[Vacation valid until July 2014] Alamo

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Re: Alamo map [11/16/12] Pg8

Postby koontz1973 on Fri Nov 16, 2012 10:11 pm

generalhead wrote:Ty trinicardinal
koontz wrote:I would suggest to remove the territ names you have, replace with proper names.

What do you guys suggest for names, Parts of the building; armoury, latrine, kitchen or do you think army members names; jackson, bernard, smith, ramirez, gonzalez?
I'll try army members names to see what it looks like

Proper names. Just google for a list.
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Re: Alamo map [11/16/12] Pg8

Postby tkr4lf on Fri Nov 16, 2012 10:35 pm

Looking very good!

I vote for the top one for lighting as well.

I also echo Koontz in the suggestion of names for the terits. Perhaps building names could work in the Alamo, but names of soldiers would be cool.

The only issue I see is that you still have a cannon at an entrance to the Alamo at R02. That should be moved otherwise nobody can enter or exit the Alamo there. You could move it to R03 and move the R03 target to R02.

All in all, great job! You will definitely deserve the stamp when it comes.
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Re: Alamo map [11/16/12] Pg8

Postby generalhead on Sat Nov 17, 2012 12:49 am

Added names
Move bottom legend around
Played with colored hues
Moved cannon per Tk
If you want your last name added to the map let me know
re-sized officers, shadows and cannons
Click image to enlarge.
image
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Re: Alamo map [11/16/12] Pg8

Postby koontz1973 on Sat Nov 17, 2012 1:01 am

What is with the different texts for the names? If it is all the same, then that font is seriously bad. It will need changing.

GH, font is one of the worst things to find and change in gimp. It is a lot easier in photoshop but as you like me do not have it, then you will have no fun sorting this out.

Try these and see if you like any. You could use them all all over the map and see which ones players like the best.
http://www.dafont.com/western.font?fpp=50&psize=xs
http://www.dafont.com/woodcut.font?fpp=50&psize=xs
http://www.dafont.com/rustler.font?fpp=50&psize=xs
http://www.dafont.com/duality.font?fpp=50&psize=xs

And if you do not like those, go to Dafont.
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Re: Alamo map [11/16/12] Pg8

Postby tkr4lf on Sat Nov 17, 2012 1:06 am

Haha, crap, I was wrong. The cannon can't move to (what is now) Alvarez, since it causes the same problem with moving between Morales and Romero's areas. I guess moving it to Ceza is the best option.

Sorry about that, I must not have been paying enough attention.


Another thing...it's hard to tell where the Convent Yard, Hospital and Chapel are now. They're not labelled anywhere on the map anymore since you changed all the names. Maybe adding the glow you use on the map to the corresponding name in the legend would clear it up? Or maybe something else would work better.

I don't know, it might not even matter, since they all get the same +1, and likely people can figure it out since they're the only 3 areas without a commander.
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Re: Alamo map [11/17/12] Pg9

Postby koontz1973 on Sat Nov 17, 2012 1:16 am

Use the same glow in the legend for now.
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Re: Alamo map [11/17/12] Pg9

Postby generalhead on Sat Nov 17, 2012 1:45 am

That font is a weird thing. It is the Sans which is the default font also. Sorry I posted It like that. It is hard to tell how good or bad some thing looks until it is posted. The font is not too bad to change because I have it in a folder all by itself. I will change the font and add the colored hue to the legend.
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Re: Alamo map [11/17/12] Pg9

Postby generalhead on Sat Nov 17, 2012 8:04 am

Koontz I went with the last font that you had posted
Moved the cannon from Alvarez to Ceza
Added colored highlights to the legend
Tried a shadow highlight on king, winchester and crawford. Can you tell me if this is too much.
Moved the one orange target to perez due to it was too far away from the cannons line of fire
Click image to enlarge.
image

I think the highlights on the names are a little too much, it makes it seem too busy.
If the cannons and officers are going to start as neutrals is Duque, Ortega going to be a problem?
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Re: Alamo map [11/17/12] Pg9

Postby koontz1973 on Sat Nov 17, 2012 8:41 am

Names highlight is too much. Try toning the opacity down to see if you get something you like.

not a problem but you will probably get the suggestion to move the cannon. Swap the cannon with one of the targets next door. Why are the cannons starting neutral? They have no bonus with them so they can start normal.

When you do you glow, select your text, increase by one pixel and feather by 5. Or any variation thereof, then paintbrush in the colour you want. This will give a uniform look to the whole map.

Todd canon, move away from the wall as both are nearly the same grey. Why does Santa Anna look like one pork roast away from a heart attack?
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Re: Alamo map [11/17/12] Pg9

Postby generalhead on Sat Nov 17, 2012 8:53 am

koontz wrote:not a problem but you will probably get the suggestion to move the cannon. Swap the cannon with one of the targets next door. Why are the cannons starting neutral? They have no bonus with them so they can start normal.

good point, ty
koontz wrote:When you do you glow, select your text, increase by one pixel and feather by 5. Or any variation thereof, then paintbrush in the colour you want. This will give a uniform look to the whole map.

Ty
koontz wrote:Todd canon, move away from the wall as both are nearly the same grey. Why does Santa Anna look like one pork roast away from a heart attack?

:lol: I didn't notice that until you said that. I will make him go on a diet.
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Re: Alamo map [11/17/12] Pg9

Postby tkr4lf on Sat Nov 17, 2012 9:55 am

Definitely good point about the cannons. No reason for them to start neutral. I don't think it would give a huge advantage either, just look at the Waterloo map how all the artillery is randomly dropped.

Haha, ol' Santa Anna does look a bit on the fat side.


I like the way the glow looks on Hospital, Convent Yard and Chapel in the legend. It may need work later on, but for now, that works perfectly to show where they are on the map.
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Re: Alamo map [11/17/12] Pg9

Postby generalhead on Sat Nov 17, 2012 12:38 pm

swapped the cyan hue with the purple hue due to the cyan and green were too close in color
highlighted all of the names
ran Santa Anna on the tread mill
cleaned up the colored hues in the legend a bit
I think that is it
Click image to enlarge.
image

Do you like the name highlights I will leave it up to your professional opinion.
If you don't like them all I have to do is delete it or hide them

It is funny to open up all of the map spoilers on the first page and run through them all.
You guys have helped me progress this map so much. You guys are awesome. Image
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Re: Alamo map [11/17/12] Pg9

Postby koontz1973 on Sat Nov 17, 2012 12:56 pm

Glow still need sorting. But more over, there is one thing that really sticks out now. Can you guess what?

That is right. The men. Compared to the rest of the map, they look really bad. Now that you have shown what you can do without jpegs for the walls and cannon, lets see what you can do with the men. I am not suggesting you get rid of these ones, but something does need to be done to them to get them to blend in more with the map.
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Re: Alamo map [11/17/12] Pg9

Postby generalhead on Sat Nov 17, 2012 3:30 pm

whew 8-[ , I am glad you said the men. I was hoping you weren't going to make me redo the walls or the cannons again. :D
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Re: Alamo map [11/17/12] Pg9

Postby koontz1973 on Sun Nov 18, 2012 11:24 pm

GH, get me the glows around the names sorted today and I will send this up.
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