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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:

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

PostPosted: Wed Dec 05, 2012 5:13 am
by cairnswk
Version 23.
Couple of large changes..
* the land and mountains have been completely re-drawn by hand
* change to the visibility of the text

Image

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

PostPosted: Wed Dec 05, 2012 4:29 pm
by cairnswk
nolefan5311 wrote:...
I only see Suvla referenced as a Bay or a Cape and not a Point (most often referred to as Sulva Bay)
...

http://www.google.com.au/url?sa=t&rct=j ... _SQKfkIhXw
I think you'll find a reference here. :)
Suvla Bay is exactly that...a bay (of water surrounded on some sides by land)
It was the point (of land) that the landing occured at... :)

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

PostPosted: Wed Dec 05, 2012 4:41 pm
by iancanton
using opera, version 23 is visually clear, while i can hardly make out anything at all on version 21. [Moved] back to the main foundry workshop!

ian. :)

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

PostPosted: Wed Dec 05, 2012 5:01 pm
by cairnswk
iancanton wrote:using opera, version 23 is visually clear, while i can hardly make out anything at all on version 21. [Moved] back to the main foundry workshop!

ian. :)

Excellent...v23 is the one going forward... :)
thansk ian...and for moving this

Re: WWI: Gallipoli [5.12] V23-P14

PostPosted: Wed Dec 05, 2012 5:37 pm
by cairnswk
And this is V23 with 888s to show spacing...which i will add to the front page..

Image

Re: WWI: Gallipoli [6.12] V23(888s)-P14

PostPosted: Sat Dec 08, 2012 7:31 pm
by cairnswk
thenobodies80 wrote:Btw, the map is really dark now...at least for me. no? :-k

yes tnb80, it is indeed dark, and i might be able to lighten that up a bit, but i really want to capture this map being before dawn on the west coast.

Re: WWI: Gallipoli [6.12] V23(888s)-P14

PostPosted: Sun Dec 09, 2012 9:43 am
by cairnswk
cairnswk wrote:
thenobodies80 wrote:Btw, the map is really dark now...at least for me. no? :-k

...

V23a. Is this better tnb80

Image

Re: WWI: Gallipoli [9.12] V23a-P14

PostPosted: Sun Dec 09, 2012 9:47 am
by Oneyed
very nice new design.
I think the last version is too light...

Oneyed

Re: WWI: Gallipoli [9.12] V23a-P14

PostPosted: Sun Dec 09, 2012 11:09 am
by thenobodies80
If the borders are clear without have to strain the eyes, you can do it darker. :)
I understand what you're trying to achieve here and I agree...it's a nice idea.

I would use the shadows of mountains to get that effect more than the overall map brightness. If the sun is low, you should have long and dark shadows...but if the sun is going to appear on the horizon the land should be visible anyway...the land you represented is so small that a strong dark/light separation is almost impossible, this because light diffusion has effect on a larger area than the one you have on your map. You should be very very distant (altitude) from that point to be able to see half map dark and half in light, for example this image http://www.memic.net/sfondi/images/desk ... azio-4.jpg

The biggest issue is that the ships can't be so visible into the waters if the sea is so dark.
I think my favourite version is this one (i know it's a old one, but I'm talking only about light):
Image

I think you need only to make the mountains a bit darker on teh left side playing with lights, but that one was a great result, specially in this part:
Image

Anyway, we're not the NASA so if you can achieve the effect you want without make hard to understand borders you can set the lights as you want. ;)
Must be said...what you're trying to do is not a so easy thing.

Re: WWI: Gallipoli [9.12] V23-P14

PostPosted: Sun Dec 09, 2012 12:20 pm
by cairnswk
Oneyed wrote:very nice new design.
I think the last version is too light...
Oneyed


thenobodies80 wrote:If the borders are clear without have to strain the eyes, you can do it darker. :)
...


OK then we move forward with version 23, and i will do something about the borders in the dark areas to make them clearer.
Image

Re: WWI: Gallipoli [9.12] V23-P15

PostPosted: Sun Dec 09, 2012 2:49 pm
by HardAttack
pretty nice work right here,
impatient to see in play...
congrats.

Re: WWI: Gallipoli [10.12] V24-P15

PostPosted: Sun Dec 09, 2012 5:00 pm
by cairnswk
HardAttack wrote:pretty nice work right here,
impatient to see in play...
congrats.


thank-you hardattack, very kind of you. :)

Now Version 24.
1. i have outlilned some of the lower darker borders to make them clearer...hope this does the trick.
2. i have changed the battleship targets to flame explsosions.
3. i have differented the targets for the local gunneries into white and yellow as these show up better for CB players.

Image

Re: WWI: Gallipoli [10.12] V24-P15

PostPosted: Sun Dec 09, 2012 5:36 pm
by Funkyterrance
cairnswk wrote:
HardAttack wrote:pretty nice work right here,
impatient to see in play...
congrats.


thank-you hardattack, very kind of you. :)

Now Version 24.
1. i have outlilned some of the lower darker borders to make them clearer...hope this does the trick.
2. i have changed the battleship targets to flame explsosions.
3. i have differented the targets for the local gunneries into white and yellow as these show up better for CB players.

