[Vacation valid until July 2014] Alamo

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Re: Alamo map [11/12/12] Pg7

Postby tkr4lf on Mon Nov 12, 2012 1:21 pm

Nice, I like how it looks and like how having multiple targets work out.

It might be better to make sure that no cannons can bombard the commanders, and maybe not even each other. I think the no commanders bit is more important than the no cannons bit, but either way. That would mean the targets at Co3, Duque and Travis would need to move.

Other than that, I have nothing to add. This looks 10000X better than it did. Great job on this man.

I know a lot of it will probably change once the game play mods get a hold of it, but it's been fun helping you iron the game play out. I'm looking forward to playing this one!
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Re: Alamo map [11/12/12] Pg7

Postby tkr4lf on Tue Nov 13, 2012 1:13 am

I just noticed the story you added.

Two things about that...

1) There were closer to 300 men after some reinforcements arrived to defend the Alamo.
2) Where you say that the Mexican Government sent General Santa Anna, that's not quite correct. General Santa Anna was the Mexican Government. He was the dictator. So there should be a better way to word that then how you have it.
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Re: Alamo map [11/12/12] Pg7

Postby DoomYoshi on Tue Nov 13, 2012 4:23 pm

I like the different looking officers. However, the pictures are a bit grainy. Same with the bridges.
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Re: Alamo map [11/12/12] Pg7

Postby koontz1973 on Wed Nov 14, 2012 4:51 am

Hows it going GH, waiting to see what you have come up with since we spoke last. Post or PM me if any problems.
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Re: Alamo map [11/12/12] Pg7

Postby generalhead on Wed Nov 14, 2012 6:35 pm

Sorry been a little busy, my son had a science fair project due. I have been working on the cannon, trying to make it look good. Friday I will have more time to work on everything.
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Re: Alamo map [11/12/12] Pg7

Postby generalhead on Fri Nov 16, 2012 11:25 am

I tried to take every ones information and suggestions into account, and I hope I did them all correctly.
Click image to enlarge.
image

forgot to install a cannon in the legend, I will do that now.
I have some color bleed over from cos into Santa Anna
Last edited by generalhead on Fri Nov 16, 2012 11:44 am, edited 1 time in total.
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Re: Alamo map [11/12/12] Pg7

Postby generalhead on Fri Nov 16, 2012 11:30 am

You guys are awesome. Every time you give me information and suggestions this map just keeps getting better and better. :D \:D/
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Re: Alamo map [11/16/12] Pg8

Postby Seamus76 on Fri Nov 16, 2012 11:41 am

Looking great buddy. I really like the cannons, and you did a great job on the targets. =D> The one in the legend is still a little squished, and I do think you'll need to work on the colors, which is touch to get right. That will along for sure, no worries, but for now it's looking really good. Oh, and keep working on those one-way arrows. You can steel one of my moves, which is to take a weapon they used and turn it all black and use it as your directional arrow. Not sure if the Mexican Army used rifles with bayonets but that might be something that could work. I'll play around with it as well and see if I can come up with something. That's basically what I did with the War Zone Arrows for TW-FLA, and the Sword Arrows for TW-Israel.
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Re: Alamo map [11/16/12] Pg8

Postby generalhead on Fri Nov 16, 2012 11:55 am

Seamus76 wrote: I really like the cannons,

Thank you, I didn't know if I should make the end more tapered. I like the look of this though
Seamus76 wrote: you did a great job on the targets. The one in the legend is still a little squished, =D>

Thank you for the targets by the way. I forgot to change that one. I also need to add a cannon there.
Seamus76 wrote: I do think you'll need to work on the colors, which is touch to get right.

The target colors, name colors, cannon colors, or region colors. I know the blended name, cannon and target colors kind of look like easter. I might have to see if I can get away from the pastels. You can only use the main colors once though and then you have to try and deviate to something different.
Seamus76 wrote: keep working on those one-way arrows. You can steel one of my moves, which is to take a weapon they used and turn it all black and use it as your directional arrow. Not sure if the Mexican Army used rifles with bayonets but that might be something that could work. I'll play around with it as well and see if I can come up with something. That's basically what I did with the War Zone Arrows for TW-FLA, and the Sword Arrows for TW-Israel.

Koontz didn't like the arrows which I kind of agree with. The map is a little more realistic 3-d (not really), but arrows would seem out of place floating there. I think they look good in the legend. The only way I might be able to have them is if they were incorporated into the ladders, but then they might not be that visible.
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Re: Alamo map [11/16/12] Pg8

Postby Seamus76 on Fri Nov 16, 2012 12:23 pm

I'm sure there is something out there that would be a good one-way arrow. I'm not sure one would work, and you can prob find something better, but below I found a Mexican Army rifle and bayonet. One I made all black and added a little drop shadow. Others I left the original image, and the others I used just the bayonet. In the legend you would just show a pic of one and say "Rife & Bayonet - One-way Attack", or something like that. Just some things to get your creative juices flowing, but basically lots of things can be used as arrows.

Click image to enlarge.
image
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Re: Alamo map [11/16/12] Pg8

Postby generalhead on Fri Nov 16, 2012 12:34 pm

which lighting looks better
show

show

show

I vote for the top once
Last edited by generalhead on Fri Nov 16, 2012 1:54 pm, edited 1 time in total.
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Re: Alamo map [11/16/12] Pg8

Postby koontz1973 on Fri Nov 16, 2012 1:43 pm

GH, well done. =D>
Texture looks nice.
River looks nice but could do with darkening up a tad.
Top lighting looks the best.
Cannons look a million times better than the jpegs. I would suggest that you shrink them by 25%.
Legend text needs to be sorted. The bottom left legend has very small text and will not be able to be read on the small map. Cut the story down to give yourself some more room. Have all the text the same size.
I would suggest to remove the territ names you have, replace with proper names. you have different colours for the bonus regions and the glows allow players to see the different bonus regions.
Men on map, shrink to same scale as the cannons.

Oh, forgot to say, stickied this for now. Expect a stamp soon. ;)

But do not think that this is the end. It is only the beginning. ;)
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Re: Alamo map [11/16/12] Pg8

Postby generalhead on Fri Nov 16, 2012 1:49 pm

koontz wrote:Oh, forgot to say, stickied this for now. Expect a stamp soon. ;)
But do not think that this is the end. It is only the beginning. ;)

\:D/ 8-[ I suspectedImage :lol: Thanks buddy :D
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Re: Alamo map [11/16/12] Pg8

Postby trinicardinal on Fri Nov 16, 2012 2:14 pm

generalhead wrote:
koontz wrote:Oh, forgot to say, stickied this for now. Expect a stamp soon. ;)
But do not think that this is the end. It is only the beginning. ;)

\:D/ 8-[ I suspectedImage :lol: Thanks buddy :D


looking really nice though... I'm looking forward to trying this map when it comes out
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Re: Alamo map [11/16/12] Pg8

Postby generalhead on Fri Nov 16, 2012 2:49 pm

Ty trinicardinal
koontz wrote:I would suggest to remove the territ names you have, replace with proper names.

What do you guys suggest for names, Parts of the building; armoury, latrine, kitchen or do you think army members names; jackson, bernard, smith, ramirez, gonzalez?
I'll try army members names to see what it looks like
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