Greenland [Quenched]

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Re: Greenland - v10 on p1&6 › army shadows!

Postby RjBeals on Thu Mar 12, 2009 7:48 pm

i prefer the circles over the blotches.
Maybe you could try a really slight dark outer glow around your territ names. I an read them, but they are sort of light. Not a biggie really.
Agree with WM about the squiggles. If you can, maybe a little less drastic squiggles.
The textures & colors look great to me.
I say foundry proper for sure. Nice work.

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Re: Greenland - v10 on p1&6 › army shadows!

Postby MrBenn on Fri Mar 13, 2009 3:59 am

I've been wanting to give you this for a little while now...

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Re: Greenland [D] - v10 on p1&6 › army shadows!

Postby oaktown on Fri Mar 13, 2009 8:34 am

it's too bad there's really only one easy start on this map, and that start rolls a player right into the next easiest bonus. If somebody gains quick traction in the northwest (don't even make me type the names of the regions) this game is over, because that player gets a bonus three round before anybody else, and can sit back and pick off players from afar via the long attack routes.

Any way to split up one of the other regions?

Love the friggin' bear.
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Re: Greenland [D] - v10 on p1&6 › army shadows!

Postby yeti_c on Fri Mar 13, 2009 11:08 am

The translation of the quote doesn't really make sense?!

C>
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Re: Greenland - v10 on p1&6 › army shadows!

Postby the.killing.44 on Fri Mar 13, 2009 7:26 pm

MrBenn
I've been wanting to give you this for a little while now...
Image

Welcome to the Foundry Proper... Onwards and Upwards!

Like I said before, thanks!

thenobodies88
Hi .44,
Shadows are nice, perhaps some has to be fixed...(nuuk semms less brighter)

Actually I think I'm reverting back to much lower-opacity circles, as I agree with Rj on this one.
I see a big dark line and others smaller on the right of your map.
did you it intentionally?
The big daark line starts near the bear rear left leg go south near the B of bonuses, and throught the minimap and your name.

Part of the grunge I used — reduced opacity.
Finally qaanaaq and nurdostgronland looks similar, another color choice ?
I know that ice cap divide them but could be better if the nurdostgronland color is similar to the minimap one.

Yuppers, fixed ;)
Nothing else. Good work =D>
Thanks :)

WidowMakers
Well I just got a PM to ask me to look over the map.
Don't blame me … 8-[
I have to say it does look very nice.
1) The Bear is SWEET
2) Like the simple textures
3) Text is really easy to read

Thanks — I was going for an easy-to look at, clean map.
Here are some suggestions
1) The map is too big. I don't mean the playable area, I mean the overall map. The mini map is almost big enough to be its own map.

Okay … in conjunction with your images below I have done some vitalizing and prioritizing, meaning moving crap around. I think I've cut like 20-30px off the right and a couple off the bottom — lol.
2) Lots of blue. Now I know I just made a USA: Rockies map with tins of blue but it never hurts to ask if the colors are OK for colorblind people
I ran in through VisCheck, and the separations made it fine, but like I said before I made the Nurdø… color navier, as well as something special up there ;)
3) Borders. If they are not really that squiggly, I would straighten them a bit. I don't mean straight lines but some of them are REALLY curvy
:lol: I got carried away making those. Fixed.
4) Army Circles / Dots / ? - I don't really know if I like them with or without. I would say I need to see the 88 XML image (with all colors) to make my final call.
Good point. I included the blue because I thought they would be the worst, but the gray 88s could be harsh as well … let's see what my new circles with inner glow look like later.
show


RjBeals
i prefer the circles over the blotches.
Agreed. As I mentioned before, I've included some inner glow on 'em to bring out the gray and blue contrast (88 vs. map) better.
Maybe you could try a really slight dark outer glow around your territ names. I an read them, but they are sort of light. Not a biggie really.
Easy shmeezy. Added (big improvement as well IMO)
Agree with WM about the squiggles. If you can, maybe a little less drastic squiggles.
lol fixed
The textures & colors look great to me.
I say foundry proper for sure. Nice work.

