Page 3 of 4

Re: Classic Cities: Perth [11.2.12] V04 - new colours + terr

PostPosted: Tue Mar 13, 2012 11:31 am
by cairnswk
Concerning this mpa, i am currently working in taking the project in PS, so it will be my first full map in PS, so that i can expand the learning curve. :)

Re: Classic Cities: Perth [11.2.12] V04 - new colours + terr

PostPosted: Sun Mar 18, 2012 8:21 pm
by isaiah40
Per mapmakers request, this is now on vacation. [MOVED]

Re: [Vacation - valid until Sept 2012] Classic Cities: Perth

PostPosted: Tue Oct 30, 2012 5:43 am
by thenobodies80
The six months of vacation has expired, for this reason this topic is now labeled as [Abandoned]. If the original mapmaker wants to continue this map project an update must be provided. From this moment anyone else is free to take this project without the original mapmaker permission, but it has to be started from the scratch.

Nobodies

Re: [Abandoned] - Classic Cities: Perth

PostPosted: Fri Nov 22, 2013 7:11 pm
by cairnswk
I'm woorking on this one again, for the aussies...so it will become unabandoned in the next day or so.
Conversion to PS5 :)

Re: Classic Cities: Perth - V6

PostPosted: Sat Nov 23, 2013 7:39 pm
by cairnswk
Update...V6...taken into PS5.

There are a few trees and sand dunes added for impassables....but further gameplay discussion will sort out more.

Image

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Sun Nov 24, 2013 10:02 pm
by cairnswk
Version 7.
the addition of train lines...
change planes to helicopters
additions of ferry to Cavensham on the Swan Valley

Image

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Mon Nov 25, 2013 3:10 pm
by cairnswk
I've made two updates in 2 days, and still this hasn't been moved.
Is the foundry now totally defunct?

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Sat Nov 30, 2013 10:04 pm
by isaiah40
Sorry cairns - Missed this, so now it is officially [MOVED]! :D

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Sun Dec 01, 2013 5:51 pm
by cairnswk
isaiah40 wrote:Sorry cairns - Missed this, so now it is officially [MOVED]! :D

Thank-you isaiah40...now all we need is feedback ;)

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Mon Dec 02, 2013 9:38 am
by sannemanrobinson
Great looking map as always.

The bonusses take some effort to identify. Maybe the swans could be ordered in the same composition as the map? This might concentrate them on the bottom right corner. Bonus of 4 for Melville could be 3, as there are 3 boundaries.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Mon Dec 02, 2013 5:00 pm
by cairnswk
sannemanrobinson wrote:Great looking map as always.
thank-you sannerman :)
The bonusses take some effort to identify. Maybe the swans could be ordered in the same composition as the map? This might concentrate them on the bottom right corner. [/quote]
Yes i will re-order them next update.

Bonus of 4 for Melville could be 3, as there are 3 boundaries.


Territories (4) Number of Defending Territories (4) Number of Attacking Territories (7) Number of Neighbours (5)

sannerman...the bonus calculator we use shows the above for a bonus of 4. :)
personally i think i think you'd need at least 4 to help keep the region.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Tue Dec 03, 2013 8:59 am
by sannemanrobinson
cairnswk wrote:Territories (4) Number of Defending Territories (4) Number of Attacking Territories (7) Number of Neighbours (5)

sannerman...the bonus calculator we use shows the above for a bonus of 4. :)
personally i think i think you'd need at least 4 to help keep the region.

Okay it will work. By the way it is a similar situation as the Cambridge bonus (3 defending territories).

Fremantle on the swan = N. Frementle on the map.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Tue Dec 03, 2013 1:45 pm
by cairnswk
sannemanrobinson wrote:...
Okay it will work. By the way it is a similar situation as the Cambridge bonus (3 defending territories).

Yes some bonuses will probably change fi the map makes it to the gameplay stage :)


Fremantle on the swan = N. Frementle on the map.

Fremantle is two territories...Fremantle and N. Fremantle...linked by that little white bridge.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Thu Dec 05, 2013 11:16 pm
by dolomite13
Love this map thus far.

