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Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Wed Jul 11, 2012 4:50 pm
by cairnswk
Version 21
I've allocated another 20 pixels on the left to give some eye space to the congested battleships and landing craft positions.
Much neater now, and still only going to be 650px W x 600h.

Image

show: Starts

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Mon Aug 06, 2012 7:06 pm
by cairnswk
no comments on this one :?: :shock:
no even from the CAs

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Tue Aug 07, 2012 3:47 am
by sannemanrobinson
The first 15 minutes looking at the map I understood the losing condition when losing all battle ships. Idea for a new phrase: losing condition - Retreat to the battleships will lose the game.

This might give some confusion as well as there is no forting possible to the battleships. Alternative: Players who hold battleships(s) only are out of the game.

Is the Blue line between Bigale and Madios a road?

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Tue Aug 07, 2012 3:42 pm
by cairnswk
sannemanrobinson wrote:...
Is the Blue line between Bigale and Madios a road?

Yes :)

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Fri Aug 10, 2012 2:21 am
by Oneyed
nice map. I like sun-rise.
I am also impessed how much items you implemented to map.

could you change something on the road between Madios and Bigali? for me it also looks unclear that it is road. the main problem is Kehlia Beach name which cover road junction between dark and light area.
border between Kojadere and Chunuk Bair is not clear. the borders on the junction betwen dark and light area are somewhere hard visible (Kavak Tepe, Gendarmarie, Tepe, Anafarta Sagir, Biylak Anaka, Monash Gully, Chunuk Bair).
what are MS1, MS2, MS3 and so on? and from where is possible to attack them?
also what with L2, L3, L4, L5, L6? I see possibility to bombard them, but no attack them.

Oneyed

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Mon Aug 13, 2012 5:54 pm
by cairnswk
Oneyed wrote:nice map. I like sun-rise.
I am also impessed how much items you implemented to map.


sunrise, yes it's a major design element to represent the time of day
and yes, historical elements have to play an important role.

could you change something on the road between Madios and Bigali? for me it also looks unclear that it is road.
the main problem is Kehlia Beach name which cover road junction between dark and light area.


Yes

border between Kojadere and Chunuk Bair is not clear. the borders on the junction betwen dark and light area are somewhere hard visible (Kavak Tepe, Gendarmarie, Tepe, Anafarta Sagir, Biylak Anaka, Monash Gully, Chunuk Bair).


yes they can be fixed

what are MS1, MS2, MS3 and so on? and from where is possible to attack them?


MS are mine sweepers...
refer to Forts for the bombardments in the Dardenelles and Narrows

also what with L2, L3, L4, L5, L6? I see possibility to bombard them, but no attack them.
Oneyed


L = landing craft
that's correct..the turks only had bombardment capabilities ;)
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Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

Postby Oneyed on Mon Aug 13, 2012 11:10 pm

cairnswk wrote:MS are mine sweepers...
refer to Forts for the bombardments in the Dardenelles and Narrows



I can not see any way how to attack MS1, MS2, MS3.

cairnswk wrote:L = landing craft
that's correct..the turks only had bombardment capabilities ;)



most of "L" is possible to attack from battle ships. but L2,L3, L4, L5, L6 is not possible to attack. when I read map correctly the battle ships will be starting positions. so also L2 - L6 will be starting positions?

maybe I read map wrong and therefore are these things not clear just for me? :oops:

Oneyed

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Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

Postby cairnswk on Tue Aug 14, 2012 9:37 pm

Oneyed wrote:

cairnswk wrote:MS are mine sweepers...
refer to Forts for the bombardments in the Dardenelles and Narrows


I can not see any way how to attack MS1, MS2, MS3.


as such they are not assualtable...but you can bombard them (to neutral) from the forts ;)

L = landing craft
that's correct..the turks only had bombardment capabilities ;)


most of "L" is possible to attack from battle ships. but L2,L3, L4, L5, L6 is not possible to attack. when I read map correctly the battle ships will be starting positions. so also L2 - L6 will be starting positions?...
Oneyed

Yes. L2-L6 will be starting positions.
there are various combinations of starting positions which include battleships, landing craft, mine sweepers and land positions
pls note where the coloured numbers are for the starting positions. ;)

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Mon Aug 13, 2012 6:10 pm
by Oneyed
cairnswk wrote:MS are mine sweepers...
refer to Forts for the bombardments in the Dardenelles and Narrows


