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[Abandoned] Alamo

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Alamo map [3/2/13] pg19

Postby generalhead on Sat Mar 02, 2013 1:17 am

Still have a lot of work to do but here is a quick update
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Last edited by generalhead on Sat Sep 28, 2013 5:46 pm, edited 2 times in total.
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Re: Alamo map [2/3] Pg1/19

Postby koontz1973 on Sat Mar 02, 2013 7:57 am

Back you go GH, will look at it later for you. But please use
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Re: Alamo map [2/3] Pg1/19

Postby Seamus76 on Sat Mar 02, 2013 2:01 pm

Glad to see you back on this one GH!!
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Re: Alamo map [2/3] Pg1/19

Postby koontz1973 on Sun Mar 03, 2013 12:50 am

Size of names is now nice. You can keep these as they are. Good job.
Colours are also really nice for the ground.

Check your settings for the region names text. Some like Fairfax look nice, others like Bowie look slightly of. Do you have the same setting for these? Sig is in a nice place but is hard to read.

Go back and read the glows part again. Get this done and you should start seeing a look that works.
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Re: Alamo map [2/3] Pg1/19

Postby isaiah40 on Mon Mar 04, 2013 1:25 pm

One minor thing for now, you need to chop off 3px from the width to get the map to 840x800. Right now you are at 843x800. My suggestion is to chop it off the left side. I'll take a closer look at it later.
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Re: Alamo map [2/3] Pg1/19

Postby generalhead on Mon Mar 04, 2013 11:58 pm

isaiah40 wrote:One minor thing for now, you need to chop off 3px from the width to get the map to 840x800. Right now you are at 843x800. My suggestion is to chop it off the left side. I'll take a closer look at it later.


Yes sir, ty
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Re: Alamo map [2/3] Pg1/19

Postby isaiah40 on Tue Mar 05, 2013 9:35 pm

Okay, now that I have taken a closer look, I have a few things that need to be taken care of:
1. The shadows must all go in the same direction, preferably, the same direction as you have for the generals. If you have a shadow around the wall, then that has to be the same as well.
2. The bridges are missing shadows
3. It is very hard to tell the difference of the colors on the convent, hospital and chapel on the playable area. Can you please adjust them accordingly.
4. For the cannons, you say that they bombard the whole region of the same color, but I don't see any color of the opposite region on the cannons. They all look the same to me.
5. The cannon on Banks needs to be blurred a bit.

This should keep you busy for a while ;)

Looking forward to your next update!
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Re: Alamo map [2/3] Pg1/19

Postby generalhead on Thu Mar 07, 2013 12:14 am

I think the size is ok now
I will keep playing around with the glows
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Re: Alamo map [2/3] Pg1/19

Postby koontz1973 on Thu Mar 07, 2013 12:20 am

GH, glows for the regions are OK, but for the names, they are still way to big. Increase selection by 1 and then feather by 5.

I love the cannon balls, you are onto a winner their. Just get the target ones next to the names so players do not have to look for them.
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Re: Alamo map [2/3] Pg1/19

Postby generalhead on Thu Mar 07, 2013 12:40 am

koontz1973 wrote:GH, glows for the regions are OK, but for the names, they are still way to big. Increase selection by 1 and then feather by 5.

I love the cannon balls, you are onto a winner their. Just get the target ones next to the names so players do not have to look for them.


Thanks buddy. I will work on that tomorrow.
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Re: Alamo map [3/7/13] Pg19

Postby generalhead on Sun Mar 10, 2013 12:47 am

I am trying a different background for the legends and wanted to see what they look like.
I lowered the glow on the names. I still need to move the cannon balls closer to the names.
Some of my rope was cut off when I made the canvas smaller.
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Re: Alamo map [3/7/13] Pg19

Postby tkr4lf on Tue Mar 12, 2013 11:11 am

Hey, gh, glad to see you still working on this one. Sorry I haven't commented for a while, but graphics aren't my cup of tea, so I leave it to the more capable others to post.

I will say that I like the cannonball idea to show where the cannons bombard. Seems a little more intuitive than the previous glow around the cannons. A few of them are hard to see though. Like Todd, the glow around the cannonballs there doesn't show up very well against the blue-ish background. Same with Davis, and Ceza, and Moreno, and Vega to a lesser extent. Maybe switching around these colors might work better? I don't know, just throwing out a suggestion.

Keep up the good work, dude. I'm excited to play it!
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Re: Alamo map [3/7/13] Pg19

Postby sannemanrobinson on Wed Mar 13, 2013 3:08 am

Could you adjust the number of cannon balls next to the cannon according to the number of targets? So Davis would have 2 cannon balls because it has two targets. This would avoid missing any targets or having colour problem issues.
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Re: Alamo map [3/7/13] Pg19

Postby Swimmerdude99 on Tue Mar 26, 2013 1:14 am

Looks really great :) Love it! coming along nicely
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Re: Alamo map [3/7/13] Pg19

Postby Wingnut 16ga on Thu Mar 28, 2013 2:03 pm

I love sannemanrobinson comments about the number of canon balls the same as the terts they bombard....that would really make it unique. Kinda hard to see the ladder in the key. Just some suggestion my old friend...you have come a long way on this and I can't wait to play it.

