Battle of Waterloo [Quenched]

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Postby cairnswk on Wed Nov 14, 2007 5:07 pm

mibi wrote:Here is a more in depth comment. After looking over this map for several minutes I have more questions than answers.
...
I wont get to the graphics at this point tho, save that for another day.

Cheers,
mibi


Thanks Mibi...that is most productive, and extremely helpful.
I'll make changes accordingly and post another version soon in conjunction with other comments above.
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Postby cairnswk on Wed Nov 14, 2007 5:19 pm

unriggable wrote:
cairnswk wrote:
unriggable wrote:Artillery is useless in this, i suggest you fix it's role.


...and i suggest you suggest less arrogantly about what to do with the artillery, unriggable. :x

If you can't offer anything of decent value than to criticise in this commenting role, then please don't bother to comment at all on my maps.
I won't bother to fix anything unless you can come up with a decent suggestion.


Fine. Artillery should be able to bombard all adjacent countries and all countries in the continent. Just saying that since you're the mapmaker you should have sleeves chock-full of ideas.


Thanks unriggable for that suggestion. :) As there are other ideas from others for the artillery, i will now attempt to list them and maybe we could have a poll on this one.

Unfortunately, sometimes a mapmaker wants to do a map, but can't see the woods for the trees....this is why it is important if you have a suggestion that you think it valid, to offer it up, rather than just say "fix it". Appreciate your suggestion. :)
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Postby Herakilla on Wed Nov 14, 2007 6:25 pm

i personally like the idea of splitting the artillery targets to the side of the middle road they are on and to the other army's countries, not their own
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Postby cairnswk on Wed Nov 14, 2007 6:41 pm

Herakilla wrote:i personally like the idea of splitting the artillery targets to the side of the middle road they are on and to the other army's countries, not their own


Herakilla...what about NA1 2 3....where do these attack...or should they be moved.

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Postby Herakilla on Wed Nov 14, 2007 6:50 pm

the road im talking about is the one that goes up from rosamme to MSJ
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Postby cairnswk on Wed Nov 14, 2007 7:01 pm

Herakilla wrote:the road im talking about is the one that goes up from rosamme to MSJ


yes that's what i am referring to also...so NA2 would bombard the right side fo the map, correct? and NA1 would bombard the left.
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Postby Herakilla on Wed Nov 14, 2007 7:10 pm

ya exactly!
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Postby cairnswk on Wed Nov 14, 2007 7:16 pm

Herakilla wrote:ya exactly!


OK...i am going to remove the other two roads as they appear to be causing confusion.
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Postby cairnswk on Wed Nov 14, 2007 7:21 pm

Other things i will be doing....

1. changing the Commander hats to flags.....flags are more identifiable as a shape.

2. remodelling the vellages and towns.

3. moving all the legend bits and pieces to the top of the map
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Postby Herakilla on Wed Nov 14, 2007 8:34 pm

cairnswk wrote:Other things i will be doing....

1. changing the Commander hats to flags.....flags are more identifiable as a shape.

2. remodelling the vellages and towns.

3. moving all the legend bits and pieces to the top of the map


sounds good! i assume you will have more room to work with than b4 because the map itself is moved down?
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Postby cairnswk on Wed Nov 14, 2007 9:09 pm

Herakilla wrote:
cairnswk wrote:Other things i will be doing....

1. changing the Commander hats to flags.....flags are more identifiable as a shape.

2. remodelling the vellages and towns.

3. moving all the legend bits and pieces to the top of the map


sounds good! i assume you will have more room to work with than b4 because the map itself is moved down?


yes to some extent....all those bits and pices will assemble in one area as suggested by mibi.
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Version 9 Changes

Postby cairnswk on Fri Nov 16, 2007 4:51 pm

Well, after mibi's very productive critique, and other suggestions by people, there was an obvious change needed. So here it is....and i am much happier with where this is heading. Thanks everyone for the productive "push".

Changes:
1. Colours.
2. Font...using non Sans Serif for better differentiation 'tween I and 1
3. Villages and Farms defined, named and bonused
4. Artillery and Cavalry defined more for their attacking situation
5. Brussels Road enhanced for artillery bombardments
6. Territory Naming enhanced
7. Photos of Napoleon and Wellington added
8. many terrritories re-boundried
9. crests for Napoleon and Wellington added


To Do:
1. Enhancements, enhancements, enhancements.
2. Buildings to be added to farms and villages
3. A few more impassables to be placed.
4. draw bridge
5. any other stuff

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Postby unriggable on Fri Nov 16, 2007 4:58 pm

The actual units need to be better identified.
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Postby yeti_c on Fri Nov 16, 2007 5:00 pm

DA3 4 5 -> should be DA 1 2 3...

Still reckon you should drop the range of 4 for artillery and make it bombards opposing troops - the side of the road thing is good tho...

C.