I can not see any way how to attack MS1, MS2, MS3.
cairnswk wrote:L = landing craft
that's correct..the turks only had bombardment capabilities ;)


most of "L" is possible to attack from battle ships. but L2,L3, L4, L5, L6 is not possible to attack. when I read map correctly the battle ships will be starting positions. so also L2 - L6 will be starting positions?

maybe I read map wrong and therefore are these things not clear just for me? :oops:

Oneyed

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Tue Aug 14, 2012 4:37 pm
by cairnswk
Oneyed wrote:
cairnswk wrote:MS are mine sweepers...
refer to Forts for the bombardments in the Dardenelles and Narrows

I can not see any way how to attack MS1, MS2, MS3.

as such they are not assualtable...but you can bombard them (to neutral) from the forts ;)

L = landing craft
that's correct..the turks only had bombardment capabilities ;)

most of "L" is possible to attack from battle ships. but L2,L3, L4, L5, L6 is not possible to attack. when I read map correctly the battle ships will be starting positions. so also L2 - L6 will be starting positions?...
Oneyed
Yes. L2-L6 will be starting positions.
there are various combinations of starting positions which include battleships, landing craft, mine sweepers and land positions
pls note where the coloured numbers are for the starting positions. ;)

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Tue Aug 14, 2012 4:46 pm
by cairnswk
cairnswk wrote:
Oneyed wrote: could you change something on the road between Madios and Bigali? for me it also looks unclear that it is road.
the main problem is Kehlia Beach name which cover road junction between dark and light area.

Yes

I have widened the road, changde the colour, and moved the name and army circle so that it is more visisble
pls refresh v21 above.
border between Kojadere and Chunuk Bair is not clear. the borders on the junction betwen dark and light area are somewhere hard visible (Kavak Tepe, Gendarmarie, Tepe, Anafarta Sagir, Biylak Anaka, Monash Gully, Chunuk Bair).

yes they can be fixed

You'll have to wait a bit for this one...uni calls...and these changes involve significant improvements to the mountains as borders in these regions so they can be made clearer for you :)

Re: WWI: Gallipoli [12.7.12] v21-P13 Gameplay

PostPosted: Wed Aug 15, 2012 1:50 am
by Oneyed
cairnswk wrote:as such they are not assualtable...but you can bombard them (to neutral) from the forts ;)

Yes. L2-L6 will be starting positions.
there are various combinations of starting positions which include battleships, landing craft, mine sweepers and land positions
pls note where the coloured numbers are for the starting positions. ;)


now it is clear. thanks :)
cairnswk wrote:I have widened the road, changde the colour, and moved the name and army circle so that it is more visisble
pls refresh v21 above.


now it looks fine. the updated version looks as "washed". to be honest I more like version without numbers. or maybe something between these two would looks nice?
cairnswk wrote:You'll have to wait a bit for this one...uni calls...and these changes involve significant improvements to the mountains as borders in these regions so they can be made clearer for you :)


looking forward :) .

nice work. as ususal from you ;)

Oneyed

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Sat Aug 25, 2012 10:25 am
by Robespierre__
I have not had a chance to look at the map closely, but I am very excited that a new Cairnswk is in my future. Youdaman.

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Sat Sep 08, 2012 9:08 pm
by nolefan5311
Sorry for the delayed response cairns, but this map deserves a lot of attention.

BS Vengeance, BS Goliath, BS Queen Elizabeth, BS Swiftsure, BS Albion, BS Majestic should all be HMS ________. Gaulois and Suffren were both French and it does not appear the French put such designations for their ships.

Seddul-bahir should be Sedd el Bahr as it was known during the battle though there does seem to be discrepancy in spelling based on different things I’ve seen (http://en.wikipedia.org/wiki/Sedd_el_Bahr)

Kum Kali should be Kum Kale

Erinkeui should be Erenkeui

Sari Sagler Beach should be Sarı Sıĝlar Bay or Sarı Sıĝhlar Bay

Kilid Baar Plateau should be Kilitbahir plateau or Kilid Bahr plateau (I’ve seen it spelled both ways)

Should Ejelmar Beach be Ejelmar Bay? I don’t see it referenced as a beach.

