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Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Mon Oct 03, 2011 10:25 pm
by Minister X
In the Linnean system species names are not capitalized; thus: Homo sapiens. And thus: Tyrannosaurus rex. (The first part, which is capitalized, is the genus.)

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Mon Oct 03, 2011 10:35 pm
by Victor Sullivan
This is true.

-Sully

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Mon Oct 17, 2011 10:41 am
by The Bison King
I think this map is ready to be GP stamped personally.

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Tue Oct 25, 2011 10:46 am
by TaCktiX
Seeing no other complaints on this one:

Image

Onward, ho!

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Wed Oct 26, 2011 4:25 pm
by iancanton
congrats on the stamp, declan!

although what u have is already good, if there's one thing i'd change, i'd move travi tarpit to orejon, so that the central africa player isn't given such a hard time by a natural hazard on a canoe-bordering region as well as being surrounded on all sides by potential opponents. that's just my personal preference.

tyrant and scavenger are placed in excellent positions to protect the larger bonuses in a temporary way.

perhaps use savannah, sahara, nubia or some other more imaginative names rather than south africa and central africa as bonus names.

ian. :)

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Thu Oct 27, 2011 2:52 am
by RedBaron0
Out of the respect for being scientifically accurate.... The T-rex evolved well after the break up of Gondwanaland. And the T-Rex was also native to Asia and North America. (Laurasia)

Cryolophosaurus would be a decent name for a native, time period relevant therapod dinosaur. (Native to Antarctica) However for name recognition you might wanna go with Allosaurus, but it was most common in North America.

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Thu Oct 27, 2011 7:50 am
by obm311
hello, this is a friend of declan.west's, he asked me to post this message:

Around 3 weeks ago he was kicked from his games and abilities restricted, ie unable to post in any forum, unable to access his wall or message anybody. This means that he is unable to contact anyone to find the reason for the ban. Neither of us know the reason, as the only thing to go off is the text with in the games, "declan.west has been kicked for violating the rules".

Would anyone be able to help solve this issue, if not he decided just to give me the image of the map to post on this forum for him.
This is the reason there has been no update.

he says thanks for the gameplay stamp as well :)

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Thu Oct 27, 2011 12:16 pm
by ender516
He should check his email on the account that he used to set up his CC account. There should be a message there explaining the reason for his ban, and he can communicate with the admins via e-ticket (see the Help menu at the top of the CC page).

Re: Gondwanaland [2/10/11] V11 pg9

PostPosted: Sat Oct 29, 2011 7:28 pm
by declan.west
hello everyone i'm back

V12
Image

tar pit at travi -> Orejon
T-rex's now cryolophosaurus' (graphic changed as well)
key changed (canoe + passable)

I have a few questions:
    I have done the colourblind tests and it looks fine to me, do I need to post those images?

    With the army numbers i have visited the post with the attachments, how do i download the attached images, i have just copied the image seen in the post but this gives a white background which is difficult to get rid of as methods i have tried have destroyed part of the numbers

    The XML wizard is declining the URL of my images and the file of my image that i am trying to upload so that i can try work on XML code, suggestions? i have started on typing it out if it doesn't work

Re: Gondwanaland [30/10/11] V12 pg10

PostPosted: Sat Oct 29, 2011 10:25 pm
by ender516
declan.west wrote:hello everyone i'm back

V12
Image

tar pit at travi -> Orejon
T-rex's now cryolophosaurus' (graphic changed as well)
key changed (canoe + passable)

I have a few questions:
    I have done the colourblind tests and it looks fine to me, do I need to post those images?

    With the army numbers i have visited the post with the attachments, how do i download the attached images, i have just copied the image seen in the post but this gives a white background which is difficult to get rid of as methods i have tried have destroyed part of the numbers

    The XML wizard is declining the URL of my images and the file of my image that i am trying to upload so that i can try work on XML code, suggestions? i have started on typing it out if it doesn't work
Colourblind test images are usually posted in the topic for all to judge.

