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Re: Alamo map [3/11] Pg4

PostPosted: Sun Nov 04, 2012 12:14 am
by koontz1973
generalhead wrote:Thank you for all of your work "Boss Man". I would rather you critique me all day and me do the map over 500 times than me put out
a crappy map. I will keep working as long as you keep telling me it's wrong. (Study, Study, Study)

Do not worry, we will not let you produce a crappy map. ;) In fact, this is far from where you started and far from crappy.

Re: Alamo map [3/11] Pg4

PostPosted: Sun Nov 04, 2012 7:26 am
by trinicardinal
overall nice clean graphics on the map itself. the legend on the right is definitely better now and the slight cut off of the win conditions seems to have been fixed as well.. Good luck with this one.

Re: Alamo map [3/11] Pg4

PostPosted: Sun Nov 04, 2012 11:56 am
by generalhead
Wow! "Boss Man" yet again you are right. this does look a lot cleaner. tell me what you think and what should change next.
If I should go with a different walls? do the rivers look better? Do you like the targets better?
Click image to enlarge.
image

I need to work on the word spacing in the legends. Would it look back if I made the letters a little smaller?

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 12:15 pm
by koontz1973
Walls are much better. Bung a shadow on them to see how that looks and you are 50% their.

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 12:56 pm
by Seamus76
Looking good, the coloring has come together nicely, as well as the walls. I think a shadow will help as well. I am really disliking the cannons. The old ones were much better, and the coloring under them was better as well, but could use a little "g" blur. I'm not a fan of the legends. It's not just the font, or the spacing, which needs work, but it just all seems too thrown together with little organization. With a little work you should have it.

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 1:08 pm
by generalhead
The legends look too boxy correct. Do you think a nice border edge would look good.
I am looking into how to do the shadow now. Koontz wrote me how to do it, i just need to go back through and figure it out.
I like these cannons because they have the Mexico and Texas flags on them which separates the two sides of the map more. I will see what every one else thinks about the cannons and make a decision then. They are smaller too which makes the map look cleaner. I need to redo the colored shadows for the cannons by making them smaller. I used the old ones to see how they looked. Again thanks for your input Seamus, you are great.

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 1:27 pm
by Seamus76
Fair enough, but the map would look better with the old cannons, and find better flags to incorporate. The legend could use a border but that's only part of it. Make the special thanks part smaller and reduce the opacity to be more in the background, or move it all together. I think you can also lose the "winning condition" part since you say "to win" at the end. Just say "hold...OR..." this would give more room.

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 1:58 pm
by generalhead
cool thanks buddy!

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 2:01 pm
by koontz1973
Remove the thanks part, move yours and tks names to the bottom right at half the size.
Lost the backgrounds for the legends at the moment and just use a plain white backing for now. This will improve legibility and allow you to concentrate on other aspects of the map. Yes, the cannons did not work, use the old ones. Make the winning condition to hold all men, this will reduce the text. Impassable, reduce the images for this by 50%.
New text:
Hold all officers to win
Cannons bombard same coloured targets
Reduce the text size by a third.
All officers +1 auto deploy.
Officers and every 2 territories under his command +1
Using this text will stop you repeating yourself for both sides and reduces it.

River between Romero and the chapel is good. Do the rest like this.

Take your time. Have fun and let me know if any of this is not clear. Here to help get your map made.

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 6:51 pm
by MagnusGreeol
Seamus76 wrote:Looking good, the coloring has come together nicely, as well as the walls. I think a shadow will help as well. I am really disliking the cannons. The old ones were much better, and the coloring under them was better as well, but could use a little "g" blur. I'm not a fan of the legends. It's not just the font, or the spacing, which needs work, but it just all seems too thrown together with little organization. With a little work you should have it.


