tkr4lf wrote:Wow, this has really progressed quite a bit since I last saw it...Very nice.
tkr4lf wrote:The walls are much clearer now, they look good.
tkr4lf wrote:Did you decide to scrap the palisade idea? If so, I understand why, they will be hard to make look good. I think it works either way, it doesn't have to be 100% historically accurate.
tkr4lf wrote:I like the addition of the ladders. It would make sense for them to be 1-way attacks into the Alamo, I would think. If you agree, this would need to be indicated on the map somewhere.
tkr4lf wrote:The map is nice and clear, the gameplay is clear, all in all, everything looks much, much better than it did when I saw this last week. Sorry it took so long for me to respond, I've been busy and not on CC as much lately. But I will comment some more when you make another update. Keep up the good work!
Seamus76 wrote:I like the little shadows. Looking good.
Seamus76 wrote:- You need to make the targets for the cannons larger, and change some of the colors so they are more differentiated.
Seamus76 wrote:- The abbreviation for Saloon needs an L in the legend.
Seamus76 wrote:- Color is misspelled in the legend, and Bombards should be capitalized.
Seamus76 wrote:- Covent Yard in the legend should be Convent Yard.
Seamus76 wrote:- This is prob more for the next round, but I'm not a fan of the bridges. They don't look like what I would expect a bridge to look like.
Seamus76 wrote:- I also still think the tert borders are a little too chaotic and all over the place. It's a good use of paths, but I'm not sure you need them to be so curvy. Especially within the alamo I would rather it be more square-ish, or "room-ish"
Seamus76 wrote:Also, sorry if it has been discussed, but what's the deal with the saloon? Why is it -1?
Seamus76 wrote:I can definitely help you with the targets. Just let me know if something like Sa6 would work for you and I can help you out. Also anything else I can help with would be my pleasure.
generalhead wrote:Seamus76 wrote:Also, sorry if it has been discussed, but what's the deal with the saloon? Why is it -1?
It has not been discussed. In the John Wayne movie the Alamo the soldiers would get drunk and get into fights in the saloon. So I figured if you had
armies in the saloon they would be getting drunk and fighting amongst themselves. If others feel that this should not be though I don't feel that strongly about it to not change it.
Historian Timothy Todish wrote:there is not a single scene in The Alamo which corresponds to a historically verifiable incident
Ioannen wrote:theos en ho logos
DoomYoshi wrote:More seriously, it doesn't make sense that a cannon in the middle of the building, not connected to any walls (and therefore not connected to windows) can bombard anything. Also, RO2 doesn't have a clear shot to that target either. It needs to be a mortar (instead of a cannon).
DoomYoshi wrote:EDIT: On second thought, the bombardments don't make any sense at all. If the cannons can bombard into a building, there will be structural damage to the walls, and the walls should not serve as barriers to attack.
DoomYoshi wrote:Finally, why is there a moat on this map? Ok, I researched this one: there was a ditch that was 2 men wide, called a moat, but it wasn't necessarily filled with water (at least I can't find any evidence).
generalhead wrote:If there are three cannons on that side that might make the one way ladder attack possible for game play.
It might even be worth it to make the cannons able to bomb more than just 1 terit. It would make them more valuable, which they truly were in the battle. It might be too much for the gameplay, I'm not sure on that. But it would be cool. Perhaps 2 or 3 different terits that each cannon can bombard. Just a thought.
One additional thought on the Saloon issue...if you're looking to change the name of it, you could make it the hospital, and make it a +1 like the Chapel and the Convent Yard. As you can see in the second picture I posted, the hospital is sort of in between those 2, so it could work to fill that area.
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