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Vertex/Austrum [Quenched]

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Re: Vertex/Austrum [25/10] V2.2 Page 1

Postby koontz1973 on Thu Oct 25, 2012 12:26 pm

Nice idea about the mountains and trees. Never thought of that. Will add to my list of things to do. The idea has not been one of Poles but one of old maps. Like this

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I was starting work on the Umbilicus map (equator) but need to slow down some. When these two are nearly finished I will get that one done but only after these are late in graphics.
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Re: Vertex/Austrum [25/10] V2.2 Page 1

Postby generalhead on Sat Oct 27, 2012 11:50 pm

Usually on old maps they drew the monsters on the edge of the map in the unexplored territory. I like where you have them though, they look good.
The mountains on Vertex/ It4, It5 look a little strange to me. I don't know why. They are smaller than the rest of the mountains correct. They are non-functional mountains that cross horizontal between the two regions. I don't know. Looking good "boss man".
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Re: Vertex/Austrum [25/10] V2.2 Page 1

Postby koontz1973 on Sun Oct 28, 2012 5:07 am

generalhead wrote:Usually on old maps they drew the monsters on the edge of the map in the unexplored territory. I like where you have them though, they look good.

The monsters are on the map (Austrum) to give it some life and to fill in some of the blanks. They need to be moved into better positions though.
generalhead wrote:The mountains on Vertex/ It4, It5 look a little strange to me. I don't know why. They are smaller than the rest of the mountains correct. They are non-functional mountains that cross horizontal between the two regions. I don't know. Looking good "boss man".

Mountains are being redrawn. Just in the process of doing Madrid today and looking for a mountain I like. I like these ones but feel they are not the best I can do so they will change.
sannemanrobinson wrote:Also the whale in Austrum is seen from the middle while the mountains and trees are all pointing to the top of the map. Maybe letting the mountains point from the middle to the outside of the circle works.

Been fiddling with this idea as I liked it. But when the mountains all pointed out, it looked weird. Changing the mountains today.
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Re: Vertex/Austrum [25/10] V2.2 Page 1

Postby koontz1973 on Mon Oct 29, 2012 5:50 am

Vertex
New mountains.
Played with territ lines.
Click image to enlarge.
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Austrum
New mountains.
Played with territ lines.
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby generalhead on Mon Oct 29, 2012 6:21 am

The mountains look way better. The clumps of trees on Vertex/ OrT5, Mt2 might need to be a little thicker. If they looked like the ones on Austrum that would look good. Your heading for the Austrum map says vertex. You the man koontz, looking good.
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby nolefan5311 on Mon Oct 29, 2012 8:07 am

I think these are about ready to be moved to the Main Foundry Workshop. What do you think koontz?
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby koontz1973 on Mon Oct 29, 2012 8:16 am

generalhead wrote:The mountains look way better. The clumps of trees on Vertex/ OrT5, Mt2 might need to be a little thicker. If they looked like the ones on Austrum that would look good. Your heading for the Austrum map says vertex. You the man koontz, looking good.

Thanks GH, always nice to hear kind words. Will look at the woods later today.
nolefan5311 wrote:I think these are about ready to be moved to the Main Foundry Workshop. What do you think koontz?

Yes, but not yet please. Give it a few more posts (9 to be exact) to see if the community want these ones. ;) But if you want to comment on the game play now, go ahead. :D
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby generalhead on Sat Nov 03, 2012 9:33 am

On Austrum, For Asser Hastile and Sublica, it is hard to tell where one region starts and one ends. Could you highlight the inside of the also. It might not be neccesary because you have the territories labeled, I didn't know if it would help though. in the legend +1 for every three territories, the min 3 means minimum 3 correct. The h in hold for the win condition is a little funky, but it is legible. I wouldn't have know what an exploratorum was if you didn't have the picture there. I am glad it is there. All looks good buddy, the more I look at these maps, the more I want to play!
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby sannemanrobinson on Sat Nov 03, 2012 10:17 am

