Moderator: Cartographers
ender516 wrote:This draft is definitely clearer than the last, but as has been said, a clearer font is needed. Assuming you make that change, consider again my suggestion of putting at least some of the text higher in the image, say, between the title and the map proper. It may be conventional to place legends at the bottom of the map, but any text that doesn't need to be reread routinely could be up out of the way so that the map is closer to the active portions of the game page, reducing the need for scrolling.
aselwyn1 wrote:one thing you should consider is making names not p3 more like sammy juls
good map overall
WElRDLY wrote:Fellow Torontonian here. Let me know when the game is up and running. Could be interesting.
ender516 wrote:The graphics continue to improve, nice work. But I'm afraid I'm about to lift the horse's tail: how are you going to put unique identifiers on the map for all these territories? Not much space there. Do you plan to just name them "Politician A1", "Special Services B", "Gang C5", "Police Dept D2"and so on?
whitestazn88 wrote:hey, keep up the good work, its looking really good. i've got some suggestions though:
1) there are way too many dotted lines in this map. the best way to resolve this would be to just say all ___ attack each other, and since they have the same symbols and colored glow, then we'll know that. this saves space in the legend, allowing for more space for the map, which is still somewhat of an issue for me, although the loss of the dots will greatly help
2) i feel as though the map is too "free for all" if you know what i mean. since you currently having all politicians attacking each other, all cops attacking each other, and all gangs attacking each other, you might need to think of something to segregate the blocks a little more. for example, a da's office or a gang house would work, although at this point i would feel like thats taking too much from edbeards operation drug war map... maybe have the gangs in each block be rival gangs to limit their movement, that would really help in my opinion
3) what is the purpose of having turfs and blocks? there seems to be no bonus for any given turf, so if you're not using it, might as well lose it. again, this saves some space in the legend.
4) bonuses: at this point, i'm unsure about whether there are too many or too few bonuses. for example, block bonuses might enhance gameplay, but there are already 4 other bonuses... maybe limit those, for example, instead of saying all politicians get a bonus, all ss get a bonus, and all pd get a bonus in any given block, how about hold 1 politician, 1 ss, and 1 pd for a bonus of +2 and then on top of that have the gang bonuses, and then an overall block/turf bonus. the reason i like this is that people are more familiar with a bonus structure based on holding a whole region.
otherwise, keep up the good work, its looking better every time
otherwise, keep up the good work, its looking better every time
whitestazn88 wrote: "....otherwise, keep up the good work, its looking better every time"
swm3047 wrote:Wow Lux, major improvments each draft buddy. The text is much better this time and I am certainly looking forward to giving it a try when we can. Keep up the good work
oaktown wrote:hey lux,
Haven't stopped by in a while so i wanted to check on your progress. I'll echo the sentiments of others who've said that the map is still too busy - if you can develop this map to have traditional territories with borders it will be much easier to work out attack routes and keep things straight.
... I absolutely feel the same way !!! ... this is also something I just spoke of in my last post reply to this one... thx for echoing the sentiment... cuz it means a hell-of-alot more to hear it from someone of your qualifications than to hear the voice in my head... ... ...This is something that WILL change in the next draft...oaktown wrote:A word about type face: some fonts are primarily decorative and should be used sparingly and to attract the viewer's eye. Other fonts are functional and should be used for bodies of text. By using the graffiti font throughout you both give the font less impact by overloading the viewer's eye and you make the text nearly impossible to read. Use the graffiti in one or two places on the image only, and on the rest of the image give us something less busy.
....yes !!! ... you are right on this one also... I have to sit here and say to myself .... wow... time out !!!... I will have to merge more of the second draft with some of the third and some of the fourth... I WILL be staring at these three drafts for some time in order to successfully address these very good points you have just made !!! Thank you so very very much for offering me these comments.oaktown wrote:Finally, the theme (which I have mentioned before). I think I probably speak for many CC users when I say that Gangs of Toronto is not a phrase that immediately strikes fear into people's hearts, so it will be up toyou to sell us on this theme, and to do so you'll need to give us more than pistolas and spray paint. Why Toronto? What's the gang scene like? And what about this map makes me think I'm in Toronto and not Ottawa, or Winnipeg? Can you include any features on your map that are Toronto-specific, other than the shape (which most of us aren't going to be aware of)?
luxCRUSADER wrote:In summary, I plan to simply leave the names as is- but since reading your post, I now lean to adding the respective 'Block Letter' in front of the existing prefix you now see on the map. For example, in Block A you see the Police Department, which I have assigned the simply abbreviation of P1- the 'P' standing for Police, and the '1' representing the first of two 'TURFS' in the respective Block. I now will likely abbreviate the same Police Department example, with " AP1". But I could equally leave it as is simply following the Golden Rule: 'The less clutter on the game map, the better'. I hope this answers your question.
oaktown wrote:Finally, the theme (which I have mentioned before). I think I probably speak for many CC users when I say that Gangs of Toronto is not a phrase that immediately strikes fear into people's hearts, so it will be up toyou to sell us on this theme, and to do so you'll need to give us more than pistolas and spray paint. Why Toronto? What's the gang scene like? And what about this map makes me think I'm in Toronto and not Ottawa, or Winnipeg? Can you include any features on your map that are Toronto-specific, other than the shape (which most of us aren't going to be aware of)?
Danyael wrote:1.as all major cities have gangs and it could be anywhere and Toronto might be bad but theres worst
http://www.cbc.ca/canada/manitoba/story ... cides.html
and we are well on are way this year as i type theres gunshots
... well that's why you have to win the game as a "honest good cop" ...Danyael wrote: but i don`t want a map the world plays on to think oh Winnipeg u get murdered there
...again, I'm not trying to portray the Gangs fighting for their turf, as much as I am trying to let the individual player choose for themselves whether they wish to make Toronto the the Good, the Bad or the UglyDanyael wrote:2.gangs kill each other not cops, door to door salesmen, and ss they get in the way
as your gameplay is very neat and interesting i think theres a lot better ways to portray gangs and fighting for there turf
... No offense taken and I hope you can feel the same wayDanyael wrote:i`m sorry if i am coming off harsh
thats not my point
Danyael wrote:My point is think outside the box which is currently Toronto
and maybe you will create your own gangland
and you may find it even more rewarding
Danyael wrote:and please tone the amount of colours this causes much more clutter then you may see
ender516 wrote:Just to give you some encouragement, lux,
ender516 wrote:... I like your graphical depiction of attacks in one turf better than thenobodies80's chart: it makes the rock-paper-scissors scheme more obvious...
ender516 wrote:But I would like to suggest a few adjustments that might make it even more clear. First, arrange the three example gangs in an equilateral triangle so it is easy to see the symmetry of the attacks between them, and use plain solid black double headed arrows to show the two-way attacks between them. Then, use solid double headed arrows to show the two-way attacks between gangs and special services. If you feel the need to keep the colour scheme, use a gold arrowhead pointing from the special services to the gangs and a black arrowhead from the gangs to the special services, making the shared shaft two-tone. I would try drawing this up, but I am not very experienced yet with Photoshop or GIMP and I just remembered that the fact that I had Canada Day off today doesn't mean I don't have to go to work tomorrow. This is NOT a weekend, repeat, NOT a weekend. And so to bed.
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