PS - on other notes - I love the new look - This is really taking shape and looking clean and cool... Great work again Cairns.
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Postby Herakilla on Fri Nov 16, 2007 5:01 pm

first some compliments!

i like the new layout, you lost that odd outline (i know it was a hat) that really just constricted your map visually and kept it from being what it could

the legend is much more clear now i like it a lot better and i think many will agree with me

its much easier to discern the general area of a commander due to each having their own shade of red or blue, definatly a plus

the flags are a huge improvement over the helmets for commanders

now for more suggestions!

underline 2 in your name explanation, you underline the letter and type of unit but not the number

for the farms maybe you could color them brown with rows of green (remember how farms look on age of empires 1 and 2?)

the hedges on L17 and B11 seem a little wierd, parts of it seem brighter than any other hedge

thats all for now, ill come back when i have some more time

good job cairn!
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Postby cairnswk on Fri Nov 16, 2007 5:05 pm

unriggable wrote:The actual units need to be better identified.


Please explain in more depth what you are thinking unriggable, i am not a mind reader. :wink:
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Postby yeti_c on Fri Nov 16, 2007 5:08 pm

Also - Wellington and Napoleon should have +2 territory bonuses (or similar) as they are the most important characters...

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Postby cairnswk on Fri Nov 16, 2007 5:09 pm

yeti_c wrote:DA3 4 5 -> should be DA 1 2 3...

Still reckon you should drop the range of 4 for artillery and make it bombards opposing troops - the side of the road thing is good tho...

C.

PS - on other notes - I love the new look - This is really taking shape and looking clean and cool... Great work again Cairns.


Thanks yeti_c
1. DA123 fixed fir next version.
2. i'll see about the artillery range and what others have tosay on that also.
3. yes it is taking shape, but i am more of a curve person so this is really hard to get the unit/rectangle thingy design...if you know what i mean. I guess it for me means striking a good balance 'twix the two. :)
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Postby yeti_c on Fri Nov 16, 2007 5:11 pm

cairnswk wrote:3. yes it is taking shape, but i am more of a curve person so this is really hard to get the unit/rectangle thingy design...if you know what i mean. I guess it for me means striking a good balance 'twix the two. :)


Some times function has to take over form... realising this is the ability of a true designer though...

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Postby cairnswk on Fri Nov 16, 2007 5:11 pm

yeti_c wrote:Also - Wellington and Napoleon should have +2 territory bonuses (or similar) as they are the most important characters...

C.


Thanks...some re-arrangement will occur there....i think i am going to have to put all this napoleon terts in as Imperial Guards if you want to have Napoleon and Wellington as +2 bonuses.
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Postby yeti_c on Fri Nov 16, 2007 5:13 pm

cairnswk wrote:
yeti_c wrote:Also - Wellington and Napoleon should have +2 territory bonuses (or similar) as they are the most important characters...

C.


Thanks...some re-arrangement will occur there....i think i am going to have to put all this napoleon terts in as Imperial Guards if you want to have Napoleon and Wellington as +2 bonuses.


It's upto you my friend... I think it might promote people aiming for these guys and thus promote French vs Britain (plus allies) gameplay?!

The Imperial Guards were his crack troops after all...

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Postby cairnswk on Fri Nov 16, 2007 5:18 pm

Herakilla wrote:first some compliments!

i like the new layout, you lost that odd outline (i know it was a hat) that really just constricted your map visually and kept it from being what it could

the legend is much more clear now i like it a lot better and i think many will agree with me

its much easier to discern the general area of a commander due to each having their own shade of red or blue, definatly a plus

the flags are a huge improvement over the helmets for commanders


Thanks Herakilla....glad there are things that please you, of course. :)



now for more suggestions!

underline 2 in your name explanation, you underline the letter and type of unit but not the number

Done...for next version.

for the farms maybe you could color them brown with rows of green (remember how farms look on age of empires 1 and 2?)

the hedges on L17 and B11 seem a little wierd, parts of it seem brighter than any other hedge

good job cairn!


*yes i was thinking along those lines for the farms...
* hedges on LI7 were aroud the wrong way...fixed.
* yes....there are two shades of hedges being used in the map, that's why some look different and brighter.
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Postby cairnswk on Fri Nov 16, 2007 5:25 pm

yeti_c wrote:
cairnswk wrote:It's upto you my friend... I think it might promote people aiming for these guys and thus promote French vs Britain (plus allies) gameplay?!

The Imperial Guards were his crack troops after all...
C.


Yes....they were supposed to be....working on changing that now....
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Postby yeti_c on Fri Nov 16, 2007 5:27 pm

cairnswk wrote:
yeti_c wrote:
cairnswk wrote:It's upto you my friend... I think it might promote people aiming for these guys and thus promote French vs Britain (plus allies) gameplay?!

The Imperial Guards were his crack troops after all...
C.


Yes....they were supposed to be....working on changing that now....


Aren't you supposed to be in bed? It must be well early over there?

C.
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Postby cairnswk on Fri Nov 16, 2007 5:45 pm

yeti_c wrote:
cairnswk wrote:
yeti_c wrote:
cairnswk wrote:It's upto you my friend... I think it might promote people aiming for these guys and thus promote French vs Britain (plus allies) gameplay?!

The Imperial Guards were his crack troops after all...
C.


Yes....they were supposed to be....working on changing that now....


Aren't you supposed to be in bed? It must be well early over there?

C.


No...i was up until 2AM working on this last night, and got up again at 6:30Am...it is now 8:45AM.
I want to get the majority of this done this weekend if possible as I go back to real work next week.....oh hum!!! :wink:
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