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Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Wed Nov 12, 2008 8:31 pm
by mibi
oaktown wrote:Here's a thought that might improve legend/play clarity... what if the legend info about the "orders" (mortars and the like) were moved up to the top of the column, directly under the territories? It seems like that would just make more sense, and perhaps draw needed attention to them as territories.


This could work.... the legend is currently in a loose order of importance or "what will likely be used in the game" trenchs, machine guns, etc... all the way down to artillery which is the least likely scenario.

The thing about the orders is that they will definetly look like territories when they have actual army numbers on them.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Thu Nov 13, 2008 6:45 pm
by Incandenza
And just to augment mibi's point: the legend as it stands basically aligns with how a game will go: in the early going you secure trenches, then move forward and take a machine gun, then hit the bunker and start chipping away at the orders... plus none of the orders are likely to come into play in the first couple of turns, giving people time to become acclimated on the map.

No matter what, people are going to make mistakes. People will misread the legend, they won't understand a certain instruction, whatever. But like I said before, the most comprehensive legend in the world won't entirely eradicate user error.... and experience is always the best teacher. Ask anyone that's marooned a huge army on an artillery in waterloo, I guarantee they'll never make the same mistake.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Sat Nov 15, 2008 6:44 am
by blue sam3
Incandenza wrote:Ask anyone that's marooned a huge army on an artillery in waterloo, I guarantee they'll never make the same mistake.


providing they aren't me anyway

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Wed Dec 03, 2008 9:45 am
by mibi
I wonder if there is a timeline on any xml update...it's been a while since we have had one.

Re: Trench Warfare! V4 Pg 1/9 [I]

PostPosted: Wed Dec 10, 2008 1:49 pm
by Incandenza
Well, I'm not exactly holding my breath, but who knows?

Meanwhile, here's Version 5 again:

Click image to enlarge.
image

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Thu Dec 11, 2008 4:18 pm
by TaCktiX
This is a nitpick in the purest sense, but the G on the grid is a little too destroyed, and a quick glanceover could mistake it for a C (even though there's a C column higher up) Perhaps a little less grime on that section?

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Thu Dec 11, 2008 4:22 pm
by Androidz
Another nittypick the corner in 1 and A is a bit destroyed. unfilled with colours (black line. in the other area...

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Mon Jan 05, 2009 7:36 pm
by Hopscotcher
I have to admit I haven't read the entire log, but have you considered adding landmines somewhow? Perhaps if you take a space adjacent to a machine gun, you lose one extra troop or somesuch? just an idea.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Mon Jan 05, 2009 8:17 pm
by Incandenza
Hopscotcher wrote:I have to admit I haven't read the entire log, but have you considered adding landmines somewhow? Perhaps if you take a space adjacent to a machine gun, you lose one extra troop or somesuch? just an idea.


Thanks for your interest. Landmines were discussed and ultimately rejected. It's hard enough getting across No Man's Land as it stands.

Tac and Androidz, I think we're at a point where further graphic touch-ups will be waiting on the needed xml update. But we'll definitely keep your comments in mind.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Tue Jan 06, 2009 1:50 am
by Blitzaholic
whoa Incandenza with a map, awesome =D> =D> =D>

does it seem a little dark or hard to see?

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Tue Jan 06, 2009 2:52 am
by Incandenza
Blitzaholic wrote:whoa Incandenza with a map, awesome =D> =D> =D>

does it seem a little dark or hard to see?


Thanks, blitz, but all credit should go to mibi. His concept, his graphics, his baby... I'm just the adviser and logistical technician. :D

And it's dark, but intentionally so, and everything will be quite clear once all the army numbers are laid down.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Tue Jan 06, 2009 6:29 pm
by LED ZEPPELINER
maybe try putting the numbers on the bottom too, that way people can see them easier when they are reinforcing/attacking

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Wed Jan 07, 2009 7:58 pm
by saaimen
LED ZEPPELINER wrote:maybe try putting the numbers on the bottom too, that way people can see them easier when they are reinforcing/attacking

I completely second that.

BUT... No size limitation issues then?
Maybe just move the whole grid up a bit. Then you could have the numbers be partially inside the squares, like the letters. Cause now, the numbers on top do take quite some space...

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Thu Jan 08, 2009 11:04 am
by mibi
saaimen wrote:
LED ZEPPELINER wrote:maybe try putting the numbers on the bottom too, that way people can see them easier when they are reinforcing/attacking

I completely second that.

BUT... No size limitation issues then?
Maybe just move the whole grid up a bit. Then you could have the numbers be partially inside the squares, like the letters. Cause now, the numbers on top do take quite some space...


Yeah the whole grid could get moved up. And the numbers can come down in size too.

Great map! Can't wait to play!

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Thu Jan 08, 2009 2:28 pm
by Incandenza
mibi wrote:Great map! Can't wait to play!