Try using a screen shot, as opposed to copying the image, when trying to present the map with troop numbers.

Can you open your images in a browser using the URL that the XML wizard is refusing?

Re: Gondwanaland [30/10/11] V12 pg10

PostPosted: Sun Oct 30, 2011 12:30 am
by declan.west
Red/green colour blind
Image
blue/yellow
Image

Thank you ender516, your answers helped a lot, though another problem:
Half way through XML wizard and the toolbar disappears (my map and army numbers number's are still there), i have not saved, is there any way of getting it back?

Re: Gondwanaland [30/10/11] V12 pg10

PostPosted: Sun Oct 30, 2011 1:23 am
by declan.west
army number test (i know i missed one at Shluh)
Image

colour blind green/red
Image

Re: Gondwanaland [30/10/11] V12 pg10

PostPosted: Sun Oct 30, 2011 11:49 pm
by ender516
I have never seen the Wizard toolbar disappear. Did it perhaps get scrolled offscreen somehow?

Re: Gondwanaland [30/10/11] V12 pg10

PostPosted: Mon Oct 31, 2011 12:01 am
by The Bison King
I think you should put a border around the map. Like the one you used in your signature.

Re: Gondwanaland [30/10/11] V12 pg10

PostPosted: Mon Oct 31, 2011 12:07 am
by declan.west
ender516 wrote:I have never seen the Wizard toolbar disappear. Did it perhaps get scrolled offscreen somehow?


i'm not quite sure, but i have restarted so ill just save more often to make sure i'm safe if it happens again

The Bison King wrote:I think you should put a border around the map. Like the one you used in your signature.


yeah, ill see what it looks like. I have been trying to come up with a way to contain the Key so this might help

Re: Gondwanaland [30/10/11] V12 pg10

PostPosted: Mon Oct 31, 2011 4:11 am
by declan.west
V13
borders
taller
key
Image

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Mon Oct 31, 2011 1:48 pm
by Flapcake
Hi declan
This map is realy starting to looke nice, greate work, I do have a littel comment,
You have to put in the army numbers 2 or 3 figures, to see if they fits, both on small and large. you find a post about it here http://www.conquerclub.com/forum/viewtopic.php?f=648&t=151232

This is also regarding to exploitation of space, you area names, you will have to push some of them around to get room for army numbers, the names dont have to stay on a strait line, they can also be in a tilted angle or slanting if you like, if you cant get the text to fit in, make the border line fit to the text.

stay on track, it a awsome map your making ;)

Flap.

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Mon Oct 31, 2011 2:08 pm
by declan.west
Flapcake wrote:Hi declan
This map is realy starting to looke nice, greate work, I do have a littel comment,
You have to put in the army numbers 2 or 3 figures, to see if they fits, both on small and large. you find a post about it here http://www.conquerclub.com/forum/viewtopic.php?f=648&t=151232

This is also regarding to exploitation of space, you area names, you will have to push some of them around to get room for army numbers, the names dont have to stay on a strait line, they can also be in a tilted angle or slanting if you like, if you cant get the text to fit in, make the border line fit to the text.

stay on track, it a awsome map your making ;)

Flap.


thank you
I have actually tested the numbers on large (page 10) but I will now do it on small, and have a play with titling the area names

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Mon Nov 14, 2011 7:54 pm
by The Bison King
think the rivers could be done in a more attractive style. As is they look very pixely and drawn on.

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Thu Nov 17, 2011 5:22 am
by declan.west
The Bison King wrote:think the rivers could be done in a more attractive style. As is they look very pixely and drawn on.

ok, ill have a play around with some options
i'm not 100% happy with a couple of the terrain features, i.e. mountains as well.

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Thu Nov 17, 2011 10:48 am
by natty dread
I didn't notice this already has a gp stamp...

Now I'm going to be honest with you: this will probably require a total redraw. It will most likely be easier to do the whole thing again from scratch instead of trying to fix everything that is wrong with the current image... there's just so many elements that require attention. Sorry for being blunt.

