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i had a feeling the building names would be something like that. i guess that's why i initially liked the concept but have cooled to it now. i feel let down because you say it is a military college but only half the buildings have some military aspect to them and very few have a college aspect to them. your mixing of the names exacerbates that feeling.TaCktiX wrote:greenoaks wrote:- i don't understand the building names. now i realise they are probably the real names but LeTellier Hall conveys nothing to me. neither does Mark Clark Hall, Thompson Hall, Grimsley Hall, ROTC, Capers Hall, Byrd Hall, Ducket Hall & Bond Hall. what are the purposes of those buildings ? keeping those names is sure to impress those who have attended that academy while leaving the rest of us in the dark.
Each one is named after someone who has contributed a lot to the school, whether by being a president (Grimsley), a well-respected teacher (LeTellier), or a great donor (Daniel). Now in order, Mark Clark Hall is the "student life" building (as close as a military college gets to one), Thompson the Math building, Grimsley the Electrical Engineering and Physics building, ROTC really is where all the ROTC classes are taught on campus (The Citadel offers all 4 branches), Capers Hall houses nearly all Liberal Arts degrees on campus (Modern Languages, Political Science, Criminal Justice, aforementioned English, Psychology, etc.), Byrd Hall is Chemistry, Duckett hall is Biology, and Bond Hall is the administration building. Now that I've explicated all of that, see any similarities to a thing called CCU? Keeping the building names may mean that a non-attendee wouldn't be able to tell what building houses what at first, but if I change to generics, that line of difference I'm trying to cultivate between my map and CCU will get much thinner. Also if I change the names, I've lost the character that comprises the map. If I'm going to model a real-life campus, it's better to name it after its real-life things instead of generic phrases that have no theme to them at all than College.
- what is Disrepair & Papa about as their names don't seem to flow like the other battalions ?
Disrepair is an injoke. That battalion has been condemned for a few years now, and a lot of it is in horrible shape, so much so that the administration is sinking $2 million into renovating it. The bizarre border is another nod to that. I'd like to leave a few easter eggs for my friends to find, and there's nothing better to name it as there are no other companies in that battalion. Papa is another company, see the military phonetic alphabet to confirm that. Battery itself is a shortening of Palmetto Battery, our company that handles all ceremonial artillery fire.
greenoaks wrote:and don't be afraid of CCU comparisons with your better graphics and game mechanics.
greenoaks wrote:for instance you have a hall for the school of english and one for business (college feel there) but then there is Ducket Hall where i learn about what, duckets ???
laci_mae wrote:I also am not familiar with the names of the buildings at the Citadel, so I'm only addressing a small part of your naming concerns. Frequently, university buildings are built without a donor or honoree having been named. Once some money, I mean a worthy individual, comes along the school will have a big naming ceremony. This is likely the case for the buildings above. The School of English will be called just that until, say, Mark Twain's offspring drop some jack to have it named after him. To me, keeping with the official names of the academic buildings is the right way to go. I believe the nicknames come in for the food, sleep, and play related facilities. Just give us a little more detail on why you chose the nicknames for some and official names for others.
laci_mae wrote:To address a separate issue: You could move the title and parade deck territory down so that the title would be the focal point of the map. Possibly not down to the middle, but just enough to free up some room to run the sidewalks into the parade deck.

natty_dread wrote:I was wrong
TaCktiX wrote:Well, now that this is in Foundry we'll see if it lives a week before being trampled out of existence. I'll release a bit update Version 9 to address the bonus and crosswalk issues today, hopefully that'll stimulate some discussion.


oaktown wrote:Hey TicTac, err, taCktix. Welcome to the Main.
My first impression is that the whole thing looks a bit flat graphically. I'm not suggesting you get all 3-D on us, but since you have opted for some 3-D effects (building shadows, a sloped roof or two) you have to be consistent with the look - and very careful with it. For instance, the roof lighting is different on the two roofs that are sloped, and there's no sense of a vanishing point. If you're going to try to make it look three dimensional, you've got a big job ahead of you that I know would kick my ass!
The Tower is going to be especially troublesome. Right now it looks like a horizontal projection into the quad, as if it is a territory bordering the parade deck. i suspect that's not what you are after.
Quick question: where Echo and Hotel border Mike and Kilo, I assume all four territories can attack each other, yes? if so I think it wouldn't hurt to make that walkway a bit bigger to emphasize the fact that the walkway hits both rooms on each side.
A general issue I have with the borders between territories is that the lines that represent attackable borders are thicker than the other lines around the building. it makes the border look unpassable. For instance, I know that Golf can attack Quad A, and Quad A can attack band, but can Band attack Golf? And if not, how does anybody ever attack President?
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