[Vacation valid until July 2014] Alamo

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Re: Alamo map [12/10/12] Pg13

Postby nolefan5311 on Mon Dec 10, 2012 8:54 am

I honestly don't see any glaring issues with GP. Everything looks pretty well balanced. The only issue I'm having, as a colorblind person, is determining which cannons bombard which regions, and where certain regions end. Is there anything you can do about the border lines between those regions (maybe make them dashed lines, make them slightly broader, etc) to more clearly distinguish them?

Also, do you plan to make this game different for 1v1 games, where one player defends the alamo and the other is attacking it?
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Re: Alamo map [12/10/12] Pg13

Postby tkr4lf on Mon Dec 10, 2012 9:03 pm

nolefan5311 wrote:Also, do you plan to make this game different for 1v1 games, where one player defends the alamo and the other is attacking it?

That would be pretty cool.
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Re: Alamo map [12/10/12] Pg13

Postby generalhead on Mon Dec 10, 2012 10:08 pm

tkr4lf wrote:
nolefan5311 wrote:Also, do you plan to make this game different for 1v1 games, where one player defends the alamo and the other is attacking it?

That would be pretty cool.

Agreed, that is an Awesome idea!
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Re: Alamo map [12/10/12] Pg13

Postby generalhead on Sat Dec 15, 2012 11:33 pm

Sorry it took me so long to get this one out. With my last saved copy half of the layers were erased and I don't know how it happened.
I had to go back to a previous version and re-update.
Font used Amperzand
Click image to enlarge.
image

need to move the star from under Santiago
Duque can be moved up. Sanchez can be moved to the right.
Gonzalez or star can be moved.
I might try a different variation to the between border lines. I might make it just black an a little thicker.
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Re: Alamo map [12/15/12] Pg14

Postby generalhead on Sun Dec 16, 2012 9:41 pm

Click image to enlarge.
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Re: Alamo map [12/16/12] Pg14

Postby tkr4lf on Sun Dec 16, 2012 11:45 pm

Looking good, gh!

I like the new font. It's easier to read and seems to go better with the theme of the map than the previous font did.

Do you have any plans for the bridges? Are you going to do something else with them, or leave them as is?

Did you have any ideas on the 1v1 vs. every other type of gameplay idea that nolefan had above?
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Re: Alamo map [12/16/12] Pg14

Postby generalhead on Mon Dec 17, 2012 12:14 am

tkr4lf wrote:Looking good, gh!

I like the new font. It's easier to read and seems to go better with the theme of the map than the previous font did.

Do you have any plans for the bridges? Are you going to do something else with them, or leave them as is?

Did you have any ideas on the 1v1 vs. every other type of gameplay idea that nolefan had above?


Thanks bud, The bridges do need some work; I will try a few things for the next draft.
I definitely agree with the 1v1 drop. I believe that all gets work out in the coding of the drop correct.
Do you think that it needs to be represented on the map somewhere? I think with other maps the drops usually aren't installed in the legend.
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Re: Alamo map [12/16/12] Pg14

Postby tkr4lf on Wed Dec 19, 2012 1:37 pm

generalhead wrote:
tkr4lf wrote:Looking good, gh!

I like the new font. It's easier to read and seems to go better with the theme of the map than the previous font did.

Do you have any plans for the bridges? Are you going to do something else with them, or leave them as is?

Did you have any ideas on the 1v1 vs. every other type of gameplay idea that nolefan had above?


Thanks bud, The bridges do need some work; I will try a few things for the next draft.
I definitely agree with the 1v1 drop. I believe that all gets work out in the coding of the drop correct.
Do you think that it needs to be represented on the map somewhere? I think with other maps the drops usually aren't installed in the legend.

Yeah, you're probably right about that, just a matter of coding the drops, so shouldn't need to be displayed on the map.

So, what else is going on with it?
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Re: Alamo map [12/16/12] Pg14

Postby swimmerdude99 on Wed Dec 19, 2012 1:50 pm

Personally something in the way of clarification needs to be done in the legend or on the map colors to make them more pronounce, where is the hopsital? where is the Chapel? Are they one territ or a bonus? Also for the cannons I don't understand where they bombard... ONLY the little targets? to me that seems completely useless to go through a nuetral... even if you didn't have to, just for one territ to bombard? or is it saying it can bombard all the people in its region color? and To me that seems... well odd, you would want to bombard a whole different region that is within range of the cannon,

so like for instance I would make Ortega able to bombard all of King crawford and winchester maybe? Not just one of them. or is it just allow bombarding one because that is how youd stop the bonus? I just feel if it has such a large nuetral, that it should be able to bombard more.