I only see Suvla referenced as a Bay or a Cape and not a Point (most often referred to as Sulva Bay)

Gendarmerie…does this reference something in particular? All I’ve been able to locate is that it is the general word for Turkish Armed Forces of some sort. Near that, there is a Tepe…should that be Tekke Tepe or Kiretch Tepe?

http://mapco.net/gallipgross/gross07.htm - Most of the changes below come from looking at this map...

Turchten Keui should be Turchen Keui

It looks like Bigali should be Boghah…unless I’m seeing this incorrectly

Madios should be Maidos

Kehlia Beach should be Khelia Bay

According to the map Chanak Kale should just be Chanak, but I’ve also seen it referenced as Chanak Kale.

Should Gully Beach be Gully Ravine?

Kizil-chilali should be Kizilkechili

Dardanos should be Dardanus

The dotted line between Chanak Kale and MS7 is kind of hard to make out.

That's all I've got for now, but that should keep you busy :D. I need to study a bit more closely the potential drop combinations and if there could be any potential issues. But just to clarify, the only drop associations are the battleship and its bordering L ship, right (as in, I won't be dropped Suffren, L7, L6, Krithia, and F8 every time, right? Those last three regions will be randomly distributed?)

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Fri Sep 14, 2012 8:01 pm
by cairnswk
^^^^ nolenfan5311...before i go changing lots of names which i got from mostly Australian Gallipoli sources....
could you please identify every one of your name sources so that i can determine their accuracy and whether i wish to use them or not :)
I will not use Wiki sources unless they are totally referenced. ;)
Also some places you've indicated should be something else.
You should know by now that for the sake of making these maps, that totally accuracy will not be achieved.
If i have put a region in and called it something, it is because it is important to the campaign - from my point of view and the Australian theme of the map. :)
I am not saying i am unwilling to change names, but i want them to be well reliable and i would prefer to rely on war records if possible.

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Fri Sep 14, 2012 10:06 pm
by nolefan5311
cairnswk wrote:^^^^ nolenfan5311...before i go changing lots of names which i got from mostly Australian Gallipoli sources....
could you please identify every one of your name sources so that i can determine their accuracy and whether i wish to use them or not :)
I will not use Wiki sources unless they are totally referenced. ;)
Also some places you've indicated should be something else.
You should know by now that for the sake of making these maps, that totally accuracy will not be achieved.
If i have put a region in and called it something, it is because it is important to the campaign - from my point of view and the Australian theme of the map. :)
I am not saying i am unwilling to change names, but i want them to be well reliable and i would prefer to rely on war records if possible.


I was not aware this was themed from an Australian point of view...Anzac is only mentioned in one place on the map.

The Wiki source I linked is the name for a geographic region of Turkey and isn't specific to the battle. I didn't find any source that spelled it the way it is spelled on the map. And honestly, the only time most of the other names are referenced in any way at all is because of their involvement in this campaign. Most of the corrections are suggestions based on the map I linked, which is a war map of the Gallipoli peninsula in 1915. The MFW is pretty busy at the moment, so I will try to bold or italicize the suggestions that came directly from that map as soon as I can, but it is also linked there for your own reference.

And I do understand that total accuracy will not be achieved, which is why I have not suggested to change the exact location of some regions, or suggested replacing some of the ships with other ships that had more involvement in the conflict or anything like that. Most of the suggestions just seemed like simple misspellings.

nolefan5311 wrote:That's all I've got for now, but that should keep you busy :D. I need to study a bit more closely the potential drop combinations and if there could be any potential issues. But just to clarify, the only drop associations are the battleship and its bordering L ship, right (as in, I won't be dropped Suffren, L7, L6, Krithia, and F8 every time, right? Those last three regions will be randomly distributed?)


And I can't really do anymore GP analysis until you answer this for me.

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Sun Sep 23, 2012 2:52 am
by iancanton
unique among cc maps, this one is virtually unreadable for me because the colours in the opera browser are all reversed, with black text on dark blue land. any idea why this might be?

ian. :)

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Wed Oct 03, 2012 3:13 pm
by cairnswk
iancanton wrote:unique among cc maps, this one is virtually unreadable for me because the colours in the opera browser are all reversed, with black text on dark blue land. any idea why this might be?

ian. :)

ian. i have no idea why you might be experiencing this. Anyone??
Also, ian, is it everything on the map you cannot read?

