

I mean, the beaches aren't too visible with the army circles on top of 'em + there isn't much contrast between them and the other land. But it's not that big of a deal because the lines are already there (which by the way I think could be a little more apparent).
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Re: WWI - Gallipoli V6

Postby cairnswk on Sun Jan 04, 2009 5:31 am

Change of Software

As yhou can see from the image below, which is not yet finished conversion, i am changing the map from using Fireworks to CorelDraw.

I have long wanted to do something with Coreldraw, as it is a step towards learning Illustrator etc. but this takes time for me.

so, please, no remarks about things being missing, i will refresh the image as it becomes more complete.

Version 6 updating to continue...

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Re: WWI - Gallipoli V6(P2) - Software Change

Postby cairnswk on Sun Jan 04, 2009 11:51 am

Mmmm, sorry had to change the sea colour
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Re: WWI - Gallipoli V6(P2) - Software Change

Postby the.killing.44 on Sun Jan 04, 2009 11:56 am

Wow it looks a whole lot better. Are you going to keep the glow on the left side (of the key) and not the right? To me it makes it unbalanced, but that might just be me and my bit of orderer's OCD.

.44
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Re: WWI - Gallipoli V6(P2) - Software Change

Postby cairnswk on Tue Jan 06, 2009 4:09 pm

the.killing.44 wrote:Wow it looks a whole lot better. Are you going to keep the glow on the left side (of the key) and not the right? To me it makes it unbalanced, but that might just be me and my bit of orderer's OCD.

.44


I'll probably change that on the left.
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Re: WWI - Gallipoli V6(P2) - Software Change

Postby cairnswk on Wed Jan 07, 2009 10:23 am

Nobody interested in this map?
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Re: WWI - Gallipoli V6

Postby cairnswk on Wed Jan 07, 2009 10:25 am

Nobody interested in this map?
cairnswk wrote:Change of Software

As yhou can see from the image below, which is not yet finished conversion, i am changing the map from using Fireworks to CorelDraw.

I have long wanted to do something with Coreldraw, as it is a step towards learning Illustrator etc. but this takes time for me.

so, please, no remarks about things being missing, i will refresh the image as it becomes more complete.

Version 6 updating to continue...

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Re: WWI - Gallipoli V6(P2) - Software Change

Postby samuelc812 on Wed Jan 07, 2009 8:15 pm

I am interested, don't know what's wrong with everyone else :? I did prefer the version before you changed to CorelDraw, all the colours have changed? but hey your the artist :) I think the boats are looking better. May i suggest making the text on the left side legend bolder very hard to make out ;)
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Re: WWI - Gallipoli V6

Postby The Neon Peon on Wed Jan 07, 2009 10:50 pm

cairnswk wrote:Nobody interested in this map?

cairnswk wrote:so, please, no remarks about things being missing, i will refresh the image as it becomes more complete.

Version 6 updating to continue...

Been waiting for that update. I don't like to comment on a map that is being worked on since most of the things I say are probably being done already.

But if you want comments...
You are squishing some territories in. There is plenty of room on the map and if you redraw a few borders, and get rid of maybe 5 territories maximum, the map will be far less cramped in landing areas.

Seamines should not overlap or touch the forts. Move them away from the fort, or get rid of one if you are not able to fit all of them in.

I would say that the map being cramped in some spots, especially the whole areas around the ships.
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Re: WWI - Gallipoli V6(P2) - Software Change

Postby cairnswk on Mon Jan 12, 2009 3:44 pm

samuelc812 wrote:...May i suggest making the text on the left side legend bolder very hard to make out ;)

That i can look at doing for you :)

The Neon Peon wrote:...
You are squishing some territories in. There is plenty of room on the map and if you redraw a few borders, and get rid of maybe 5 territories maximum, the map will be far less cramped in landing areas.

Seamines should not overlap or touch the forts. Move them away from the fort, or get rid of one if you are not able to fit all of them in.

I would say that the map being cramped in some spots, especially the whole areas around the ships.


1. landing areas, well these were very small beaches relative to the overall area, but i will see what i can do.
2. seamlines will be examined
3. I don't think un-cramping the ships will be possible....those ships are necessary for gameplay and are part of this battle, but i'll see what i can do. :)
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Re: WWI - Gallipoli V6(P2) - Software Change

Postby captainwalrus on Tue Jan 13, 2009 6:54 pm

I like it a lot. I'm sort of confused as to which battle ships bombard what beaches and what forts bombard what ships. Also, how do the mines attack/be attacked? Also I think there is slight advntages for people starting in perdominently land regions since they get +1 autodep. where the ships get -2 also in the regions along the hellenspont there is an advantage since they are near the forts and can easily eliminate the thrat of ships in the area.

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Re: WWI - Gallipoli V6(P2) - Software Change

Postby lgoasklucyl on Tue Jan 13, 2009 7:02 pm

Sorry to bust into your thread and not have constructive comments towards the map (besides how great it looks :lol: ), but do you hand draw all your graphics like the battleship you made?

I ask because I just purchased myself a tablet for design/photography work and have gotten into doing maps/hand drawing but am practicing before I plop anything into the forge. I'm curious because I need all the helpful advice I can get, and it looks like you use a tablet. (if not- holy crap that's amazing ;) ). If so, did you actually draw the ship 100% or did you use polygon tools to outline etc... ? A very steady hand would be required to draw it 100%, so if you did I figured I would ask for any possible advice :)
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Re: WWI - Gallipoli V6(P2) - Software Change

Postby cairnswk on Wed Jan 14, 2009 1:03 pm

lgoasklucyl wrote:Sorry to bust into your thread and not have constructive comments towards the map (besides how great it looks :lol: ), but do you hand draw all your graphics like the battleship you made?

Thanks !goasklucy! Yes i usually hand drawn all the graphics like the battelships etc.
I get an original plan from the net, then re-create that plan in vector form with suitable colouring, texture etc.

I ask because I just purchased myself a tablet for design/photography work and have gotten into doing maps/hand drawing but am practicing before I plop anything into the forge. I'm curious because I need all the helpful advice I can get, and it looks like you use a tablet. (if not- holy crap that's amazing ;) ). If so, did you actually draw the ship 100% or did you use polygon tools to outline etc... ? A very steady hand would be required to draw it 100%, so if you did I figured I would ask for any possible advice :)

i don't use a tablet. i use a mouse, and yes i have a steady hand but that also comes from using a paint-brush for canvas artwork for years.
I draw the ships at what ever size will make them look good using outline and texture fill, usually 100% of their plan size, then reduce them to size for the map.
Nearly all the aspects of my maps are vectors using pens and polygons. Things like mines and forts, tanks in Gazala etc i make up from pictures of the real thing. It helps if you also have studied perspective....vanishing point is very important in getting the gradients right for colour fills.
Thanks for asking. Good luck. :)
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Re: WWI - Gallipoli V7

Postby cairnswk on Thu Jan 15, 2009 2:08 am

Version 7.

Ok moving along....

1. All names should be on now and all paths drawn
2. ONly thing left to add is the impassbles again.

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