Firstly, the land borders (ie. the borders around the land area, between land and sea) need to be done over. They're pixelated, unclean, and they look shoddily done - they don't look like they follow any actual land shape. You're going to have to do them again, with more accuracy. Pay more attention to the line work - try to make the lines smoother, but sharper and more accurate. Look at existing world maps and look at the line work in the land shapes - try to emulate that.

Secondly, the glow on the land area doesn't work, it looks like it doesn't belong on the same "canvas" as the other elements. In fact, this in general is your biggest problem - lack of a consistent style, you don't have a consistent image where the elements work together and look like they belong in the same image... all the icons, mountains, rivers etc. look like a mix-n-match that don't belong together.

Thirdly, the thing I said about the land borders also applies to the territory borders.

Fourth: your font choices aren't very exciting. For territory labels, try a font that looks somewhat handwritten, but nothing too elaborate - it needs to be readable. For the larger texts, look for some fonts with a flintstones/jurassic park like feel. Look at dafont.com for a good selection of fonts.

Oh, and the border doesn't work at all. It looks bland and inconsistent.

Well, that's it for now, hope you get something good out of this. Again, sorry for being blunt, but I believe honest criticism is better than trying to sugarcoat it too much. Keep on working, mapmaking is always a learning process.

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Fri Nov 25, 2011 4:23 am
by RedBaron0
I'm with natty here, there is just a mismash of styles going on here. semi-photographic dinosaurs? cartoony drawing style? esh... You've got some decent elements here, just draw them ALL in the same manor and you should be well on you way. Definitely get your borders redrawn, and work that theme. The parchmenty old theme actually works here, even if it's been overdone on so many other maps, but you could likely do better. Personally, considering the age here, I'd go with stone, chisel this sucker in stone and you'll get plenty of attention. :3

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Fri Nov 25, 2011 4:47 am
by natty dread
RedBaron0 wrote: Personally, considering the age here, I'd go with stone, chisel this sucker in stone and you'll get plenty of attention.


agree

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Fri Nov 25, 2011 1:29 pm
by ender516
Yes, stone could work. You could use pink granite, grey basalt, and so forth to colour the zones.

Re: Gondwanaland [31/10/11] V13 pg11

PostPosted: Tue Nov 29, 2011 3:27 pm
by declan.west
natty_dread wrote:I didn't notice this already has a gp stamp...

Now I'm going to be honest with you: this will probably require a total redraw. It will most likely be easier to do the whole thing again from scratch instead of trying to fix everything that is wrong with the current image... there's just so many elements that require attention. Sorry for being blunt.

Firstly, the land borders (ie. the borders around the land area, between land and sea) need to be done over. They're pixelated, unclean, and they look shoddily done - they don't look like they follow any actual land shape. You're going to have to do them again, with more accuracy. Pay more attention to the line work - try to make the lines smoother, but sharper and more accurate. Look at existing world maps and look at the line work in the land shapes - try to emulate that.

Secondly, the glow on the land area doesn't work, it looks like it doesn't belong on the same "canvas" as the other elements. In fact, this in general is your biggest problem - lack of a consistent style, you don't have a consistent image where the elements work together and look like they belong in the same image... all the icons, mountains, rivers etc. look like a mix-n-match that don't belong together.

Thirdly, the thing I said about the land borders also applies to the territory borders.

Fourth: your font choices aren't very exciting. For territory labels, try a font that looks somewhat handwritten, but nothing too elaborate - it needs to be readable. For the larger texts, look for some fonts with a flintstones/jurassic park like feel. Look at dafont.com for a good selection of fonts.

Oh, and the border doesn't work at all. It looks bland and inconsistent.

Well, that's it for now, hope you get something good out of this. Again, sorry for being blunt, but I believe honest criticism is better than trying to sugarcoat it too much. Keep on working, mapmaking is always a learning process.



Thanks thats very helpful, don't worry about being blunt. I can use a lot of that.
Im going away for a few weeks, so expect a new image after i get back
Ill have a look at stone, looks like a lot of work is still left to be done