Salut---ALL-------)
I have to agree with Seamus,, The cannons look a little stuby,,or the flag over-powers the barrel ?, Couple Questions,,I counted 54 territs on this map,,Is that enough for 8 man play,, Same as I thought for Austrum map, that the territs looked to big to be just one territ,, and can they be split up and made into more ? I'm fighting My-self to divulge these questions ,,because My lack of knowledge on the know-how,,But lose not, what You find tomorrow. You Guys are great,,keep up the good work,,Maybe some-day I'll be able to legitimately run the knowledge race,,but for now I'll watch and root from the stands '')

Lol2-All--In Life & War----Salute-------)
Sincerely, >>>----MAG-OUT----->

Re: Alamo map [4/11] Pg5

PostPosted: Sun Nov 04, 2012 8:15 pm
by generalhead
Magnus I appreciate the input. I believe that there is no such thing as bad input. I believe that any input makes you look over your map even closer and brings up questions that the map maker might not have thought of. Please keep up the great feed back. Your friend in battle. GH

Re: Alamo map [4/11] Pg5

PostPosted: Mon Nov 05, 2012 12:17 am
by generalhead
Click image to enlarge.
image

Re: Alamo map [5/11] Pg5

PostPosted: Mon Nov 05, 2012 12:52 am
by koontz1973
Nice.

GH, you are so nearly there. I am so happy that you managed to get it this far in such a short space of time. Imagine what another 6+ months in the foundry will produce. Will give it a complete once over today for you.

Re: Alamo map [5/11] Pg5

PostPosted: Mon Nov 05, 2012 12:33 pm
by tkr4lf
Wow, this has really progressed quite a bit since I last saw it...Very nice.

The walls are much clearer now, they look good. Did you decide to scrap the palisade idea? If so, I understand why, they will be hard to make look good. I think it works either way, it doesn't have to be 100% historically accurate.

The bridges are looking better, but could still use some work.

I like the addition of the ladders. It would make sense for them to be 1-way attacks into the Alamo, I would think. If you agree, this would need to be indicated on the map somewhere.

The commanders are looking nice. Much sharper and more recognizable as commanders than before.

I think the cannons look fine as they are, but will probably need more work later on.

The map is nice and clear, the gameplay is clear, all in all, everything looks much, much better than it did when I saw this last week. Sorry it took so long for me to respond, I've been busy and not on CC as much lately. But I will comment some more when you make another update. Keep up the good work!

Re: Alamo map [5/11] Pg5

PostPosted: Mon Nov 05, 2012 2:43 pm
by nolefan5311
This does look really good. tkr, have you volunteered to do the xml?

Re: Alamo map [5/11] Pg5

PostPosted: Mon Nov 05, 2012 5:46 pm
by tkr4lf
No, I haven't. I know nothing about xml so I cannot do it. GeneralHead wanted to put me on since I contributed with ideas.

I told him it wasn't necessary and that he would need somebody to do the xml, but he wanted to do it anyway. I'm not really quite sure why I'm on there when others have helped just as much, but there you have it.

Re: Alamo map [5/11] Pg5

PostPosted: Mon Nov 05, 2012 10:34 pm
by generalhead
tkr4lf has been put on the map do to game play development. . I mainly have worked on graphics and Tk came up with most of the game play. He has helped make this map what it is. Koontz deserved just as much credit because of his involvement. I know Koontz has created his own maps and will be creating more. I wanted to give Tk the opportunity to get his name on a map due to his development on this map plus his input on other maps in the foundry. Koontz explained to me that TK might not be able to receive a medal for just game play development. I will be attempting the coding of the map myself. i have read through the xml tutorials and feel comfortable attempting the task. I have taken a programming class when I was in high school and hope this will aid me in the xml. Should I start coding now or wait until further approval. Thanks for your input

Re: Alamo map [5/11] Pg5

PostPosted: Tue Nov 06, 2012 12:04 am
by koontz1973
GH, leave the xml alone for now. You have a long long way to go. Sorry, got tied up yesterday (literally). ;)

Will get your look over done today.

Re: Alamo map [5/11] Pg5

PostPosted: Tue Nov 06, 2012 9:41 pm
by generalhead
I added some shadowing
Click image to enlarge.
image

I might try a shadow on the people, but if I do it will be tomorrow or the next day.

Re: Alamo map [5/11] Pg5

PostPosted: Tue Nov 06, 2012 10:09 pm
by generalhead
tkr4lf wrote:Wow, this has really progressed quite a bit since I last saw it...Very nice.

Thanks tk
tkr4lf wrote:The walls are much clearer now, they look good.