Great work!
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Re: Alamo map [3/7/13] Pg19

Postby ManBungalow on Thu Mar 28, 2013 2:28 pm

This has improved greatly since I last checked in here.

Quick note - I can't tell apart the Mexican/Texan generals referred to in the legend.

And, as already mentioned, the glow around the region names isn't quite right.

Koontz suggested increase selection by 1 and feather 5. That could work. Then like set the highlight layer to a lower opacity.
I'd probably feather 2.5 instead of 5, but it's just a matter of taste. Or if you get a nice enough font it's quite possible to increase by 1 and not feather at all. So I'm not really sure.

Oh, and it might even look better if you use a really light colour (even white) for the name glow, rather than trying to blend it in with the colour of the land beneath it.
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Re: Alamo map [3/7/13] Pg19

Postby koontz1973 on Fri Mar 29, 2013 1:29 am

ManBungalow wrote:Koontz suggested increase selection by 1 and feather 5. That could work. Then like set the highlight layer to a lower opacity.
I'd probably feather 2.5 instead of 5, but it's just a matter of taste. Or if you get a nice enough font it's quite possible to increase by 1 and not feather at all. So I'm not really sure.

The rule natty told me was to feather by a factor of 3 with a minimum of 5 and a max of 20 for the majority of applications.
I1, F5 min
I2, F6
I7, F20 max

Lowering the opacity is always a must. Find one you are comfortable with.
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Re: Alamo map [3/7/13] Pg19

Postby isaiah40 on Fri Mar 29, 2013 7:22 am

How's this coming general? I do have one other thing concerning the cannon balls. The single ones need to be the same as the stack. I'm talking about the reflection on the cannon balls, On the stack the reflection is on the top, while the singles, the reflection is in the center.
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Re: Alamo map [3/7/13] Pg19

Postby isaiah40 on Fri Apr 05, 2013 9:16 am

What is the status of the update general?? You have 5 days left of the month since your last update. This time next week if there is no update I will have to move this into the Recycling Box and place it on Vacation.
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Re: Alamo map [3/7/13] Pg19

Postby generalhead on Fri Apr 05, 2013 8:58 pm

sannemanrobinson wrote:Could you adjust the number of cannon balls next to the cannon according to the number of targets? So Davis would have 2 cannon balls because it has two targets. This would avoid missing any targets or having colour problem issues.


Brilliant idea.

wingnut 16ga wrote:I love sannemanrobinson comments about the number of canon balls the same as the terts they bombard....that would really make it unique. Kinda hard to see the ladder in the key. Just some suggestion my old friend...you have come a long way on this and I can't wait to play it.


Thanks my friend

Thank you tkr4lf for your comments and swimmerdude99 for your comments

Thank you ManBungalow, Thank you Koontz
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Re: Alamo map [3/7/13] Pg19

Postby generalhead on Fri Apr 05, 2013 9:08 pm

isaiah40 wrote:What is the status of the update general?? You have 5 days left of the month since your last update. This time next week if there is no update I will have to move this into the Recycling Box and place it on Vacation.


Sorry for the delay, Me and my wife have just separated so It has been a little hard to get motivated. I apologize for the delay. Please don't think of me not giving an update as me not being interested in working on this project. I will try to do better.
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Re: Alamo map [3/7/13] Pg19

Postby tkr4lf on Fri Apr 05, 2013 10:01 pm

generalhead wrote:
isaiah40 wrote:What is the status of the update general?? You have 5 days left of the month since your last update. This time next week if there is no update I will have to move this into the Recycling Box and place it on Vacation.


Sorry for the delay, Me and my wife have just separated so It has been a little hard to get motivated. I apologize for the delay. Please don't think of me not giving an update as me not being interested in working on this project. I will try to do better.

Damn dude, sorry to hear it. Don't worry about the map, take care of your personal life. That's way more important.
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Re: Alamo map [3/7/13] Pg19

Postby generalhead on Sun Apr 07, 2013 7:36 pm

I am working on an update with the different cannon ball numbers
Here is the start
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Re: Alamo map [3/7/13] Pg19

Postby tkr4lf on Sun Apr 07, 2013 10:39 pm

Ah, I see what you're doing now. Have the number of cannonballs next to the cannon equal the number of terits said cannon can bombard. Very good idea. Just need to work on the glow colors to make sure they're all able to be seen clearly.

Keep up the good work, dude.
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Re: Alamo map [3/7/13] Pg19

Postby generalhead on Mon Apr 08, 2013 11:23 pm

tkr4lf wrote:Ah, I see what you're doing now. Have the number of cannonballs next to the cannon equal the number of terits said cannon can bombard. Very good idea. Just need to work on the glow colors to make sure they're all able to be seen clearly.

Keep up the good work, dude.


Thanks buddy
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