Thanks :)

oaktown
it's too bad there's really only one easy start on this map, and that start rolls a player right into the next easiest bonus. If somebody gains quick traction in the northwest (don't even make me type the names of the regions) this game is over, because that player gets a bonus three round before anybody else, and can sit back and pick off players from afar via the long attack routes.
Any way to split up one of the other regions?

Yes, in v11.
Love the friggin' bear.
lol, when this gets quenched I'm making an edit/post compiled of quotes loving the bear :D

yeti_c
The translation of the quote doesn't really make sense?!
:? I got nothing.

Update either later tonight or tomorrow! Thanks for all the feedback!

.44
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Re: Greenland [D] - v10 on p1&6 › army shadows!

Postby BrendanGillis on Fri Mar 13, 2009 9:26 pm

Those territory borders are still pretty darn squiggly, they look like jig-saw puzzle pieces.

That's still a pretty darn big mini-map, it could be a tad smaller (especially when it is such close proximity to the big map). It looks like mini-me or something, especially when the main map is only a few pixels away from the border as it currently is. For that matter, the main map may be a bit too big, but if you don't want to shrink it I'd suggest adding a few pixels around the border just so let it breathe a bit more.

Two things I thought I'd throw out there:

1. It might look nice if you project in some curved longitude and latitude lines in black or navy blue on the "sea blue" background and behind the game map layer. Particularly, the location of the arctic circle should be indicated, and the 40th meridian. I think that would fit in nicely with the theme you've got going, especially if you can make em reasonably accurate but show of the subtle curvature of the earth surface..

2. Since the actual proportional size of the glacier icecap is severely understated in the main map, could you try incorporate a more accurately sized icecap in the minimap and still have the minimap still tell it's info? That might also might help break up the "seeing double" effect you get from staring at the Dr. Evil / Mini-Me thing goin on there. And what if you tried to make the army drop circles look like snow drifts? Could look tacky but might give a nice effect.

Lookin good.



, but this seems to be coming along nice graphically.
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Re: Greenland [D] - v10 on p1&6 › army shadows!

Postby SultanOfSurreal on Sat Mar 14, 2009 2:38 am

I said this before, but I would really love to see the uninhabitable glacial area in the middle be its own "continent." Making it into perhaps a medium-sized bonus region with liberal access to the northwest and western areas, with many more impassable barriers in the other areas -- it might eliminate to a large degree the problem of a player getting a lucky start and dominating early.

Also, in all sincerity, this is easily the best and best-looking map I have yet seen in the foundry since I've been here, and I absolutely cannot wait to play on it, whether you take my suggestion or not. I never thought of the possibility of a Greenland map, but the idea is great and you've implemented it well.
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Re: Greenland [D] - v10 on p1&6 › army shadows!

Postby the.killing.44 on Sat Mar 14, 2009 1:34 pm

BrendanGillis
Those territory borders are still pretty darn squiggly, they look like jig-saw puzzle pieces.
lol yeah, they've been fixed.
That's still a pretty darn big mini-map, it could be a tad smaller (especially when it is such close proximity to the big map). It looks like mini-me or something, especially when the main map is only a few pixels away from the border as it currently is. For that matter, the main map may be a bit too big, but if you don't want to shrink it I'd suggest adding a few pixels around the border just so let it breathe a bit more.
As I said 3 posts up, fixed.
Two things I thought I'd throw out there:
1. It might look nice if you project in some curved longitude and latitude lines in black or navy blue on the "sea blue" background and behind the game map layer. Particularly, the location of the arctic circle should be indicated, and the 40th meridian. I think that would fit in nicely with the theme you've got going, especially if you can make em reasonably accurate but show of the subtle curvature of the earth surface..

Love this idea, if only the Arctic Circle line. I think I'll implement this idea.
2. Since the actual proportional size of the glacier icecap is severely understated in the main map
For people who don't know, in all honesty I shrunk the icecap considerably. It really extends down much further south, but I don't think it's too big of a deal, is it?
, could you try incorporate a more accurately sized icecap in the minimap and still have the minimap still tell it's info? That might also might help break up the "seeing double" effect you get from staring at the Dr. Evil / Mini-Me thing goin on there.
I have nothing against the graphical side of this idea, but I think it would affect playability and the current "easy-to-use" nature of the map, confusing people and even while breaking the mini-me aspect of it, making it seems all-the-more like it's own map, despite my new shrinkage.
And what if you tried to make the army drop circles look like snow drifts? Could look tacky but might give a nice effect.
Well, I changed them back to the circles, and I think it wouldn't come out right with the numbers on top of them. Not to be stubborn, but I think I'll just stick with straight-up low-opacity circles, unless people really liked the shadow blotches.
Lookin good., but this seems to be coming along nice graphically.
Thanks :)

