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

PostPosted: Mon Nov 12, 2012 1:21 pm
by tkr4lf
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!

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

PostPosted: Tue Nov 13, 2012 1:13 am
by tkr4lf
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.

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

PostPosted: Tue Nov 13, 2012 4:23 pm
by DoomYoshi
I like the different looking officers. However, the pictures are a bit grainy. Same with the bridges.

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

PostPosted: Wed Nov 14, 2012 4:51 am
by koontz1973
Hows it going GH, waiting to see what you have come up with since we spoke last. Post or PM me if any problems.

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

PostPosted: Wed Nov 14, 2012 6:35 pm
by generalhead
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.

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

PostPosted: Fri Nov 16, 2012 11:25 am
by generalhead
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

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

PostPosted: Fri Nov 16, 2012 11:30 am
by generalhead
You guys are awesome. Every time you give me information and suggestions this map just keeps getting better and better. :D \:D/

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 11:41 am
by Seamus76
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.

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 11:55 am
by generalhead
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.

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 12:23 pm
by Seamus76
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

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 12:34 pm
by generalhead
which lighting looks better
show

show

show

I vote for the top once

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 1:43 pm
by koontz1973
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. ;)

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 1:49 pm
by generalhead
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

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 2:14 pm
by trinicardinal
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

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 2:49 pm
by generalhead
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

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 10:11 pm
by koontz1973
generalhead wrote: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

Proper names. Just google for a list.

Re: Alamo map [11/16/12] Pg8

PostPosted: Fri Nov 16, 2012 10:35 pm
by tkr4lf
Looking very good!

I vote for the top one for lighting as well.

I also echo Koontz in the suggestion of names for the terits. Perhaps building names could work in the Alamo, but names of soldiers would be cool.

The only issue I see is that you still have a cannon at an entrance to the Alamo at R02. That should be moved otherwise nobody can enter or exit the Alamo there. You could move it to R03 and move the R03 target to R02.

All in all, great job! You will definitely deserve the stamp when it comes.

Re: Alamo map [11/16/12] Pg8

PostPosted: Sat Nov 17, 2012 12:49 am
by generalhead
Added names
Move bottom legend around
Played with colored hues
Moved cannon per Tk
If you want your last name added to the map let me know
re-sized officers, shadows and cannons
Click image to enlarge.
image

Re: Alamo map [11/16/12] Pg8

PostPosted: Sat Nov 17, 2012 1:01 am
by koontz1973
What is with the different texts for the names? If it is all the same, then that font is seriously bad. It will need changing.

GH, font is one of the worst things to find and change in gimp. It is a lot easier in photoshop but as you like me do not have it, then you will have no fun sorting this out.

Try these and see if you like any. You could use them all all over the map and see which ones players like the best.
http://www.dafont.com/western.font?fpp=50&psize=xs
http://www.dafont.com/woodcut.font?fpp=50&psize=xs
http://www.dafont.com/rustler.font?fpp=50&psize=xs
http://www.dafont.com/duality.font?fpp=50&psize=xs

And if you do not like those, go to Dafont.

Re: Alamo map [11/16/12] Pg8

PostPosted: Sat Nov 17, 2012 1:06 am
by tkr4lf
Haha, crap, I was wrong. The cannon can't move to (what is now) Alvarez, since it causes the same problem with moving between Morales and Romero's areas. I guess moving it to Ceza is the best option.

Sorry about that, I must not have been paying enough attention.


Another thing...it's hard to tell where the Convent Yard, Hospital and Chapel are now. They're not labelled anywhere on the map anymore since you changed all the names. Maybe adding the glow you use on the map to the corresponding name in the legend would clear it up? Or maybe something else would work better.

I don't know, it might not even matter, since they all get the same +1, and likely people can figure it out since they're the only 3 areas without a commander.

Re: Alamo map [11/17/12] Pg9

PostPosted: Sat Nov 17, 2012 1:16 am
by koontz1973
Use the same glow in the legend for now.

Re: Alamo map [11/17/12] Pg9

PostPosted: Sat Nov 17, 2012 1:45 am
by generalhead
That font is a weird thing. It is the Sans which is the default font also. Sorry I posted It like that. It is hard to tell how good or bad some thing looks until it is posted. The font is not too bad to change because I have it in a folder all by itself. I will change the font and add the colored hue to the legend.

Re: Alamo map [11/17/12] Pg9

PostPosted: Sat Nov 17, 2012 8:04 am
by generalhead
Koontz I went with the last font that you had posted
Moved the cannon from Alvarez to Ceza
Added colored highlights to the legend
Tried a shadow highlight on king, winchester and crawford. Can you tell me if this is too much.
Moved the one orange target to perez due to it was too far away from the cannons line of fire
Click image to enlarge.
image

I think the highlights on the names are a little too much, it makes it seem too busy.
If the cannons and officers are going to start as neutrals is Duque, Ortega going to be a problem?

Re: Alamo map [11/17/12] Pg9

PostPosted: Sat Nov 17, 2012 8:41 am
by koontz1973
Names highlight is too much. Try toning the opacity down to see if you get something you like.

not a problem but you will probably get the suggestion to move the cannon. Swap the cannon with one of the targets next door. Why are the cannons starting neutral? They have no bonus with them so they can start normal.

When you do you glow, select your text, increase by one pixel and feather by 5. Or any variation thereof, then paintbrush in the colour you want. This will give a uniform look to the whole map.

Todd canon, move away from the wall as both are nearly the same grey. Why does Santa Anna look like one pork roast away from a heart attack?

Re: Alamo map [11/17/12] Pg9

PostPosted: Sat Nov 17, 2012 8:53 am
by generalhead
koontz wrote:not a problem but you will probably get the suggestion to move the cannon. Swap the cannon with one of the targets next door. Why are the cannons starting neutral? They have no bonus with them so they can start normal.

good point, ty
koontz wrote:When you do you glow, select your text, increase by one pixel and feather by 5. Or any variation thereof, then paintbrush in the colour you want. This will give a uniform look to the whole map.

Ty
koontz wrote:Todd canon, move away from the wall as both are nearly the same grey. Why does Santa Anna look like one pork roast away from a heart attack?

:lol: I didn't notice that until you said that. I will make him go on a diet.