I don't see a unit circle on N Freemantle.

=D13=

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 12:37 am
by cairnswk
dolomite13 wrote:Love this map thus far.

I don't see a unit circle on N Freemantle.

=D13=


Yeh, dolomite...it's under the 3n

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 8:10 am
by isaiah40
I believe this has been here long enough!!
Image

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 4:49 pm
by cairnswk
Thank-you isaiah40 :)

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 06, 2013 4:51 pm
by cairnswk
I'd like to hear if players think the rail lines are absolutely necessary....i am in two minds about them :?

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Fri Dec 13, 2013 3:46 am
by koontz1973
cairnswk wrote:I'd like to hear if players think the rail lines are absolutely necessary....i am in two minds about them :?

I would remove them. They are not adding anything to this one. I would even go as far as to remove the helicopters as well for the same reason.

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Sun Dec 22, 2013 6:24 pm
by cairnswk
koontz1973 wrote:
cairnswk wrote:I'd like to hear if players think the rail lines are absolutely necessary....i am in two minds about them :?

I would remove them. They are not adding anything to this one. I would even go as far as to remove the helicopters as well for the same reason.


Can you elaborate on that decision koontz?

Re: CC: Perth [25.11.13] - V7 P4 - Gameplay

PostPosted: Mon Dec 23, 2013 12:57 am
by koontz1973
cairnswk wrote:Can you elaborate on that decision koontz?

Not really a decision but a preference. But here is how I look at them. You have 20 continents spread over 73 territories. By adding in the rail lines you are giving the ability to jump one region only in most cases so would not get used much, The stations are on borders so would naturally be defended making them less relevant. The lines starting in Perth have made that territ very crowded. The name is closer to S.Perth and the army circle is over the line. And that crowding seems to be everywhere. Hence the comment not adding anything.
The helicpoters are better than the trains as they do allow you to move over the map faster, have less impact on space.
The ferry to and from Rottnest island I cannot see being used much because of the neutral and the fact that the island is not in a bonus zone.

Last thing, you have all this lovely space being used on the right of the map for this huge background image and title. Why not use that part to make the map larger?

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 6:54 pm
by cairnswk
koontz1973 wrote:
cairnswk wrote:Can you elaborate on that decision koontz?

Not really a decision but a preference. But here is how I look at them. You have 20 continents spread over 73 territories. By adding in the rail lines you are giving the ability to jump one region only in most cases so would not get used much, The stations are on borders so would naturally be defended making them less relevant. The lines starting in Perth have made that territ very crowded. The name is closer to S.Perth and the army circle is over the line. And that crowding seems to be everywhere. Hence the comment not adding anything.
The helicpoters are better than the trains as they do allow you to move over the map faster, have less impact on space.
The ferry to and from Rottnest island I cannot see being used much because of the neutral and the fact that the island is not in a bonus zone.

OK, convinced to remove the trains...

Last thing, you have all this lovely space being used on the right of the map for this huge background image and title. Why not use that part to make the map larger?

...but unconvinced the character of the Swann River, sailing and the city skyline needs to change...the map has plenty of real estate.

Version 8.

Image

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 7:22 pm
by Danyael
Nice to see the map machine still pumping things out
nice map


a little confused about

copter assaults all points .... is that all helipoints? or am I missing something

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 8:48 pm
by cairnswk
Danyael wrote:Nice to see the map machine still pumping things out
nice map


a little confused about

copter assaults all points .... is that all helipoints? or am I missing something

yes, that should probably be all heliports :)

Re: CC: Perth [27.12.13] - V8 P5 - Gameplay

PostPosted: Thu Dec 26, 2013 10:29 pm
by TeeGee
Born and bred Perthite here.. great to see a map of my home town..
A couple of spelling errors

Lenwick === should be Kenwick
Gosnell === Gosnells
You also dropped a couple of r's in Karrawarra, but that is understandable: could also be called Manning

Apart from that I can't wait to make this MY map