The way it reads now, "Bombards entire region of the same color" makes me think that ortega would bomb, Gonzalez, Barro, Duque, Diaz, and King. and that is all, am I reading that correctly?
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Re: Alamo map [12/16/12] Pg14

Postby tkr4lf on Wed Dec 19, 2012 10:02 pm

swimmerdude99 wrote:Personally something in the way of clarification needs to be done in the legend or on the map colors to make them more pronounce, where is the hopsital? where is the Chapel? Are they one territ or a bonus?


They are shown by the color glow around the names. See the colored boxes in the legend next to the names Hospital, etc.? So, Hospital is Cooper, Lee, Murphy. Convent Yard is King, Crawford, Winchester. Chapel is Elder, Patch, Bell.

Apparently they need to be shown in a clearer manner. Perhaps a more pronounced glow? Or something else?


swimmerdude99 wrote:Also for the cannons I don't understand where they bombard... ONLY the little targets? to me that seems completely useless to go through a nuetral... even if you didn't have to, just for one territ to bombard? or is it saying it can bombard all the people in its region color? and To me that seems... well odd, you would want to bombard a whole different region that is within range of the cannon,

so like for instance I would make Ortega able to bombard all of King crawford and winchester maybe? Not just one of them. or is it just allow bombarding one because that is how youd stop the bonus? I just feel if it has such a large nuetral, that it should be able to bombard more.

The way it reads now, "Bombards entire region of the same color" makes me think that ortega would bomb, Gonzalez, Barro, Duque, Diaz, and King. and that is all, am I reading that correctly?

The way it works is that each cannon bombs the entire region (except the commander) in which the same colored target is located. So Ortega would bombard Crawford, King and Winchester. Todd would bombard Diaz, Ortega, Gonzalez and Barro. Vega would bombard Smith, Todd, Black, Hill and Brown. Etc., etc.

Apparently this needs to be clarified better, or simply worded differently in the legend to make it clearer. Do have any ideas on how to do that, swimmer?
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Re: Alamo map [12/16/12] Pg14

Postby generalhead on Wed Dec 19, 2012 10:58 pm

Hello Tk

I am not going to do a quote because that would be long.

Swimmerdude I appreciate you looking at all of this it is great to get a new set of eyes on the map.

In the legend it says the cannons bombard the entire region of the same color (and then there is a target symbol). I might have to bung that out more.

In the next version of the map I might try a glow around the three bonus region to make them stand out since
they are the only bonus regions.

The cannons target is something I have been thinking about It is odd to have one little target to show that the cannon can bombard the entire region.
It might be too much for the eyes to have a target on every territory that the cannon can bombard.
If any one has any suggestions on how to show where the cannons will bombard with out it being too much on the eyes I am open for advice.

So in the next version I will work on the bridges, add the glows to the bonus regions and think of a way to better show where the cannons attack
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Re: Alamo map [12/16/12] Pg14

Postby swimmerdude99 on Wed Dec 19, 2012 11:52 pm

Thanks for the replies guys, and yes I do have ideas on how to show the bombarding area better then. Why don't you have the cannon be the color of the BOMBARDED area, signifying WHERE it bombards.

So you make the legend say "Cannon bombards area that matches its color." In this case you would make Ortega cannon glow with the same color as Crawford, King and Winchester territs. So since they are that brown color, you make the cannon Ortega that color. The territory NAMES should stay the color of the region they are in, but the cannon inside the region could change to the color of the area it bombards so there is a correlation. This should remove the need for the crosshairs, and help make it a little easier to understand (in my humble opinion)

As Far as showing the bonuses, I think it is hard to tell just by looking at the map where you can get a bonus. Maybe you could put a faded txt on the floor of the place "behind" the other text reading, hospital or chapel, going across the territories. And/or you could make the places that are a bonus have a border of the color the names of the territs are. So For chapel I believe it is that Gold color territ names? Could you also put that gold border along the surrounding edges? sort of like a "bolded line" next tot the walls along the floor almost like that room is sectioned off with a different floor or a different level. That way you could connect that territs color with that of the color in the legend. (again just suggestions, but I think that detail lining could improve the clarity of the map alot.)
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Re: Alamo map [12/16/12] Pg14

Postby generalhead on Thu Dec 20, 2012 6:56 am

Great suggestions swimmerdude.
I will play around with these and get another version out this weekend
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Re: Alamo map [12/16/12] Pg14

Postby swimmerdude99 on Thu Dec 20, 2012 7:19 pm

generalhead wrote:Great suggestions swimmerdude.
I will play around with these and get another version out this weekend


Awesome, I will try to check back every day or so, would love to continue following this map :)

Also, have you guys considered having bonuses for each area inside the alamo, not just the few rooms? if you have and decided against it, what is your reasoning behind it? Not saying its wrong, just wondering why there isn't any!
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Re: Alamo map [12/16/12] Pg14

Postby nicarus on Thu Dec 20, 2012 7:30 pm

the legend says hold six officers for one round to win, this should say generals. great map by the way, i look in from time to time and it has come a long way. looking forward to playing this one. :D
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