Thanks to the "Boss Man"
tkr4lf wrote:Did you decide to scrap the palisade idea? If so, I understand why, they will be hard to make look good. I think it works either way, it doesn't have to be 100% historically accurate.

the palisades are still there, they are the wall with out the concrete look to them.
tkr4lf wrote:I like the addition of the ladders. It would make sense for them to be 1-way attacks into the Alamo, I would think. If you agree, this would need to be indicated on the map somewhere.

That is a really cool idea, my only concern would be for game play if that would isolate that side of the board to much and give some one an easy bonus. What does every one think on this?
tkr4lf wrote:The map is nice and clear, the gameplay is clear, all in all, everything looks much, much better than it did when I saw this last week. Sorry it took so long for me to respond, I've been busy and not on CC as much lately. But I will comment some more when you make another update. Keep up the good work!

ty, tk. We all have our own personal lives. Wives, kids, work, rest that can be more important than CC. I would never blame any one for slowing their play or taking a break, as long as they don't leave all together. Then I would be upset!Imagejust kidding.Image

Re: Alamo map [6/11] Pg6

PostPosted: Tue Nov 06, 2012 10:20 pm
by Seamus76
I like the little shadows. Looking good.

- You need to make the targets for the cannons larger, and change some of the colors so they are more differentiated.
- The abbreviation for Saloon needs an L in the legend.
- Color is misspelled in the legend, and Bombards should be capitalized.
- Covent Yard in the legend should be Convent Yard.
- This is prob more for the next round, but I'm not a fan of the bridges. They don't look like what I would expect a bridge to look like.
- I also still think the tert borders are a little too chaotic and all over the place. It's a good use of paths, but I'm not sure you need them to be so curvy. Especially within the alamo I would rather it be more square-ish, or "room-ish"

Also, sorry if it has been discussed, but what's the deal with the saloon? Why is it -1?

Re: Alamo map [6/11] Pg6

PostPosted: Tue Nov 06, 2012 10:40 pm
by generalhead
Seamus76 wrote:I like the little shadows. Looking good.

Ty
Seamus76 wrote:- You need to make the targets for the cannons larger, and change some of the colors so they are more differentiated.

I had them bigger in previous maps, but they didn't look as clean big. I will see what others say about the size and try a few different things. I agree about the colors. I need to change some of them.
Seamus76 wrote:- The abbreviation for Saloon needs an L in the legend.

Ya, in previous maps I had it as Sal. I lost an l some where, I will have to put it back in
Seamus76 wrote:- Color is misspelled in the legend, and Bombards should be capitalized.

10-4 ty
Seamus76 wrote:- Covent Yard in the legend should be Convent Yard.

10-4 ty
Seamus76 wrote:- This is prob more for the next round, but I'm not a fan of the bridges. They don't look like what I would expect a bridge to look like.

I tried some older looking log bridges, but with the size the logs looked horrible. I will keep searching to see what I can find.
Seamus76 wrote:- I also still think the tert borders are a little too chaotic and all over the place. It's a good use of paths, but I'm not sure you need them to be so curvy. Especially within the alamo I would rather it be more square-ish, or "room-ish"

I don't have a preference on this. I will see what some other people say on this.
Seamus76 wrote:Also, sorry if it has been discussed, but what's the deal with the saloon? Why is it -1?

It has not been discussed. In the John Wayne movie the Alamo the soldiers would get drunk and get into fights in the saloon. So I figured if you had
armies in the saloon they would be getting drunk and fighting amongst themselves. If others feel that this should not be though I don't feel that strongly about it to not change it.

Re: Alamo map [6/11] Pg6

PostPosted: Tue Nov 06, 2012 10:59 pm
by Seamus76
I can definitely help you with the targets. Just let me know if something like Sa6 would work for you and I can help you out. Also anything else I can help with would be my pleasure.

Click image to enlarge.
image

Re: Alamo map [6/11] Pg6

PostPosted: Wed Nov 07, 2012 7:08 am
by generalhead
Seamus76 wrote:I can definitely help you with the targets. Just let me know if something like Sa6 would work for you and I can help you out. Also anything else I can help with would be my pleasure.

Wow! That definitely looks way better. You are awesome. :-k Could you post that by itself with out the highlight so I can steal it? :-$ :lol:
Thanks buddy! :D

Re: Alamo map [6/11] Pg6

PostPosted: Wed Nov 07, 2012 7:36 am
by Seamus76
It would be my pleasure, sent you a PM.