I'm still missing something in both maps, call it a theme or something to relate to. Are there inhabitants on these islands? Some villages and roads like on the Oasis map could show this.
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby koontz1973 on Sat Nov 03, 2012 12:50 pm

generalhead wrote:On Austrum, For Asser Hastile and Sublica, it is hard to tell where one region starts and one ends. Could you highlight the inside of the also. It might not be neccesary because you have the territories labeled, I didn't know if it would help though. in the legend +1 for every three territories, the min 3 means minimum 3 correct. The h in hold for the win condition is a little funky, but it is legible. I wouldn't have know what an exploratorum was if you didn't have the picture there. I am glad it is there. All looks good buddy, the more I look at these maps, the more I want to play!
Image


Thanks GH, will look at all points you mentioned tomorrow morning and see what I can do to improve things. The h, inner glows and wording. As you can see, I want the very minimum in the way of wording. The normal territory bonus was not part of the plan. What I wanted to do was to have just a bonus which increased slowly. Again, will have a think.
sannemanrobinson wrote:I'm still missing something in both maps, call it a theme or something to relate to. Are there inhabitants on these islands? Some villages and roads like on the Oasis map could show this.

I will look at putting in some settlements like the mountains and forests, but will not make them part of the game play. That will bring the life you are looking for.
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby AndyDufresne on Sat Nov 03, 2012 2:38 pm

koontz1973 wrote:I will look at putting in some settlements like the mountains and forests, but will not make them part of the game play. That will bring the life you are looking for.

Yeah, I like the sound of that.


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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby ifuh on Sat Nov 03, 2012 3:33 pm

hi,

I like the colour atmosphere and the usual accurate elaboration.

Those who can - Do, those who can't -criticise.
in my opinion:
Those who can - Do, those who can't -teach. ;-)
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby MagnusGreeol on Sat Nov 03, 2012 8:20 pm

Salut--To All----)
First off I'd like to Commend Everyone's enthusiasm and participation in this interest,[ Koontz--Nole- Andy-Sandman-Ifuh and of course General,,For if not for All of Us,,We wouldn't be here---budda-bing '') But seriously and not joking aside is the Talent- Honor- Loyalty-Commitment that I see from All of You is to bright for the blind ,,, I wish I had the knowledge and know how to do what You Guys are doing,,Creating,,and not only Creating,,but helping others Create,,It's like Your saying " I know I'm pretty busy In My life and My knowledge to Creat sht for My-self,,But You know what,,I'll help this Guy General with His idea and give- ( General-who I think is Quite knowledgeable)- Him some pointers and help with the map",,,Frigin Excellent Team & Human Being work!!--I think the artistry /colors and spherical dimensions are very easy on the eyes,,quite enjoyable to look upon ------Now I am embarrassed to even give My two cents,, but I will,--,General is One of My closest friends In this world,,and by no means is it a critique--But is it possible to break each region-(territ) I see into 2-3 more regions,,Do they look a little big and is it possible to break them down?, Also--and it was just a thought---could the Sea-dragon be a territ that can attacks all ships,,and All ships can attack it, but maybe sea-dragons don't attack each other? Mythical legend minded I suppose..but worth a shot ''),,,I agree with Sandman that it could maybe use a theme,,inhabitants, or History,,,All in All it's All GOOD Guys,,Thanks for Everything You do,,,I appreciate It,,,PS---I'll be teaming with General on >>>---AUSTRUM---> I already have a strat for it '') JK-haha-----Great -work every-One------ Sincerely------>>>----------MAG-OUT---------->
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby Seamus76 on Sat Nov 03, 2012 10:45 pm

Couple of things my man...
For Austrum:
- Seems like the legends are different shades, and maybe that is by design, but example, the winning condition is super black compared to the bottom left bonus info.
- The ships in the winning condition legend seem to get lost to me. Can you bring them out a little more?
- Also with regard to the ships, I think they need to be spread out a little more. To me the best position would be E5, which seems to have a slight advantage since it doesn't border any other potential starting positions, and is protected.

by sannemanrobinson on Sat Nov 03, 2012 11:17 am
I'm still missing something in both maps, call it a theme or something to relate to. Are there inhabitants on these islands? Some villages and roads like on the Oasis map could show this.


I think this is a bigger point. What exactly brings the maps together, or are they part of the same thread, and similar in style, but completely different? I would rather there be a continuous theme between the two, or make their differences more pronounced and split them up. For me it would be cool if the Austrum map was actually "Arctous", and conceptually was a zoom in of that territory from the Vertex map. Not sure that makes sense, but keep up the great work.
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Re: Vertex/Austrum [29/10] V2.3 Page 2

Postby koontz1973 on Sun Nov 04, 2012 12:24 am

Andy, thanks, glad to see you are still popping in whilst on your way to a happy banana filled retirement.
ifuh, thanks.
Magnus, Territs can go smaller, but I need to get a small map done and their might not be room. Let me look into it. Sea creatures are decorative.
Seamus, Will move E4 over to E5 (ships), legend ships, bring them out more OK, will look again at the text, but I believe they are all the same shade/opacity. But will double check. I understand the the idea of zooming into Arctous, but the site already has an Arctic map.

EDIT: Here are the maps, I think I got everything apart from the inner glow for Austrum. When put in, all the colour just made it look bad so it will stay as is for now. Added the settlements, redid the sea lines, moved ships and monsters, checked the text, it is fine but the colours of the background make it seem lighter/darker in areas. Looked at moving the mountains to go around the map like the monsters but it looked weird. Ships and text are at the same angle and the monsters are purely decorative. Still working on the wording for the legends but will need the GP mods to help me here.

Vertex
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Austrum
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Re: Vertex/Austrum [4/11] V3 Page 2

Postby Unstoppable! on Sun Nov 04, 2012 5:20 am

Absolute great maps, i will cert. play on this map.
It is hard to bring something completely different, but you managed it!! 8-) 8-)
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Re: Vertex/Austrum [4/11] V3 Page 2

Postby generalhead on Sun Nov 04, 2012 6:29 am

Brilliant, great Job man!Image
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Re: Vertex/Austrum [4/11] V3 Page 2

Postby koontz1973 on Mon Nov 05, 2012 5:01 am

For both maps.
Removed the white around the circular borders as it was playing havoc with the black.
Changed the word Bonuses to Troops. This should be enough to allow players to understand that it is not going to be a normal map.
Vertex.
Reduced the gold glow around the legend text.
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Austrum.
Tidied up some of the glows.
Click image to enlarge.
image
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby generalhead on Mon Nov 05, 2012 7:19 am

On the Austrum map Is your troops +1 legend a different color or opacity than the rest of the legends?
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Mon Nov 05, 2012 7:27 am

generalhead wrote:On the Austrum map Is your troops +1 legend a different color or opacity than the rest of the legends?

No, I doubled checked this when someone else pointed this out. It is because of the background. In Vertex, it is a solid green so it looks the same. In Austrum, it has a dark blue with white clouds so their is a bigger contrast of colour. This leads it to look different. That is the only explination I can come up with anyway.
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby BisdeCapri on Mon Nov 05, 2012 9:38 am

Beautiful !
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby nolefan5311 on Tue Nov 06, 2012 4:36 pm

We'll go ahead and get this one moved on up to the the MFW. Congrats koontz...

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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Tue Nov 06, 2012 11:28 pm

BisdeCapri wrote:Beautiful !

Always nice to here.
nolefan5311 wrote:We'll go ahead and get this one moved on up to the the MFW. Congrats koontz...

Image

:D :D :D
Nice way to wake up that is. Thanks nole.

OK, no territory troops foe these maps.
You only get the bonus troops which is hold 3 troops in an area and get +1. With a minimum of 3. This is the same as having the normal territory reinforcements but only getting it as bonuses. As you lot can see, I have very little room for text and do not want to go outside of the circles for any text apart from names. Is the current text understandable for all this:
    bonuses
    decays
    winning conditions
If not, what does anyone suggest?
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby generalhead on Wed Nov 07, 2012 6:47 am

I think your winning conditions and your decay are worded good. The only thing that is confusing is the min-3. Do you need to have that in there?
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Re: Vertex/Austrum [5/11] V4 Page 3

Postby koontz1973 on Wed Nov 07, 2012 11:57 am

generalhead wrote:I think your winning conditions and your decay are worded good. The only thing that is confusing is the min-3. Do you need to have that in there?

If I get rid of it, then I will need to have normal territ troops as well as the bonuses. That might be a good idea as troop levels will be small and drag games out.

Will remove the min - 3 and have both bonus and territory troops. This will stop confusion when playing and allow me to keep the words down.

Thanks GH. Will post the maps shortly.
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