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Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

PostPosted: Fri Jan 11, 2013 9:41 am
by RjBeals
generalhead wrote:The lines on the map look awkward to me
Me too - because of the map graphics, the crease lines don't really give the illusion of paper folded map. They just look distracting. But I like the texture itself.

Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

PostPosted: Fri Jan 11, 2013 11:47 am
by Seamus76
I'm about to post another update, moving the mini-map text out, should I ditch the lines and just leave the texture, or is there something I can do to make the lines work and look better?

Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

PostPosted: Fri Jan 11, 2013 11:52 am
by koontz1973
Lines you can leave for later. Lets see this update.

Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

PostPosted: Fri Jan 11, 2013 12:02 pm
by Seamus76
CURRENT UPDATE INFO - 2013-01-11:
- Moved the red and green mini-map labels outside of the map.
- Brought out the names more.
- For now just lowered the opacity of the line.

CURRENT MAP VERSION:
v3.1 - Large (840x800)
Click image to enlarge.
image

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Fri Jan 11, 2013 12:20 pm
by koontz1973
Seamus, here is your sticky. Stamping in two days as normal. But before I stamp this, I am going to ask if you want it stamped with the new rules now in place?

With the folds, they will need a lot more work done on them but you can do that as you go though game play and graphics. The lines that I think RJ is talking about and I do kind of agree with him is this, you territ lines and land/sea border are just too curvy. rough them up a bit. Not jagged but I can see every single point you have made. Look at Tian Shui - Han Zhong border. That is a nice line. Get the rest like this. It will mean a complete re do I am afraid but you have time.

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Fri Jan 11, 2013 12:32 pm
by Seamus76
koontz1973 wrote:Seamus, here is your sticky. Stamping in two days as normal. But before I stamp this, I am going to ask if you want it stamped with the new rules now in place?

With the folds, they will need a lot more work done on them but you can do that as you go though game play and graphics. The lines that I think RJ is talking about and I do kind of agree with him is this, you territ lines and land/sea border are just too curvy. rough them up a bit. Not jagged but I can see every single point you have made. Look at Tian Shui - Han Zhong border. That is a nice line. Get the rest like this. It will mean a complete re do I am afraid but you have time.

Thank you sir, and yes please stamp this.

RJ is specifically talking about the creases though, but if you're not a fan of the other lines I can have a deeper look. At first glance the territ lines look good to me, there is good consistency with curves and jaggs. The sea/land border is pretty smooth, which I can jag up a bit.
by RjBeals ยป Fri Jan 11, 2013 10:41 am
...because of the map graphics, the crease lines don't really give the illusion of paper folded map. They just look distracting. But I like the texture itself.

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Fri Jan 11, 2013 12:37 pm
by koontz1973
The creases will need more work, but as I said you have a lot of time to play around now with them. So as you do not bugger up your image, make a copy of it and play around till you find something that work. As yes, the territ lines are way to smooth. Give them a natural feel to them if you know what I mean.

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Fri Jan 11, 2013 12:55 pm
by The Bison King
Looking awesome! Why is this still in the drafting room?

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Fri Jan 11, 2013 5:30 pm
by generalhead
The Bison King wrote:Looking awesome! Why is this still in the drafting room?


It got stamped, you have to read back two and three posts. :D

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Sat Jan 12, 2013 1:19 pm
by koontz1973
Seamus, just posted this in GH Easter Island thread and it might help you to. With the mountains, try to change the colour of the smaller ones. Then place some in front of the larger mountains to add depth to them. Where you have the range going between red/green, add a few more going into red. Not as impassables but again to add depth to the range. Apart from that, the only other thing I can think of is adding some shadow to them.

EDIT:
Here you go Seamus. Use this wisely. ;)
Image

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Mon Jan 14, 2013 11:57 am
by Seamus76
koontz1973 wrote:Seamus, just posted this in GH Easter Island thread and it might help you to. With the mountains, try to change the colour of the smaller ones. Then place some in front of the larger mountains to add depth to them. Where you have the range going between red/green, add a few more going into red. Not as impassables but again to add depth to the range. Apart from that, the only other thing I can think of is adding some shadow to them.

EDIT:
Here you go Seamus. Use this wisely. ;)
Image

Thanks koontz. I've added more mountains to the red range, and will be starting on the shadows.

Gameplay and bonus values should all be solid, if some of the gameplay guys can verify that I think we can move this one along pretty quickly. O:)

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Mon Jan 14, 2013 12:54 pm
by nolefan5311
Can you post a map in the OP with the starting neutrals? The cities will have to start neutral.

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Tue Jan 15, 2013 11:21 am
by Seamus76
nolefan5311 wrote:Can you post a map in the OP with the starting neutrals? The cities will have to start neutral.

Working on it now.

Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Tue Jan 15, 2013 1:50 pm
by V.J.
Here are the starting positions and neutrals we came up with(this includes 1 city per player):

In 2 Player game 10 fields each and that's 20 total
3p = 8 each = 24 total
4p = 8 each = 32 total
5p = 6 each = 30 total
6p = 6 each = 32 total
7p = 4 each = 28 total
8p = 4 each = 32 total

3 hard coded neutral fields would be:
"bei ping west" because it could be a starting bonus for someone that gets the City next to it. Other two "Liang North" and "Nanman" are again going make it harder to get +2 bonus.

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Tue Jan 15, 2013 4:56 pm
by Seamus76
I've updated the OP with the starting position info, and put a version of the map with starting positions under the current version. Let me know your thoughts.

Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

PostPosted: Tue Jan 15, 2013 7:04 pm
by nolefan5311
Seamus76 wrote:
nolefan5311 wrote:Can you post a map in the OP with the starting neutrals? The cities will have to start neutral.

Working on it now.

Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?


Yeah, I really like this. n2 or n3?

V.J. wrote:Here are the starting positions and neutrals we came up with(this includes 1 city per player):

In 2 Player game 10 fields each and that's 20 total
3p = 8 each = 24 total
4p = 8 each = 32 total
5p = 6 each = 30 total
6p = 6 each = 32 total
7p = 4 each = 28 total
8p = 4 each = 32 total

3 hard coded neutral fields would be:
"bei ping west" because it could be a starting bonus for someone that gets the City next to it. Other two "Liang North" and "Nanman" are again going make it harder to get +2 bonus.


And to prevent a bonus being dropped. You guys are on the ball! =D>

Re: Three Kingdoms of China - v3.0 [2013-01-11] p4

PostPosted: Tue Jan 15, 2013 11:06 pm
by Seamus76
nolefan5311 wrote:
Seamus76 wrote:
nolefan5311 wrote:Can you post a map in the OP with the starting neutrals? The cities will have to start neutral.

Working on it now.

Currently I have the 8 Cities as starting positions with each player receiving one, and the others being neutral. So in 1v1 games players will start with 1 each, and the other 6 will be neutral, and in 8 player games each player will have 1. Koontz and I worked this out a while back, and I think it works really well for making the cities a playable option in all game types. Does that work for you?


Yeah, I really like this. n2 or n3?

Awesome, this is going to be a good map for sure. What do you think about this? I was thinking n3 but only until you said n2, which makes it interesting.

V.J. wrote:Here are the starting positions and neutrals we came up with(this includes 1 city per player):

In 2 Player game 10 fields each and that's 20 total
3p = 8 each = 24 total
4p = 8 each = 32 total
5p = 6 each = 30 total
6p = 6 each = 32 total
7p = 4 each = 28 total
8p = 4 each = 32 total

3 hard coded neutral fields would be:
"bei ping west" because it could be a starting bonus for someone that gets the City next to it. Other two "Liang North" and "Nanman" are again going make it harder to get +2 bonus.


And to prevent a bonus being dropped. You guys are on the ball! =D>

O:) Thank you, we aim to please. Most of the time. :D

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Thu Jan 17, 2013 10:26 am
by Swimmerdude99
OH MY GOSH!!!! HOW HAVE I NOT SEEN THIS?! IM SO EXCITED!

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Thu Jan 17, 2013 11:43 am
by Seamus76
swimmerdude99 wrote:OH MY GOSH!!!! HOW HAVE I NOT SEEN THIS?! IM SO EXCITED!

Thanks swimmerdude! We're pretty excited about this one as well.

I'm not sure I mentioned it, but the OP has been updated with the 888 and Starting Neutral version. It's right under the current map version.

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Fri Jan 18, 2013 2:25 pm
by sam_levi_11
Really like this map. Too many maps are over complicating, so it's nice to see one I have a genuine interest in kept simple for those of us who are more casual players.
Well balanced and looks good. The major cities are a nice addition to add a new dimension yet not over complicate matters.

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Fri Jan 18, 2013 11:34 pm
by Seamus76
sam_levi_11 wrote:Really like this map. Too many maps are over complicating, so it's nice to see one I have a genuine interest in kept simple for those of us who are more casual players.
Well balanced and looks good. The major cities are a nice addition to add a new dimension yet not over complicate matters.

Thanks so much sam. You were instrumental in helping develop the original idea, so I'm really glad you like what I've done with it.

Re: Three Kingdoms of China - v3.2 [2013-01-22] p6

PostPosted: Tue Jan 22, 2013 11:36 am
by Seamus76
CURRENT UPDATE INFO - 2013-01-22:
- Added a light shadow to the mountains.

CURRENT MAP VERSION

v3.2 - Large (840x800)
Click image to enlarge.
image

Re: Three Kingdoms of China - v3.1 [2013-01-11] p5

PostPosted: Tue Jan 22, 2013 4:06 pm
by AndyDufresne
sam_levi_11 wrote:Really like this map. Too many maps are over complicating, so it's nice to see one I have a genuine interest in kept simple for those of us who are more casual players.
Well balanced and looks good. The major cities are a nice addition to add a new dimension yet not over complicate matters.

I am always an advocate for interesting yet streamlined and standard maps as well.


--Andy

Re: Three Kingdoms of China - v3.2 [2013-01-22] p6

PostPosted: Tue Jan 22, 2013 9:52 pm
by The Bison King
Seems to me that Yueh-Sui could be broken up into 2 territories. That could give the region 3 border's rather than 2. You could bump the bonus up to +3 and make the Green Shu Kingdom more of a contender compared to the other 2 Kingdoms. Also it wouldn't change the number of borders for a player who's focusing on capturing the entire Shu Kingdom.

Re: Three Kingdoms of China - v4.0 [2013-01-23] p6

PostPosted: Wed Jan 23, 2013 12:24 pm
by Seamus76
CURRENT UPDATE INFO - 2013-01-23:
- Split Yueh-Sui into two terts, which was something I had been looking at for awhile, but was confirmed by bison kings comment. It had come up in the original thread, but for some reason gimil was against splitting it.
- Updated the tert count info at the top of the OP, can someone take a look and make sure it all adds up and makes sense based on the updated v4.0 with 888's and starting neutrals below? Do any more terts need to be coded neutral, etc.?

CURRENT MAP VERSION

v4.0 - Large (840x800)
Click image to enlarge.
image