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Re: Rose City: Portland [D, GP] 27th draft - bridge tweaks

Postby natty dread on Wed Apr 06, 2011 2:47 am

The sub is fine, I don't think it'll confuse anyone.

A few things though... the stations could use territory labels. There's several stations that connect to multiple land areas, so people might get confused about their names.

Same thing with the bike routes.

The grey territory borders could maybe be slightly darker.

Also, the Nob hill <> Overlook bridge is still unclear. You should make it so that the bridge doesn't touch the Pearl territory. To do this you may need to fiddle with the borders of Pearl slightly.
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Re: Rose City: Portland [D, GP] 27th draft - bridge tweaks

Postby ironsij0287 on Wed Apr 06, 2011 9:00 am

natty_dread wrote:Also, the Nob hill <> Overlook bridge is still unclear. You should make it so that the bridge doesn't touch the Pearl territory. To do this you may need to fiddle with the borders of Pearl slightly.


What about arching the bridge so it goes up and over touching down in Nob Hill? Not sure if that'll look weird with the rest of the bridges though.
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Re: Rose City: Portland [D, GP] 27th draft - bridge tweaks

Postby isaiah40 on Wed Apr 06, 2011 10:14 am

Here's my suggestion to make it clearer:

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Don't know how hard it would be for you to do this or not. Or you could just redraw the Pearl Nob Hill border so that the border parallels the bottom side of the bridge.
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Re: Rose City: Portland [D, GP] 27th draft - bridge tweaks

Postby lostatlimbo on Fri Apr 08, 2011 2:35 am

natty_dread wrote:
A few things though... the stations could use territory labels. There's several stations that connect to multiple land areas, so people might get confused about their names.

Same thing with the bike routes.


The MAX stations are named by the neighborhoods they connect with:
Blue MAX - Beaverton
Red MAX - Hollywood/Laurelhurst
Yellow MAX - Overlook/Mississippi


The exception being Fareless Zone.

The bike paths will be named for their respective continents:
NW Bike Path
SE Bike Path
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Re: Rose City: Portland [D, GP] 28th draft - new bridges

Postby lostatlimbo on Fri Apr 08, 2011 2:45 am

28th Draft
Redesigned bridges
Clarified The Pearl border
Darkened all borders
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Re: Rose City: Portland [D, GP] 27th draft - bridge tweaks

Postby natty dread on Fri Apr 08, 2011 2:54 am

Ok, the train stations will do, but the bike routes being named by the bonus areas seems really counter-intuitive to me... Especially when the SW bike route also borders Downtown territories.

Can you just add labels for the bike routes? You have plenty of space to do this, so it shouldn't be a problem.
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Re: Rose City: Portland [D, GP] 27th draft - bridge tweaks

Postby iancanton on Sun Apr 10, 2011 5:25 am

why is the forest park bridge green? is it just for visual effect, with no gameplay significance?

ian. :)
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Re: Rose City: Portland (D, GP) v.28 - new bridges, pg 14

Postby lostatlimbo on Sun Apr 10, 2011 4:42 pm

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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby lostatlimbo on Sun Apr 10, 2011 5:17 pm

I added the names to Bike Paths. I think they are unnecessary and add clutter. Thoughts?

29th Draft
Added labels to Bike Paths
Added troop number examples
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby isaiah40 on Sun Apr 10, 2011 11:21 pm

This is looking better!

As for the bike path names, no they don't add clutter, they actually help to clarify what names they have. Can you switch the SW and SE names to the left side of the bike? This will be necessary on the small so the numbers don't obscure the territory name if and when you get the color code +888 on them. Also please put the 888's on every territory so we can make sure that they will fit (which I'm thinking they will, but would like to see). Without going through the whole thread, so please forgive me if you have already done it, can you also post the colorblind tests as well?
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby natty dread on Mon Apr 11, 2011 12:57 am

I checked the map with colourblind filters, and the only thing I can see a possible problem with is Downtown vs. NW - making the Downtown territory labels slightly darker would solve this.

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(this is deuteranopia, protanopia had no problems)
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby RjBeals on Mon Apr 11, 2011 4:40 pm

this map is looking really nice. A clean easy to follow flow, with a lot going on. My only suggestion would be to work on the shadows of the forest trees. They look blurred - espeically the ones on the right side.

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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby lostatlimbo on Mon Apr 11, 2011 4:49 pm

natty_dread wrote:I checked the map with colourblind filters, and the only thing I can see a possible problem with is Downtown vs. NW - making the Downtown territory labels slightly darker would solve this.
(this is deuteranopia, protanopia had no problems)


Thanks for doing that. I will try to make this update (and others mentioned) this week.

(PS - Can't help but notice the roses look more like turds with that filter. Hope thats not really how they look to colorblind folk. :)
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby lostatlimbo on Mon Apr 11, 2011 4:49 pm

RjBeals wrote:this map is looking really nice. A clean easy to follow flow, with a lot going on. My only suggestion would be to work on the shadows of the forest trees. They look blurred - espeically the ones on the right side.


