Moderator: Cartographers

 oaktown
				oaktown
			









 
		

 samuelc812
				samuelc812
			




















 
		samuelc812 wrote:Looks Good Oak


 Riazor
				Riazor
			
















 
		
 edbeard
				edbeard
			







 
		
 )... at a second glance, I'd add that Carson City, Wendover, Greenriver and North Platte are further from Route 66 than anywhere else... I'd hate to get that bunch of territories on the drop
)... at a second glance, I'd add that Carson City, Wendover, Greenriver and North Platte are further from Route 66 than anywhere else... I'd hate to get that bunch of territories on the drop  


 MrBenn
				MrBenn
			


















 
		
 ZeakCytho
				ZeakCytho
			








 
		ZeakCytho wrote:I'm not sure how viable the victory condition is - I think most people will just go for eliminating their opposition rather than holding Route 66. Perhaps turns Route 66 into a very large bonus instead of an objective? I still doubt it would come into play.
This might be a bit more complicated than what you want, but you could give a bonus for holding X consecutive cities on Route 66 - +1 for 3, +2 for 4, +3 for 5...up to whatever value is good for 11. I just made those numbers up, so they might not work, but I think having consecutive cities puts more of an emphasis on traveling down the route.
Overall, though, this looks sweet. Is that the same font you used for Duck and Cover that I spy in the bottom right?

 edbeard
				edbeard
			







 
		ZeakCytho wrote:I'm not sure how viable the victory condition is - I think most people will just go for eliminating their opposition rather than holding Route 66. Perhaps turns Route 66 into a very large bonus instead of an objective? I still doubt it would come into play.
ZeakCytho wrote:you could give a bonus for holding X consecutive cities on Route 66 - +1 for 3, +2 for 4, +3 for 5...up to whatever value is good for 11. I just made those numbers up, so they might not work, but I think having consecutive cities puts more of an emphasis on traveling down the route.
ZeakCytho wrote:Overall, though, this looks sweet. Is that the same font you used for Duck and Cover that I spy in the bottom right?

 oaktown
				oaktown
			









 
		oaktown wrote:ZeakCytho wrote:I'm not sure how viable the victory condition is - I think most people will just go for eliminating their opposition rather than holding Route 66. Perhaps turns Route 66 into a very large bonus instead of an objective? I still doubt it would come into play.
It may not, but like edbeard says it's what the map is about. And it may just come into play if I use your other suggestion...
Oaktown wrote:ZeakCytho wrote:you could give a bonus for holding X consecutive cities on Route 66 - +1 for 3, +2 for 4, +3 for 5...up to whatever value is good for 11. I just made those numbers up, so they might not work, but I think having consecutive cities puts more of an emphasis on traveling down the route.
I actually thought about that when I was throwing this together - it's what I was trying to do with the LA map a few months ago. My concern was that by dropping the per/city army allotment I may already be doing something rather complicated, but at least anybody who has played ConquerMan (which I still think should have been called "LackMan") already has some experience with this.
It would probably mean starting those cities with a higher neutral value than the other cities, so as not to give an advantage to a player that starts along Route 66.
Oaktown wrote:ZeakCytho wrote:Overall, though, this looks sweet. Is that the same font you used for Duck and Cover that I spy in the bottom right?
You caught me, same font! I should go looking for some more typefaces from that era.


 ZeakCytho
				ZeakCytho
			








 
		

 yeti_c
				yeti_c
			













 
		
 edbeard
				edbeard
			







 
		edbeard wrote:not really hard, yeti. Just annoying in that you have to hard code every one and do a bunch of overrides.


 yeti_c
				yeti_c
			













 
		yeti_c wrote:Remember - that Adjacent city bonuses - whilst doable - aren't that easy in the XML - although as they are in a straight line - then it is somewhat easier... (Give me a shout if you need help on that one)

 oaktown
				oaktown
			









 
		oaktown wrote:As suggested above: +1 for 3, +2 for 4, +3 for 5, etc, is actually very easy to code... just code each combo and it works out fine. A set of 4 is two sets of three overlapping - thus +2. A set of five contains three sets of three overlapping, thus +3. Give each bonus the same name in the code and you're golden. It gets tricky when you start skipping steps: +1 for 3, +2 for 5, +3 for 7, etc. Then you have to start negating.

 ZeakCytho
				ZeakCytho
			








 
		oaktown wrote:The graphics are still in the rudimentary stages, but I think I've given a basic impression of how I want this look - 1950s, Cadillacs, postcards, world's largest ketchup bottle, aliens near Roswell, that kinda thing.

 Juan_Bottom
				Juan_Bottom
			









 
		Juan_Bottom wrote:oaktown wrote:The graphics are still in the rudimentary stages, but I think I've given a basic impression of how I want this look - 1950s, Cadillacs, postcards, world's largest ketchup bottle, aliens near Roswell, that kinda thing.
I realize that this is a way off yet, but are you planing on putting these elements into the background? Or is it going to look more like an old map?




 oaktown
				oaktown
			









 
		
 mibi
				mibi
			




 
			
 WidowMakers
				WidowMakers
			


















 
		virus90 wrote: I think Anarkist is a valuable asset to any game.

 Anarkistsdream
				Anarkistsdream
			













 
		WidowMakers wrote:Hey oak. Just wanted to let you know I came up with a great way to do vector roads in Photoshop. Since you are doing this map I thought you might want to know. I can send you a psd file with the layer.
basically it is a vector path with text applied to it. Wherever the path goes, the text follows. I used a webdings font "circle" character and made it 2 font size with a very close leading. It simulates a vector line in illustrator but for photoshop. Once it is setup you just add control points to teh lien and move it around with teh pen tool. Once you get teh hang of it it is very easy to use and edit. Plus it gives a much cleaner look.
Let me know. It is how I am doing all the roads and interstates in US map pack.
WM

 mibi
				mibi
			




 
			Is it crazy confusing or PURE GENIUS???mibi wrote:WidowMakers wrote:Hey oak. Just wanted to let you know I came up with a great way to do vector roads in Photoshop. Since you are doing this map I thought you might want to know. I can send you a psd file with the layer.
basically it is a vector path with text applied to it. Wherever the path goes, the text follows. I used a webdings font "circle" character and made it 2 font size with a very close leading. It simulates a vector line in illustrator but for photoshop. Once it is setup you just add control points to teh lien and move it around with teh pen tool. Once you get teh hang of it it is very easy to use and edit. Plus it gives a much cleaner look.
Let me know. It is how I am doing all the roads and interstates in US map pack.
WM
Don't listen to WM here, it's crazy confusing. Just use the free form pen tool and adjust your tolerance. Stroke it when you are satisfied.
 
   
   
  
 
 WidowMakers
				WidowMakers
			


















 
		

 WidowMakers
				WidowMakers
			


















 
		

 oaktown
				oaktown
			









 
		All of these things are still much easier in Illustrator. You can still do it in photoshop with the method above but it takes 3 lines to make a RR track. In Illustrator you can make it with 1 line and apply different effects and strokes. That is how I made the Rail USA tracks.oaktown wrote:Widow, you're brilliant. I don't know that I'll be using this for roads, but it does open up the possibility of making attack routes that are dashes instead of dots. And if I have any dirt roads, I'm golden.
Ooh, this could be the answer the the railroad tracks that I was goingot have to hand-draw in the India map. #############

 WidowMakers
				WidowMakers
			


















 
		
 drake_259
				drake_259
			

















 
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