SultanOfSurreal
I said this before, but I would really love to see the uninhabitable glacial area in the middle be its own "continent." Making it into perhaps a medium-sized bonus region with liberal access to the northwest and western areas, with many more impassable barriers in the other areas -- it might eliminate to a large degree the problem of a player getting a lucky start and dominating early.
It's not as much that I don't like this idea, but I don't think it would be good to implement. Firstly, for just a blatant lack of names, as per my research there's but one mountain and no cities in the middle of there, and the "mountain" is really just an unnamed 3000m peak in elevation. But secondly — and this is partly my fault as one couldn't see that I've implemented a small bonus in the northeast ;) — it wouldn't do much for gameplay, unless I was to basically outline it in impassables and have a couple entry points. But that would really only bump up the territory count, as my current attack routes already do the sort of "few ways in" thing.
Also, in all sincerity, this is easily the best and best-looking map I have yet seen in the foundry since I've been here, and I absolutely cannot wait to play on it, whether you take my suggestion or not.
Thanks a lot :)
I never thought of the possibility of a Greenland map, but the idea is great and you've implemented it well.
Honestly, me neither. It was only until I stared off into the world map on the wall in a history test (yes, J-red :lol: ) that I realized no one had created a map of the world's largest independent island.

So update up tonight. I've switched a lot of the names around, as well as made the attack route on Illorsuit shift to Kullorsuaq, so that bonus doesn't have to be guarded by every single territory. Also, there's a small bonus where Hovgaard is currently on v10.

Thanks for your support, everybody!
.44

EDIT: stupid computer issues … tomorrow or Monday for v11.
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Re: Greenland [D] - v10 on p1&6 › army shadows!

Postby manc on Mon Mar 16, 2009 5:49 am

Great looking map.

However I think the correct name for Nurdøstgronland, is Nordøstgrønland.

I'm a native danish speaker, this part of the country has a danish name.
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Re: Greenland [D] - v10 on p1&6 › army shadows!

Postby Silent Killer on Mon Mar 16, 2009 8:04 pm

Aesthetically, this is a beautiful map.

The gameplay looks well rounded, and its certainly one Im looking forward to getting my teeth into.

Love the bear, fits perfectly.

SK
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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby the.killing.44 on Tue Mar 17, 2009 5:31 pm

manc
I think the correct name for Nurdøstgronland, is Nordøstgrønland.
I'm a native danish speaker, this part of the country has a danish name.

Good call, manc, but I've decided to revert to the 1/1/09-present municipalities (excluding Tunu) for accuracy ;)
Silent Killer
Aesthetically, this is a beautiful map.
The gameplay looks well rounded, and its certainly one Im looking forward to getting my teeth into.
Love the bear, fits perfectly.
SK

Thanks a lot, SK. How do you feel about the Peary Land bonus?

Update time, as Large Version 11 is here:
Click image to enlarge.
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.44
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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby Dr.Winnerman on Wed Mar 18, 2009 12:20 am

GAH :o to bright does not match the rest of the map fade it or something
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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby the.killing.44 on Wed Mar 18, 2009 12:46 am

Dr.Winnerman
GAH :o to bright does not match the rest of the map fade it or something
lol you're right. Toned down to 77% opacity ;)

.44
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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby AceArtemis on Wed Mar 18, 2009 1:16 am

Is there any way to split Itilleq into multiple territories, or at least make the sea connection go to Nuuk instead? I don't like the idea of a +4 bonus being defended by only 1 territory.
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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby samuelc812 on Wed Mar 18, 2009 2:47 am

AceArtemis wrote:Is there any way to split Itilleq into multiple territories, or at least make the sea connection go to Nuuk instead? I don't like the idea of a +4 bonus being defended by only 1 territory.