Image


Oh my!
What I can say from a partially colorblind standpoint is that the land batteries are definitely distinguishable between the yellow and the white. I'm not sure if there are any other questions regarding color but the rest of the map appears to me varying degrees of dark brown/black that are more or less indistinguishable aside from the ivory colored parts (x,y, etc.). However, this could be intentional, I don't really know. I can just barely make out the impassables though. Were there any other areas where color is important?
On a side note the map does seem to hurt the back of my eyeballs when I have to focus on the smaller white/yellow images lol. I'm not sure if this has anything to do with color blindness but I figured it couldn't hurt to add.
Hope this all helps. I'll keep an eye on this thread if you like. ;)

-FT

Re: WWI: Gallipoli [10.12] V24-P15

PostPosted: Sun Dec 09, 2012 5:44 pm
by cairnswk
Funkyterrance wrote:..
Oh my!
What I can say from a partially colorblind standpoint is that the land batteries are definitely distinguishable between the yellow and the white.
Good.

I'm not sure if there are any other questions regarding color but the rest of the map appears to me varying degrees of dark brown/black that are more or less indistinguishable aside from the ivory colored parts (x,y, etc.). However, this could be intentional, I don't really know.

i take it you can determine the battleship targets.
the land is not the traditional coloured regions as per other maps as these bonus regions are not needed. it is simply a coloured grandient from slight yellow in the east to dark brown almost black in the west.

I can just barely make out the impassables though.

you mean you cannot see the mountains at all?

Were there any other areas where color is important?

no, as long as the text and all other elements are legible for you.

On a side note the map does seem to hurt the back of my eyeballs when I have to focus on the smaller white/yellow images lol. I'm not sure if this has anything to do with color blindness but I figured it couldn't hurt to add.

Mmmm. not sure about that one, although i have trouble down there sometimes also, but the large map should alleviate that.

Hope this all helps. I'll keep an eye on this thread if you like. ;)
-FT

Please do, your imput is important to all maps regardless of whether you intend to play them or not.
Thanks. :)

Re: WWI: Gallipoli [10.12] V24-P15

PostPosted: Sun Dec 09, 2012 5:50 pm
by cairnswk
And this is what the map will look like with coloured 88s on it.

Version 24.
Image

Re: WWI: Gallipoli [10.12] V24-P15

PostPosted: Sun Dec 09, 2012 6:29 pm
by Funkyterrance
cairnswk wrote:And this is what the map will look like with coloured 88s on it.

Version 24.
Image


Hmm, it is interesting how putting the colored numbers does seem to make some difference but only in the color of the battleship targets as it makes them a little bit more washed out but this probably happens to everyone.
Speaking of the battleship targets, they all appear yellow with orange-ish flames.
-I can see the mountains but when they go underwater they are very faint and I must really focus to see them. I guess I am having a hard time telling the border between land and sea as well, especially in the lower right where I see no borders at all.

Aside from all this I have to say this looks like a well thought-out and I am assuming historically accurate map.

Re: WWI: Gallipoli [10.12] V24-P15

PostPosted: Sun Dec 09, 2012 6:43 pm
by cairnswk
Funkyterrance wrote:...
Speaking of the battleship targets, they all appear yellow with orange-ish flames.

That's good, in my full colour they have yellow bases and red and orange flames

-I can see the mountains but when they go underwater they are very faint and I must really focus to see them. I guess I am having a hard time telling the border between land and sea as well, especially in the lower right where I see no borders at all.

I'll see what i can do about putting some shore-wash around the land outline to differentiate that.

Aside from all this I have to say this looks like a well thought-out and I am assuming historically accurate map.

well, i did a fair bit of research...and you have to allow for creative influence in making a board that works with mechinations of the game...but yeh, i think it is fairly accurate. :)

Re: WWI: Gallipoli [10.12] V24-P15

PostPosted: Sun Dec 09, 2012 9:22 pm
by cairnswk
V25. the shore outline has been addded with waves.

Image

Re: WWI: Gallipoli [10.12] V24-P15 Front Page updated

PostPosted: Sun Dec 09, 2012 10:34 pm
by koontz1973
cairns, the only thing from me about GP is can you bring the sea mines out a little. Make the territ outline the same shade as the spikes with the spikes going all around. M2 is easy to spot but M1 is not.

I am liking the glow for the shoreline. That does look really nice.

Re: WWI: Gallipoli [10.12] V24-P15 Front Page updated

PostPosted: Mon Dec 10, 2012 12:58 am
by cairnswk
koontz1973 wrote:cairns, the only thing from me about GP is can you bring the sea mines out a little. Make the territ outline the same shade as the spikes with the spikes going all around. M2 is easy to spot but M1 is not.

I am liking the glow for the shoreline. That does look really nice.

koontz, refresh above...i have added the spikes to bottom only of the mines and moved the names a bit to make them more visible.