Moderator: Cartographers
koontz1973 wrote:Al right cairns, I can start to see where this one is going now, it take me time sometimes to see these things. All looking good. As always, sticky for a few days and then you get the move.
cairnswk wrote:Thank-you koontz for keeping as always the stuff upper lip...holding up the process...instead of getting this into workshop where players can see it the gameplay discussion area, you're going to hold it up for a few more days...congratuations...are you sure you didn't work for the Brits before WWI before the "parade ended"...sometimes the bueacracy never ceases to amaze me![]()
no offense koontz, but holding up a map for the sake of process is simply plain stupid.
Perhaps we need to minimise that somehow
koontz1973 wrote:cairnswk wrote:Thank-you koontz for keeping as always the stuff upper lip...holding up the process...instead of getting this into workshop where players can see it the gameplay discussion area, you're going to hold it up for a few more days...congratuations...are you sure you didn't work for the Brits before WWI before the "parade ended"...sometimes the bueacracy never ceases to amaze me![]()
no offense koontz, but holding up a map for the sake of process is simply plain stupid.
No it is not stupid. And I did not hold the map up for the sake of the process. I held this one up as I was not sure which way you where going with it so until I was, I kept it here as per the drafting room guidelines.
As for the playable image, you only provided bonuses 2 days ago and text that I could read yesterday, and finished that of with the update before your 88 tests. All done whilst I was asleep. I asked you a gameplay question about the starting advantage which you have answered with this:Perhaps we need to minimise that somehow
You want ideas from us, but you have not given any indication of what your ideas would be, what your preference would be. I gave you the benefit of the doubt as you have made many many maps and gave you the sticky. I did this as soon as I had logged on.
So where in your opinion have I held this up for the sake of it?
So continue, if you want to hold it up...
koontz1973 wrote:So continue, if you want to hold it up...
Thank you for giving me permission.![]()
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Funkyterrance wrote: For instance, in the case of H01, CO2, CA, and HB, are all four of these terts considered adjacent?
Funkyterrance wrote:Cairns, when I stated I was hopeful that the map would take color-blindness into consideration I mean in general. I'm not all that familiar with the drafting process so I didn't know whether or not once a change was made if it was permanent and tbh I still had a little trouble telling the black pants from the brown(?) pants. I just figured I would get my 2 cents in before the map was advanced to the next stage, causing you to get further agitated.
I still would appreciate a direct answer to this question:Funkyterrance wrote: For instance, in the case of H01, CO2, CA, and HB, are all four of these terts considered adjacent?
If I knew the answer to this question I would have a better idea whether or not my fears of an unbalanced map were warranted. If the borders of certain bonus areas are 2 terts wide as opposed to 1 it would make a world of difference.
Funkyterrance wrote:Cairns, when I stated I was hopeful that the map would take color-blindness into consideration I mean in general. I'm not all that familiar with the drafting process so I didn't know whether or not once a change was made if it was permanent and tbh I still had a little trouble telling the black pants from the brown(?) pants. I just figured I would get my 2 cents in before the map was advanced to the next stage, causing you to get further agitated.
I still would appreciate a direct answer to this question:Funkyterrance wrote: For instance, in the case of H01, CO2, CA, and HB, are all four of these terts considered adjacent?
If I knew the answer to this question I would have a better idea whether or not my fears of an unbalanced map were warranted. If the borders of certain bonus areas are 2 terts wide as opposed to 1 it would make a world of difference.
Funkyterrance wrote:I've got a suggestion that may be helpful: Make pavestones or something on the ground under the duelers so that it is obvious who can attack who. As it stands it could be a bit jumbled. Something like a dueler can attack any adjacent pavestone. It's just the sort of thing that could make the difference between someone trying or not trying out the map based on how easily read it is. If you don't know what I mean by pavestones I can try to clarify.
generalhead wrote:...It shows in the attack route in the legend how they can attack within the region and then cairns installed the asterisks to show how they can attack between regions. I am shore the asterisk are just temporary and will get changed once cairns works on graphics, but right now cairns is just trying to show game play. The attack routes and asterisks have made it pretty clear. It is pretty much you can attack the same color adjacent swordsman and you can attack the opposing color adjacent swordsman. adjacent would be like tic tac toe, up down and diagonal. That goes for in regions and across regions.
koontz1973 wrote:And 2 days later we get this.![]()
See cairns, the anticipation of a stamp makes it all the more sweeter when you finally get it.![]()
But GL in the MFW.
koontz1973 wrote:Criticize all you like. It is like waters of a duck back.![]()
Funkyterrance wrote:Ok, I hate to be the one and it may be somewhat due to colorblindness but I have a hell of a time telling which duelers can attack the building without looking very carefully. Cairns, are you completely set on those colors for the pants and how adverse would you be to making them more contrasting for quicker scanning of the map? I think the black pants is a great idea but the other guys have dark pants as well so it takes some effort to make them out at this point.
cairnswk wrote:NP terrance...there was a suggestion about changing the building guards to their proper uniform which may solve some part of this dilema....i'll see what i can do.
Funkyterrance wrote:cairnswk wrote:NP terrance...there was a suggestion about changing the building guards to their proper uniform which may solve some part of this dilema....i'll see what i can do.
Awesome.![]()
I'm very much excited to try this map out.
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