Yeah, you and me both.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Sat Jan 10, 2009 11:57 pm
by cairnswk
I had licked this map for graphics, but i had better check first otherwise i will get in trouble from up top. ;)

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Sun Jan 11, 2009 1:27 am
by wcaclimbing
The terrain texture is broken up at the top of the map. Directly under where the territory letters are.
It just breaks from one texture to another and doesn't look very good. A straight line all the way across the map, directly under the territory numbers.
Could you smooth that out a bit so it looks like one whole texture, not two different parts copy-pasted on top of eachother?

EDIT: I'm not completely sure how to explain what I'm seeing. If you don't get what I'm saying, I could try to explain it differently.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Sun Jan 11, 2009 1:42 am
by Incandenza
wcaclimbing wrote:The terrain texture is broken up at the top of the map. Directly under where the territory letters are.
It just breaks from one texture to another and doesn't look very good. A straight line all the way across the map, directly under the territory numbers.
Could you smooth that out a bit so it looks like one whole texture, not two different parts copy-pasted on top of eachother?

EDIT: I'm not completely sure how to explain what I'm seeing. If you don't get what I'm saying, I could try to explain it differently.


Oh, yeah, I see it too. It'll go on the to-do list, which brings me to my next point:

Let's not get carried away with graphics stamps. There's a small graphics to-do list, and we're still waiting on the xml update that would make this map possible. Certainly, and I hope I speak for mibi, we'd be obliged to get a graphics stamp as part of a reasonably swift induction into the forge when the aforementioned xml update occurs, but again, let's not get carried away.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Sun Jan 11, 2009 1:55 am
by wcaclimbing
Awesome.

The same thing is visible (but not nearly as much) along the right side of the map. Just in a few places. Not very noticable. But that could be fixed also.

For the boundary between the Map Legend and the Terrain texture, right now it just switches from one brown texture to another. Could you do either:
A. add a border or shadow or something to separate the two.
B. gradually blend the two together along that edge so there isn't much of a noticeable change between the two sides.

My vote would be for A, but either would work, I think.
If you need an idea for the border/shadow, I think what I did on Oasis would work well here. click here if you want to see the map.
I just did a one pixel black border along the entire thing. And a small shadow behind it to make the legend stand in front of the map.
I think that'd work for this map.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Sun Jan 11, 2009 8:30 am
by mibi
wcaclimbing wrote:Awesome.

The same thing is visible (but not nearly as much) along the right side of the map. Just in a few places. Not very noticable. But that could be fixed also.

For the boundary between the Map Legend and the Terrain texture, right now it just switches from one brown texture to another. Could you do either:
A. add a border or shadow or something to separate the two.
B. gradually blend the two together along that edge so there isn't much of a noticeable change between the two sides.

My vote would be for A, but either would work, I think.
If you need an idea for the border/shadow, I think what I did on Oasis would work well here. click here if you want to see the map.
I just did a one pixel black border along the entire thing. And a small shadow behind it to make the legend stand in front of the map.
I think that'd work for this map.



the texture behind the legend is actually a photo of some WW1'ers jumping out of a trench. Obviously it's very obscured.

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Mon Jan 12, 2009 9:37 pm
by gimil
I just realised that I haven't mentioned this to you guys yet so I will say it now in case you haven't worked it out.

Since you are waiting for XML features to be introduced before you map can be complete I won't be stamping this map for graphics, for the time being. I don't think it is very fair to continue any map through the system until there is confirmation that your needed features are garunteed in the pipeline.

This by no means, means that your map isn't supported by CC. I am more than happy with your map being here. I just don't want to move it any further while it is in a state that it can't be quenched. I hope you understand :)

Re: Trench Warfare! V5 Legend goodness Pg 1/10 [I] [GP]

PostPosted: Tue Jan 13, 2009 2:05 am
by Incandenza
I'm not sure you used those exact words, but that's pretty much the impression under which we've been laboring. Besides, when the xml update comes, it'll work better to be able to put up a fresh new draft and have some momentum going into the forge. 8-)

Thanks, gim

Re: Trench Warfare! V5 Pg 1/13 [I] [GP]

PostPosted: Thu Jan 15, 2009 9:25 pm
by mibi
cool, I will put the last few pages of suggestion in the new draft once the xml becomes available. No point in throwing up another "draft to nowhere".

I'm so clever.

Re: Trench Warfare! V5 Pg 1/13 [I] [GP]

PostPosted: Sat Feb 07, 2009 12:15 am
by Bootsmann Rommel
Interesting map indeed, I must say that it is hard to read and the layout is different but it would be a nice challenge to play, I would love to play it and hope to see it soon ! :D



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modedit
MrBenn wrote:I'll lock this thread until the XML becomes available.

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Re: Trench Warfare! Waiting for XML update (V5 Pg 1/13) [I] [GP]

PostPosted: Fri Jul 17, 2009 2:03 pm
by MrBenn
I'm moving this thread to the recycling bin until there is an XML update. I'll leave it stickied and locked to remind us that it is still here...