[Vacation valid until July 2014] Alamo

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

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Re: Alamo map [1/12/13] Pg16

Postby koontz1973 on Sat Jan 12, 2013 11:41 am

Much better IMO. Now I will bug you about some of the other big things. ;)

I hope you saved the territ line paths layer. (You will find this under paths tab). What you need to do is make a fresh layer and redo all the paths. But make sure you use a slightly thinner brush (hope you remember which one you used). Stroke the paths and then erase all of the ones you have now apart from the bonus borders. What you will end up with is two different sizes of territ lines. Thick ones for bonuses and thin ones for regions. Do this right and you can may be put this to bed. Remember what I said earlier to make the paths more natural looking. Less sweeping curves or straight lines, more natural as if the lines are going around things. Think topography maps here.
show: example of topography lines
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Re: Alamo map [1/12/13] Pg16

Postby nolefan5311 on Sat Jan 12, 2013 11:54 am

generalhead, this is looking real good and you shouldn't be far off from receiving the GP stamp. Quick question though...in your starting territories spoiler in the first post you indicate that 2 and 3 player games each player will start with 12 regions, but then you say that each player will start with 6. Which is it? I'm not sure if you're aware, but players starting with 12 regions is a no-no, so perhaps you need to update that list, or code some neutrals so that each player starts with 11.
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Re: Alamo map [1/12/13] Pg16

Postby nolefan5311 on Sat Jan 12, 2013 1:15 pm

BTW, I'm going to sticky this for the GP stamp. I don't see any glaring issues, just make to answer my question above.

Consider this the last call for any gameplay related comments. If nobody has any issues this will receive the stamp in 48-72 hours.
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Re: Alamo map [1/12/13] Pg16

Postby generalhead on Sat Jan 12, 2013 2:21 pm

nolefan5311 wrote:BTW, I'm going to sticky this for the GP stamp. I don't see any glaring issues, just make to answer my question above.

Consider this the last call for any gameplay related comments. If nobody has any issues this will receive the stamp in 48-72 hours.


I'll get right on it, thank you sir.
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Re: Alamo map [1/12/13] Pg16

Postby MagnusGreeol on Sat Jan 12, 2013 5:30 pm

-- Wow-- General--
This really has come light-years from when it was first intoduced-- I love it-- Many hours of hard persistent work paying off here-- It looks like a map from the War-list 4sure-- To You and All who have helped along the way- I Salute-----)
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Re: Alamo map [1/12/13] Pg16

Postby generalhead on Sat Jan 12, 2013 8:35 pm

MagnusGreeol wrote:-- Wow-- General--
This really has come light-years from when it was first intoduced-- I love it-- Many hours of hard persistent work paying off here-- It looks like a map from the War-list 4sure-- To You and All who have helped along the way- I Salute-----)


Thank you my friend.
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Re: Alamo map [1/12/13] Pg16

Postby generalhead on Sun Jan 13, 2013 4:40 pm

Territory drop count spread sheet has been added to front post.
Territory drop count has been updated.
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Re: Alamo map [1/12/13] Pg16

Postby ViperOverLord on Tue Jan 15, 2013 8:55 pm

The map by gh and tk sig is slightly obtuse. I don't see anywhere to really put it though w/o a map restructure. However, you could get inventive and write it faintly into the water. Something that nobody would usually notice unless they were really looking for it. That'd be kind of cool.
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Re: Alamo map [1/12/13] Pg16

Postby Seamus76 on Tue Jan 15, 2013 10:56 pm

Nice work GH, you should be proud of what you've accomplished so far.

Couple things from me:
- The legend text is a little too black for me, maybe it's my eyes, but I'd like to see it a little toned down.
- The top legend background. It's always bugged me, with that "rope-worm" thing at the bottom, and the one at the top, but especially the bottom one is really throwing it off for me. I think it would be better served with just a plain wood background like the one at the bottom.
- I agree, you need to find a different place for the signature. Possibly on the bottom of that top legend, or like ViperOverLord said somewhere else creative.
- Anyone else think the Ceza and Banks cannons will need to be explained a little? I mean, the double color make sense to me because I've followed the thread, but others may not. I like it, but just wanted to throw it out there.
- I think it would look better to have "Chapel" at the bottom so that it's not under so many lines.
- As you're re-doing the tert lines, it's good to get in the habit of immediately deleting any parts of the lines that overlap things, like the Crockett wall line, etc.
- I would get rid of the black line where the moat hits the edge at Morales and Roz.
- I like the water, nice work on it. Pause...Sorry to say though, I'm just still hung up on the whole water moat itself. The immpassable is nice for gameplay, and I know you tried other ways to show it and have worked very hard on it, but for me I liked it better when it was dirt, and more accurate to the site itself. I mean adding a water moat to the Alamo is a pretty big deal, and a pretty far deviation from reality. It would work just as well being dirt, right, as it would be listed in the legend. It's gotten support this far, but that's just my feeling on the one and only Alamo map the site will have.