I agree that Kujalleq is one of the larger bonuses and with only one guarding territory it would be easier to hold ;) If it does remain with one guarding territory may i suggest lower the bonus to 3? Just a thought...
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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby thenobodies80 on Wed Mar 18, 2009 5:05 am

The new continent is good choice.

I'm complitely agree with Sam about Kujalleq bonus, +3 is better.
And about this continent , the color is a little to bright and "heavy" ( i don't know if you understand what i mean) and generally doesn't fit very well with other colors in my opinion.

You removed the dark line i saw last time ;)
This background it's better...


Anything else for me now

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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby the.killing.44 on Wed Mar 18, 2009 3:07 pm

Ive just landed in Oaktow-- er, land ;) and still have a 3hr drive ahead of me. I reduced the opacity and saturation of Peary Land, as well as made Isortoq sneak through and border Ammassalik, which makes it retain the +4 bonus, no? The question I pose is, is +4 with Isortoq & Illiteq or just Illiteq with +3 better for GP?

I'll try for an update tonight.

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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby thenobodies80 on Wed Mar 18, 2009 3:35 pm

i think could be better +3 with only one territory border.
It's a good choice to have a one border continent in a map with only 2+ border continets.
Finally it is nicer.

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Re: Greenland [D] - v12 on p1&8 › Peary Land

Postby the.killing.44 on Wed Mar 18, 2009 9:40 pm

Okay…

Click image to enlarge.
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Re: Greenland [D] - v11 on p1&7 › new bonus = Peary Land

Postby InsomniaRed on Wed Mar 18, 2009 9:46 pm

Yes to toning down Kujalleq in both maps. Only a tiny bit in the main map, if you ask me.

You toned Peary Land a bit too...down. Maybe try to find a happy medium if possible?


The circles looks wonderful, not sure yet if I think they are too light, but they look really great. I'll let the image simmer a bit before I complain any more ;)


Great work!
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Re: Greenland [D] - v12 on p1&8 › Peary Land

Postby whitestazn88 on Wed Mar 18, 2009 11:56 pm

this looks pretty cool man. glad to see you flourishing in the foundry. its about time we got some new blood in here
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Re: Greenland [D] - v13 on p1&8 › colors

Postby the.killing.44 on Fri Mar 20, 2009 12:37 am

Talked with Red — implemented suggestions ;)
whitestazn88
this looks pretty cool man. glad to see you flourishing in the foundry. its about time we got some new blood in here
Thanks a lot :)

okay, I've changed some colors and they should be okay for the colorblind folks according to vischeck.com. the middle one is a bit iffy but I think the minimap takes care of that, no?:
show: vischeck images


On to Large Version 13
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image

only toned down Kujalleq and color changes here … 

Wutcha think?

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Re: Greenland [D] - v13 on p1&8 › colors

Postby thenobodies80 on Fri Mar 20, 2009 1:46 pm

Now in the map is good, but tunu and kujalleq have a different color in minimap.

If you compare big peary land and the small one, the colors are the same.
But for tune and kujalleq are different still different.

Two last personal suggestion (if you want ignore them)
1.In the lower right part of map, where i read:
    GFX & GP - the.killing.44
    XML - lanyards
...I don't like the black small line

2.The title, why don't make it "FROZEN"?

Nothing else.
good work =D>

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Re: Greenland [D] - v13 on p1&8 › colors

Postby the.killing.44 on Fri Mar 20, 2009 9:00 pm

thenobodies80
Now in the map is good, but tunu and kujalleq have a different color in minimap.
If you compare big peary land and the small one, the colors are the same.
But for tune and kujalleq are different still different.

Good catch — fixed.
Two last personal suggestion (if you want ignore them)
1.In the lower right part of map, where i read:
    GFX & GP - the.killing.44
    XML - lanyards
...I don't like the black small line

I'll see what I can do ;)
2.The title, why don't make it "FROZEN"?
:? I don't follow …
Nothing else.
good work =D>

Thanks.

.44
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Re: Greenland [D] - v13 on p1&8 › colors

Postby ManBungalow on Fri Mar 20, 2009 9:18 pm

What are the unique features of Greenland ??

Hell, you could even draw some igloos on (+1 autodeploy on each igloo a turn ?).
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