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Re: Classic Cities: Cairo [2/2][V12][P1/6]

PostPosted: Sat Feb 02, 2013 2:14 pm
by koontz1973
No, the line is a burn layer. None of the layers on this apart from the backing are normal layers. All layers filters have been utilised from burn to merge to dodge to overlay. Only then have layers had the opacity turned down or increased.

Changed the outline. Having the curvy outline with straight borders did not sit well. The straight lines now all sit together.
Finished of the GP.
Sorted out the holes.
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Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 9:34 am
by nolefan5311
Maybe I'm late with this, but I don't really like the new look of the map. The playable area doesn't stand out at all from the background.

Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 11:44 am
by koontz1973
nolefan5311 wrote:Maybe I'm late with this, but I don't really like the new look of the map. The playable area doesn't stand out at all from the background.

Still very early nole. Tried the stone, tried papyrus, if they do not work for you, then what would you like to see? Happy to try anything.

Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 11:51 am
by nolefan5311
I liked the stone a lot more.

Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 11:52 am
by koontz1973
Will have another go at the stone then.

Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 12:35 pm
by ManBungalow
koontz1973 wrote:Will have another go at the stone then.

If this is the one you mean, then I don't approve:

Click image to enlarge.
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Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 12:49 pm
by koontz1973
ManBungalow wrote:
koontz1973 wrote:Will have another go at the stone then.

If this is the one you mean, then I don't approve:

Click image to enlarge.
image

Never asked your permission ManB. ;)
But yes, that one is a no go now.

Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 1:12 pm
by nolefan5311
Is this one not the stone one?

Click image to enlarge.
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This is the version I was referring to, and I like it a lot more than the papyrus.

Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Tue Feb 05, 2013 1:14 pm
by koontz1973
Cheers nole, I liked that one to, and in a way it is still valid. But I am not sure it is the way to go. Reason for the change to papyrus in the first place. Will have a think about it and see what I can come up with.

Re: Classic Cities: Cairo [3/2][V12][P1/7]

PostPosted: Thu Feb 07, 2013 2:16 pm
by koontz1973
After a couple of days and this is by far no way complete, here is the new route taken. Legend is going to go back to papyrus as I do like that look but the map has more of a stone feel to it.
Other things done is to make the centre of the board larger while the two sides have been shrunk. Thanks to cairns for that idea. The territ lines have now gone from blue/red to green/red. The Nile is blue and may cause players confusion. Legend has had to be split up because of the new size of map and also this allowed an increase of text size. Kept some things from previous images that I did like. Like the legend font and bridges.
Click image to enlarge.
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Re: Classic Cities: Cairo [9/2][V13][P1/7]

PostPosted: Sat Feb 09, 2013 3:48 am
by koontz1973
Excuse the double post. Hows the legend with the papyrus?
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Re: Classic Cities: Cairo [9/2][V13][P1/7]

PostPosted: Sun Feb 10, 2013 1:02 pm
by nolefan5311
I do like the papyrus. However, the stones don't look right (not "sandy" enough?), and honestly, I have no idea on a suggestion to make them look better, lol.

I think you need to make the border regions different colors. I'm colorblind and can't tell the red and green apart.

Re: Classic Cities: Cairo [9/2][V13][P1/7]

PostPosted: Sun Feb 10, 2013 1:21 pm
by koontz1973
nolefan5311 wrote:I do like the papyrus. However, the stones don't look right (not "sandy" enough?), and honestly, I have no idea on a suggestion to make them look better, lol.

I think you need to make the border regions different colors. I'm colorblind and can't tell the red and green apart.

Will look into the stones. Surprised about the CB though. Will change after I find better stone.

Re: Classic Cities: Cairo [9/2][V13][P1/7]

PostPosted: Mon Feb 11, 2013 9:22 pm
by Dukasaur
Why is it so big? It's 42 terts but just barely fits on a screen; can't it be made smaller? There are 80 tert maps smaller than this.

Re: Classic Cities: Cairo [9/2][V13][P1/7]

PostPosted: Sun Feb 24, 2013 9:14 am
by ManBungalow
What does it look like without the shadow behind the playable area?

It has a bit of the Jakarta Effect.

koontz1973 wrote:
nolefan5311 wrote:I do like the papyrus. However, the stones don't look right (not "sandy" enough?), and honestly, I have no idea on a suggestion to make them look better, lol.

I think you need to make the border regions different colors. I'm colorblind and can't tell the red and green apart.

Will look into the stones. Surprised about the CB though. Will change after I find better stone.

You could try putting a layer of random noise (or basically something with no patterns) behind the stone layer and trying some of the layer filters (like grain merge) on the stone layers.

