[Vacation valid until July 2014] Alamo

Abandoned and Vacationed maps. The final resting place, unless you recycle.

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Re: Alamo map [12/24/12] Pg15

Postby koontz1973 on Tue Dec 25, 2012 11:33 am

Couple of things gh this time around, firstly, great work so far. Secondly, a couple of graphics things.

See if you can sharpen up the edges for the gold stars. They seem rather blunt.
Gray territ, needs to capital the G
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Re: Alamo map [12/24/12] Pg15

Postby generalhead on Tue Dec 25, 2012 12:28 pm

koontz1973 wrote:Couple of things gh this time around, firstly, great work so far. Secondly, a couple of graphics things.

See if you can sharpen up the edges for the gold stars. They seem rather blunt.
Gray territ, needs to capital the G


Thanks buddy.
HaHa I finally found it. I was looking for the gray territory thinking to myself I don't have a gray shaded area anymore and then realized it was the
area labeled gray. Blonde moment except I am not blonde. :oops: :lol:

I will fix the g=G and the start outline. I will re-do the lines too now that I have a better idea on what to do.

Thanks koontz. Image
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Re: Alamo map [12/24/12] Pg15

Postby cairnswk on Tue Dec 25, 2012 5:39 pm

generalhead wrote:...
Thanks koontz. Image

please don't do this too often...his head will explode. :lol: :lol: :lol:
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Re: Alamo map [12/24/12] Pg15

Postby generalhead on Tue Dec 25, 2012 8:04 pm

cairnswk wrote:
generalhead wrote:...
Thanks koontz. Image

please don't do this too often...his head will explode. :lol: :lol: :lol:

:lol:
Don't mean to make any ones head big, I am just grateful. :D
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Re: Alamo map [12/24/12] Pg15

Postby koontz1973 on Wed Dec 26, 2012 12:39 am

cairnswk wrote:
generalhead wrote:...
Thanks koontz. Image

please don't do this too often...his head will explode. :lol: :lol: :lol:

Already has.
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Re: Alamo map [12/24/12] Pg15

Postby generalhead on Sun Jan 06, 2013 2:27 pm

I tried a few different lines for the territories but can't get any thing to look right but what I already have.
I darkened the outline of the officers insignia
I cleaned up the rope border for the legends
I moved the made by to the left side of the map
Click image to enlarge.
image

I missed the officer insignia for cox
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Re: Alamo map [12/24/12] Pg15

Postby nolefan5311 on Mon Jan 07, 2013 10:58 am

This is shaping up nicely generalhead. Pretty solid gameplay. I will have a closer look at bonus values soon but I don't think there should be any problems. And while I'm looking at it, you're missing an "a" in "...and a Texan general to attck our of the Alamo".
Image
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Re: Alamo map [12/24/12] Pg15

Postby generalhead on Mon Jan 07, 2013 6:23 pm

nolefan5311 wrote:This is shaping up nicely generalhead. Pretty solid gameplay. I will have a closer look at bonus values soon but I don't think there should be any problems. And while I'm looking at it, you're missing an "a" in "...and a Texan general to attck our of the Alamo".


Thank you sir for checking the game play.
I will fix the typo, thank you.
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Re: Alamo map [12/24/12] Pg15

Postby cairnswk on Tue Jan 08, 2013 2:05 pm

generalhead...some small things...
is it possible to downsize the hospital, chapel and convent text in background so they don't run into other text? Visually to me, it is just a little messy.
also, borders near Romero, Alvarewz and Perez run to the edge of the map....on the other side near Rivera, Vega, Santa Anna, Cos, the borders finish before map edge.
can't quite read your signature
overall though, looking very good. :)
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Re: Alamo map [12/24/12] Pg15

Postby generalhead on Tue Jan 08, 2013 6:02 pm

cairnswk wrote:generalhead...some small things...
is it possible to downsize the hospital, chapel and convent text in background so they don't run into other text? Visually to me, it is just a little messy.
also, borders near Romero, Alvarewz and Perez run to the edge of the map....on the other side near Rivera, Vega, Santa Anna, Cos, the borders finish before map edge.
can't quite read your signature
overall though, looking very good. :)


Thanks Carins, I will make sure to address those issues.
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Re: Alamo map [12/24/12] Pg15

Postby generalhead on Wed Jan 09, 2013 8:34 pm

I believe I made all of the requested changes
Image
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Re: Alamo map [1/9/13] Pg16

Postby koontz1973 on Thu Jan 10, 2013 1:52 am

gh, coming along nicely. A few quick things from me.

Why does the Banks cannon have a double glow?
The borders between the bonuses have a burn layer, turn this of as it looks bad and also nit really needed. The line is thicker, you have coloured glows on all names.
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Re: Alamo map [1/9/13] Pg16

Postby generalhead on Thu Jan 10, 2013 7:20 am

koontz1973 wrote:gh, coming along nicely. A few quick things from me.

Why does the Banks cannon have a double glow?
The borders between the bonuses have a burn layer, turn this of as it looks bad and also nit really needed. The line is thicker, you have coloured glows on all names.


ty koontz.

The Banks and Ceza cannons can attack two regions. This is the only way I could think of to signify that they attack two regions
is to have both regions glows on the cannons.

nolefan5311 requested an easier way to be able to distinguish between the different regions.
should I try something different or just eliminate it all together?
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Re: Alamo map [1/9/13] Pg16

Postby koontz1973 on Thu Jan 10, 2013 11:14 am

I think you can get rid of it completely. But to make the regions stand out better, do this for the background.
backgroundbackgroundbackground
What you will have is the same colour all over like you have now, but make each bonus region more stark with the colour choice. Think light, dark, light again. That should get rid of all need for the border burn layer.
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Re: Alamo map [1/9/13] Pg16

Postby generalhead on Sat Jan 12, 2013 10:41 am

worked on background colors
How does this look?
Also worked on impassable rivers walls ext. in legends
changed color of the river to make it look a little more realistic
Image
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