Keep up the good work.
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Re: Alamo map [1/12/13] Pg16

Postby Winged Cat on Wed Jan 16, 2013 3:03 am

Seamus76 wrote:- Anyone else think the Ceza and Banks cannons will need to be explained a little? I mean, the double color make sense to me because I've followed the thread, but others may not. I like it, but just wanted to throw it out there.


Yeah. New to the thread here, so fresh eyes, and the only thing that didn't make sense was which cannons were pointed at what. Several of the colors are too close together to tell, and it looks like at least one of the Mexican cannons fires clear over the Alamo to bombard Mexican territory on the other side.

Maybe a short note under each cannon saying what it bombards?
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Re: Alamo map [1/12/13] Pg16

Postby swimmerdude99 on Thu Jan 17, 2013 2:27 am

this has really improved since I last checked in!!! I'm loving it!!! One suggestion. For the double cannons (ones that bomb two regions) would it maybe look better/be easier to distinguish if you signified that by just having one half of the cannon the one color and its second color across the other half? I think its something to consider, Looking AMAZING!!!
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Re: Alamo map [1/12/13] Pg16

Postby nolefan5311 on Thu Jan 17, 2013 1:13 pm

I guess this is where I'm confused GH.

1v1 will entail that one player is dropped inside of the Alamo and one player is dropped outside of the Alamo
So 6 territory drops inside fpr player one and 6 territory drops outside for player 2
2= 11
3= 11
4= 8
5= 7
6= 5
7= 5
8= 4


You say that there will be 6 territory drops inside for player 1 and 6 outside for player 2, but the list shows 11. Am I missing something?

Also, something I missed, but you will also need to make sure that 1 region in each Hospital, Chapel, and Convent Yard are coded as neutrals so that a bonus isn't dropped (since you don't need a General for those bonuses).
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Re: Alamo map [1/12/13] Pg16

Postby generalhead on Thu Jan 17, 2013 7:48 pm

nolefan5311 wrote:I guess this is where I'm confused GH.

1v1 will entail that one player is dropped inside of the Alamo and one player is dropped outside of the Alamo
So 6 territory drops inside fpr player one and 6 territory drops outside for player 2
2= 11
3= 11
4= 8
5= 7
6= 5
7= 5
8= 4


You say that there will be 6 territory drops inside for player 1 and 6 outside for player 2, but the list shows 11. Am I missing something?

Also, something I missed, but you will also need to make sure that 1 region in each Hospital, Chapel, and Convent Yard are coded as neutrals so that a bonus isn't dropped (since you don't need a General for those bonuses).


Sorry, I meant to update that when I updated the starting drop map but forgot to do it. It is fixed now.

On the Starting neutrals and territories map on the front page it shows the three neutrals for those bonus regions. I installed them in those bonus regions, but made them so they wouldn't block the doorways; I hope you agree with this.
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Re: Alamo map [1/12/13] Pg16

Postby generalhead on Thu Jan 17, 2013 7:50 pm

I will update these graphics request ASAP. My good computer with my Alamo files was confiscated by my wife for a week. I hope to get it this weekend so I can implement some of these graphics request. Thank you all for your input and for being patient with me. :D
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Re: Alamo map [1/12/13] Pg16

Postby nolefan5311 on Fri Jan 18, 2013 10:01 am

generalhead wrote:
nolefan5311 wrote:I guess this is where I'm confused GH.

1v1 will entail that one player is dropped inside of the Alamo and one player is dropped outside of the Alamo
So 6 territory drops inside fpr player one and 6 territory drops outside for player 2
2= 11
3= 11
4= 8
5= 7
6= 5
7= 5
8= 4


You say that there will be 6 territory drops inside for player 1 and 6 outside for player 2, but the list shows 11. Am I missing something?

Also, something I missed, but you will also need to make sure that 1 region in each Hospital, Chapel, and Convent Yard are coded as neutrals so that a bonus isn't dropped (since you don't need a General for those bonuses).


Sorry, I meant to update that when I updated the starting drop map but forgot to do it. It is fixed now.

On the Starting neutrals and territories map on the front page it shows the three neutrals for those bonus regions. I installed them in those bonus regions, but made them so they wouldn't block the doorways; I hope you agree with this.


Everything looks good GH.

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Onwards and upwards. Congrats!
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