Will do. Thanks!
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby natty dread on Mon Apr 11, 2011 4:58 pm

lostatlimbo wrote:(PS - Can't help but notice the roses look more like turds with that filter. Hope thats not really how they look to colorblind folk. :)


LOL! I'm sorry, but the filters are supposedly pretty accurate... take comfort in the fact that there's different types of colourblindness, and that image just shows one of them ;)
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby ManBungalow on Sun Apr 17, 2011 5:09 am

Looks fun!

Though some of the max tracks boarding points are a little vague. For instance, the stop on the yellow line at the centre-top. Does that border Columbia Slough or not? The same applies to Mt. Tabor and Beaverton.
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby lostatlimbo on Mon Apr 18, 2011 1:39 pm

RjBeals wrote:this map is looking really nice. A clean easy to follow flow, with a lot going on. My only suggestion would be to work on the shadows of the forest trees. They look blurred - espeically the ones on the right side.

Image


I looked at this more closely. I think what you are seeing is the underbrush. I removed it in the Mt Tabor area and toned down the shadow in Forest Park. Looks a bit cleaner to me.
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Re: Rose City: Portland (D, GP) v.29 - Troop numbers big & s

Postby lostatlimbo on Mon Apr 18, 2011 1:52 pm

ManBungalow wrote:Looks fun!

Though some of the max tracks boarding points are a little vague. For instance, the stop on the yellow line at the centre-top. Does that border Columbia Slough or not? The same applies to Mt. Tabor and Beaverton.


Well, the MAX track is listed as an impassable and most of them are clearly on one side of it, but I nudged these a bit to make that space a little clearer.
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Re: Rose City: Portland (D, GP) v.30 - Graphic tweaks, troop

Postby lostatlimbo on Mon Apr 18, 2011 2:05 pm

I focused on the tightest areas - if those fit, the rest should be fine. SW/Downtown area seems to be the tightest, but even with color codes & 3 digits, it seems to fit ok.

I was having trouble seeing the gray in NE areas, so I lightened those up. Seems better to me now.

The 3 digit+color code overhangs a little on the MAX stops, but that seems to be common on some maps. 3 digits alone seems just right.

Any other comments/concerns on these?

30th Draft
Some minor graphic tweaks to allow for better fit with troop numbers
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Re: Rose City: Portland (D, GP) v.30 - Graphic tweaks, troop

Postby natty dread on Mon Apr 18, 2011 3:59 pm

Just so you know... if you center the numbers according to 88:s, then 888:s won't be centered, and vice versa...
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Re: Rose City: Portland (D, GP) v.30 - Graphic tweaks, troop

Postby lostatlimbo on Tue Apr 19, 2011 2:19 pm

Hmmm... I am seeing a problem with the MAX stops on the smaller map - especially Blue on the Black Max window.

Image

Going to have to play around with those a bit.
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Re: Rose City: Portland (D, GP) v.30 - Graphic tweaks, troop

Postby lostatlimbo on Tue Apr 19, 2011 4:14 pm

Ok - I tweaked the MAX stops a bit so the numbers fit better.

Image

I can still see some potential issues with the Old Town/Pioneer stop, but this is a 'worst case scenario' right? I mean, I think they work great, but for that one player with 100+ troops and the color code, they might have trouble seeing the last digit of their many troops if they happen to be blue and have that territory. But is that really an issue? "Oh no! I thought I had 168 troops, but its actually 163!!!"
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Re: Rose City: Portland (D, GP) v.31 - Troop #s, new MAX sto

Postby isaiah40 on Sat Apr 23, 2011 8:08 am

Okay here are a couple of concerns I have:
1) I think the previous icons for the stations will work better with the numbers,
2) The Portland sign is taking some of the focal off the playing area, can you please reduce the opacity say be about 15%,
3) The background is also taking some of the focal off the playing area, reducing the opacity by about 25% should do the trick.

After you do these three things I'll take another look and then maybe we can get this bumped along! ;)
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Re: Rose City: Portland (D, GP) v.31 - Troop #s, new MAX sto

Postby natty dread on Sat Apr 23, 2011 11:09 am

As in california thread, I think you meant to say something else in place of "opacity"...
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Re: Rose City: Portland (D, GP) v.31 - Troop #s, new MAX sto

Postby Victor Sullivan on Sat Apr 23, 2011 2:25 pm

isaiah40 wrote:Okay here are a couple of concerns I have:
1) I think the previous icons for the stations will work better with the numbers,
2) The Portland sign is taking some of the focal off the playing area, can you please increase the opacity say be about 15%,
3) The background is also taking some of the focal off the playing area, increase the opacity by about 25% should do the trick.

After you do these three things I'll take another look and then maybe we can get this bumped along! ;)

Try that ;)
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