Cairns Metro [Quenched]

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Re: Cairns Metro V1(P6) [D]

Postby cairnswk on Sat Nov 08, 2008 1:15 am

oaktown wrote:the title sign is absolutely brilliant. Fun map to look at, all around.

yes it's not often i have strokes of genius :lol:

little stuff... the red walking trail is still a bit hard to follow where it hugs the river. City View seems to have been swallowed up by the army circle. "Southern" and "Corridor" are odd split up, plus they don't look to be the same color. Maybe that's just me.

Any concern that with all of the street lines in the urban territories somebody might confuse one for a border? In looking at the top-left corner of the map, my tendency is to split the territories up. Yorkeys Nob, for example, looks like it ends just under the army circle, so it took me a second look to realize it stretched all the way down to border Barron. The street lines in the other territories don't pop out as much to me as those top ones.

Haven't poured over all of the bonuses yet, but the one that catches my eye is that Gordonvale and Glen Boughton couple to make a six territory, three border +6. That's double Africa in classic, which is also six territories with three borders. Plus the expansions from that position is very linear. I think that if I start this game with Kamma I don't care that I'm hitting a neutral for the bonus, because the expansion from there is easy - step-by-step with only one border to hold behind me - and it has a big pay-off.

1. will fix walking trail and southern corridor
2. those are sugar cane fields up in the northern beaches but too brilliant...will try to fix....maybe better take them out
3. for east trinity, don't forget it can attack and be attacked with the tinnie connections....perhaps gordonvale needs to start entirely neutral.
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Re: Cairns Metro V11(P6) [D]

Postby cairnswk on Sat Nov 08, 2008 10:26 pm

Version 11

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Re: Cairns Metro V11(P7) [D]

Postby MrBenn on Sun Nov 09, 2008 7:23 pm

Wow - this looks fantastic. It's come on in leaps and bounds since I last checked in on it ;-)

The roads help to clarify the different attack routes brilliantly - I wonder if you could use some sort of buoys on the tinnie routes, although the scale probably doesn't allow for it...

Speaking if the tinnie routes, my eyes lose the trail of dots somewhere between Portsmith and Edmonton East, but then again, that could be a better indication of the lateness of the hour (00:25) than anything else ;-)
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Re: Cairns Metro V11(P7) [D]

Postby gimil on Mon Nov 10, 2008 6:22 am

I like the use of transparency cairns. Something a little different as always :)
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Re: Cairns Metro V11(P7) [D]

Postby cairnswk on Mon Nov 10, 2008 4:57 pm

MrBenn wrote:Wow - this looks fantastic. It's come on in leaps and bounds since I last checked in on it ;-)

The roads help to clarify the different attack routes brilliantly - I wonder if you could use some sort of buoys on the tinnie routes, although the scale probably doesn't allow for it...

Speaking if the tinnie routes, my eyes lose the trail of dots somewhere between Portsmith and Edmonton East, but then again, that could be a better indication of the lateness of the hour (00:25) than anything else ;-)


yes i do also so it's not just the late hour, but a solution will be found. Thanks :)

gimil wrote:I like the use of transparency cairns. Something a little different as always :)

I try Gimil, I try. :) Thanks
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Re: Cairns Metro V11(P7) [D]

Postby yeti_c on Tue Nov 11, 2008 6:59 am

Love the mountains/hills bottom left - but they're not as good on the right...

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Re: Cairns Metro V11(P7) [D]

Postby cairnswk on Tue Nov 11, 2008 11:23 am

yeti_c wrote:Love the mountains/hills bottom left - but they're not as good on the right...

C.

Those are simply the geogrphic plates from google with two transparencies over the top.
Please refresh your browser, i have fix those mountains.

and the trail of tinnie connection dots should look clearer now.

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Re: Cairns Metro V11(P7) [D]

Postby oaktown on Tue Nov 11, 2008 2:20 pm

Hey Cairns, in the brush pack you pointed out to me with the railroad brush, there is also a footsteps brush... walking trails?
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Re: Cairns Metro V11(P7) [D]

Postby cairnswk on Tue Nov 11, 2008 2:23 pm

oaktown wrote:Hey Cairns, in the brush pack you pointed out to me with the railroad brush, there is also a footsteps brush... walking trails?

Mmmmm, Fireworks doesn't have custom brushes like PS. So i'll have to do an import -> export bitmap production piece.
I'll see what i can come up with. :)
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Re: Cairns Metro V12

Postby cairnswk on Tue Nov 11, 2008 3:57 pm

oaktown wrote:Hey Cairns, in the brush pack you pointed out to me with the railroad brush, there is also a footsteps brush... walking trails?

I don't have PS3, but have Illustrator CS3, and the footprint brush in there was too small to use, so i made my own vectors in fireworks

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Re: Cairns Metro V11(P7) [D]

Postby oaktown on Tue Nov 11, 2008 6:23 pm

I think the feet are kinda fun - in keeping with other fun elements on the map. They may be a bit dark, and they could be confused as a one-way attack.

I'm not sure if you've reworked the bonuses lately, but regardless I'll make another argument for East Trinity being a +3, or even a +2... it's the same size as Redlynch but even easier to hold with one less enemy at it's gates than Redlynch, and it's linear layout makes it easier to take in stages. Couple it with Gordonvale and you have a 6 terit, 3 border +6. Given that all of the bonuses tend a bit high (which is fine) I'd say +3 - this would give it the same combo bonus as Lake Morris (no region title?) plus Redlynch: +5, six territories, 3 borders to hold. It's one less than Northern Beaches, which is the same size, but with Northern Beaches you get nothing until you wrap up the entire thing.

There doesn't seem to be a region name for the region on the water, with the Airport. I was going to say that it could be the same bonus as Corridor Southern, which starts with the benefit of having a neutral protecting its rear border. With all of those water attack routes, that nameless region is going to be the map's punching bag.

edit: I just saw the CBD... kinda gets lost.
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Re: Cairns Metro V11(P7) [D]

Postby yeti_c on Wed Nov 12, 2008 10:24 am

cairnswk wrote:
yeti_c wrote:Love the mountains/hills bottom left - but they're not as good on the right...

C.

Those are simply the geogrphic plates from google with two transparencies over the top.
Please refresh your browser, i have fix those mountains.



NICE.

C.
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Re: Cairns Metro V13

Postby cairnswk on Thu Nov 13, 2008 3:27 pm

oaktown wrote:I think the feet are kinda fun - in keeping with other fun elements on the map. They may be a bit dark, and they could be confused as a one-way attack.

I'm not sure if you've reworked the bonuses lately, but regardless I'll make another argument for East Trinity being a +3, ...

edit: I just saw the CBD... kinda gets lost.


Version 13.
1. Fixed the above concerns from Oaktown.
2. finished the housing down south
3. reworked the bridges to be the same as Cairns Coral Coast.

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Re: Cairns Metro V11(P7) [D]

Postby yeti_c on Thu Nov 13, 2008 3:30 pm

The "Walking Tracks" has washed out in comparison to the other text in there - can you fix that?

C.
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Re: Cairns Metro V11(P7) [D]

Postby cairnswk on Thu Nov 13, 2008 3:41 pm

yeti_c wrote:The "Walking Tracks" has washed out in comparison to the other text in there - can you fix that?

C.

Fixed, please refresh your browser
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