And you could try messing with the dodge/burn tool and see what happens. It can look quite different if you pick a weird brush or one of the blurry brushes, maybe set it to liek size 5.00 and just go over stuff a few times.

[Vacation valid until Sept 2013] Classic Cities: Cairo

PostPosted: Sat Mar 02, 2013 2:41 am
by koontz1973
Bung this on vacation for a while please guys. I am having trouble finding the time to work on it. Should get back to it in a few months though.

Re: Classic Cities: Cairo [9/2][V13][P1/7]Vacation please.

PostPosted: Sat Mar 02, 2013 9:56 am
by isaiah40
[Moved]

At the request of the mapmaker, this map has been placed on vacation for a period of 6 months. After the 6 months the map will be considered Abandoned. If the mapmaker wants to continue with the map, then one of the Cartographer Assistants will be able to help put the thread back into the Foundry system, after an update has been made. ;-)

isaiah40

Re: * [Vacation - valid till Sept. 2013] Classic Cities: Cai

PostPosted: Sat Sep 14, 2013 11:24 am
by koontz1973
Amazing what a bit of time away can give. Next version of this map has no real gameplay changes from previous versions but I have taken what cairns said and reduced the region count a bit, giving some breathing room to the centre of the map.

New look for the board.
Changed colours for the borders.
New font.
Glows.
And more. ;)

Lets bring this one out and get it moved on up please. :D
Click image to enlarge.
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Re: * [Vacation - valid till Sept. 2013] Classic Cities: Cai

PostPosted: Sat Sep 14, 2013 12:36 pm
by isaiah40
Bunged on up!!

Re: Classic Cities: Cairo [14/9] Page 1/8

PostPosted: Sat Sep 14, 2013 12:39 pm
by koontz1973
isaiah40 wrote:Bunged on up!!

Thank you.

Now let the fun begin ian. O:)

Re: Classic Cities: Cairo [14/9] Page 1/8

PostPosted: Sun Sep 15, 2013 12:43 am
by koontz1973
Here are the gameplay notes for all games. The map would need to be limited to 8 players now as some regions have been removed.

Conditional borders depend on amount of territs held by players.
Using starting positions, I will limit the neutrals on the map for 2 player games. All regions not coded neutral at the start will be part of this system (1982 map has it like this). A max of 11 will be handed out. So all not handed out will always start as a neutral 3.
  • 2 players = 11 regions
  • 3 players = 8 regions
  • 4 players = 6 regions
  • 5 players = 5 regions
  • 6 players = 4 regions
  • 7 players = 3 regions
  • 8 players = 3 regions
Minarets
    Winning Condition, Neutral 2, 5 in total.
Urns
    Bonus Multiplier, Neutral 1, 5 in total (so only one player can have it).
Bonuses
    These are based on the system set up in Austrum and Vertex. Hold 4 connected regions to get a +1. This will ensure a fair drop but will also dramatically alter the bonuses when players go from one conditional border to the next.
As discussed before.
    The conditional borders will work on a system of continents. 4 will be made with every territory named in and a requirement of ???. These will be named as All borders open, Red borders open, Blue borders open.

Re: Classic Cities: Cairo [14/9] Page 1/8

PostPosted: Sat Sep 28, 2013 9:33 am
by koontz1973
Only a clean up of the legend and other parts of the map.
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Re: Classic Cities: Cairo [28/9] Page 1/8

PostPosted: Mon Sep 30, 2013 2:56 am
by Bruceswar
I thought we were trying to get away from the floating blob? Looks nice otherwise.

Re: Classic Cities: Cairo [28/9] Page 1/8

PostPosted: Mon Sep 30, 2013 3:41 am
by koontz1973
Bruceswar wrote:I thought we were trying to get away from the floating blob? Looks nice otherwise.

I kept trying different ways and in the end, I kept coming back to this. It may not be the most visually stunning piece of work but it is something that I like and the game play should more than make up for it.

Re: Classic Cities: Cairo [28/9] Page 1/8

PostPosted: Sun Oct 06, 2013 12:25 pm
by Industrial Helix
I'm liking it so far. But I'm a little disappointed that the most iconic site in Cairo is missing from this map.

What if the pyramids were a sort of key to unlock the borders for the duration of the turn? Make it a killer neutral too. For example, let's say I have 15 territories, so red borders are locked, I snag Giza from the north and then all borders are open. For the duration of that turn, I am free to move about the map and do whatever. Next round Giza reverts to neutral 3 and I've lost my ability to move across the city as I please.

Just an idea.