When i export in CMYK, this is the result.
Image

When i export in RGB, this results. Is anyone better than the other.
Image

or do they make no difference in the Opera browser?

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Thu Oct 04, 2012 4:09 pm
by iancanton
all of the text is close to unreadable on the CMYK version. the RGB version has golden-brown land and greyish-greenish-blue sea, with decent dark brown text.

ian. :)

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Sun Nov 04, 2012 2:42 pm
by Arama86n
great innitiative cairnswk, we need more WWI maps. I look forward to getting a headache wrapping my head around this one come BETA :lol:

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Fri Nov 16, 2012 6:27 pm
by nolefan5311
As it appears development on this map has stalled (it has been several months since an update), this map is being Moved to the Recycling Bin for the time being. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. :)

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Fri Nov 16, 2012 8:10 pm
by cairnswk
nolefan5311 wrote:As it appears development on this map has stalled (it has been several months since an update), this map is being Moved to the Recycling Bin for the time being. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. :)

Just hold you horses laddy...
I have finished exams and am waiting to hear from iancanton about his issues with the CMYK v RGB version so i know which one to progress with...from 3 posts back on Oct 4.
Once i know that i can process somewhere, but i don't know if this issue has anything to do with his monitor or what the hell is going on since his reply seems only half cooked with information. :roll:
I would like to know why this colour difference has suddenly become an issue, since i can achieve the same effect in RGB for CMYK version, which is the one i prefer.
I think it most unfair to bin something when i haven't been consulted about it...have had RL issues to deal with... and mods have been very slack in commenting.

This is the version i prefer to use, so i want to know what is going on. AS far as i am concerned, most of the gameplay has been sorted and is awaiting some reply or input.
Image

Re: [Vacation Valid until May 2013] WWI: Gallipoli [13.8]

PostPosted: Sun Dec 02, 2012 5:22 pm
by cairnswk
There will ber an update posted for this in the next day or so. :)

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Tue Dec 04, 2012 7:45 pm
by cairnswk
nolefan5311 wrote:As it appears development on this map has stalled (it has been several months since an update), this map is being Moved to the Recycling Bin for the time being. If the mapmaker wants to continue with the map, then one of the Foundry Moderators will be able to help put the thread back into the Foundry system, after an update has been made. :)


Now that i am back in production, and while i am re-drawing this map, i find it a bit defeatist to have a map in the cycling box when for GAMEPLAY input it really needs to be back in the foundry workshop where people can comment on whatever.

Can i get this moved back please.

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Tue Dec 04, 2012 11:18 pm
by cairnswk
nolefan5311 wrote:
nolefan5311 wrote:That's all I've got for now, but that should keep you busy :D. I need to study a bit more closely the potential drop combinations and if there could be any potential issues. But just to clarify, the only drop associations are the battleship and its bordering L ship, right (as in, I won't be dropped Suffren, L7, L6, Krithia, and F8 every time, right? Those last three regions will be randomly distributed?)


And I can't really do anymore GP analysis until you answer this for me.


Please refer to front page V21 for drop positions, and these are all random positions...i have just placed coloured number around everywhere to show where you will be dropped.

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Tue Dec 04, 2012 11:49 pm
by cairnswk
nolefan5311 wrote:...
BS Vengeance, BS Goliath, BS Queen Elizabeth, BS Swiftsure, BS Albion, BS Majestic should all be HMS ________. Gaulois and Suffren were both French and it does not appear the French put such designations for their ships...

nolefan...yes they should be HMS...but i inclined the keep them as BS for simpler designation so that there are not two types of battleships that will cause confusion when players are using them.

Re: WWI: Gallipoli [13.8] v21-P13 Gameplay

PostPosted: Wed Dec 05, 2012 3:15 am
by cairnswk
nolefan5311 wrote:..
Gendarmerie…does this reference something in particular? All I’ve been able to locate is that it is the general word for Turkish Armed Forces of some sort. Near that, there is a Tepe…should that be Tekke Tepe or Kiretch Tepe?
...

http://www.gallipoli.com.tr/if_stones_c ... morial.htm
type in Gendarmerie at gallipoli to google and there are several references...
yes the gendarmes were a fighting force...so why not put an area in the map to commemorate their existance??
sometimes because of space limitations and the desire for creativity, it is necessary to be not so to-the-point but rather capture the culture and feeling of the map :idea: