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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.

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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.

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

PostPosted: Mon Dec 10, 2012 1:07 am
by koontz1973
Much better, thanks.

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

PostPosted: Mon Dec 10, 2012 1:35 pm
by cairnswk
koontz1973 wrote:Much better, thanks.

Excellent...
V25...bumped
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Re: WWI: Gallipoli [10.12] V24-P15 Front Page updated

PostPosted: Tue Dec 11, 2012 3:49 pm
by Funkyterrance
I can see the shoreline and impassables much better now!
The only thing is that the adjacent terts in the lower right still all look as one but once the map is made you could just hover your mouse to see adjacents with bob so this is not a big deal.

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

PostPosted: Tue Dec 11, 2012 3:58 pm
by cairnswk
Funkyterrance wrote:I can see the shoreline and impassables much better now!
The only thing is that the adjacent terts in the lower right still all look as one but once the map is made you could just hover your mouse to see adjacents with bob so this is not a big deal.

thanks FT.
glad to see you have Bob also.
i will try to still improve those terts as i do updates. :)

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

PostPosted: Fri Dec 14, 2012 4:17 pm
by cairnswk
I have changed the Losing Condition to:
Players failing to hold any land position will be eliminated.
Reason:
The objective of the mission was to land troops and move forward from there.
The landing craft, and minesweepers are able to be attacked from shore, and if there is someone left in them, it kind of represents a withdrawal from any shore position. Mine positions do not count as these are killer neutrals.

Re: WWI: Gallipoli [15.12] V26-P16 Losing Cond. change

PostPosted: Fri Dec 14, 2012 5:12 pm
by cairnswk
Version 26.
1. change to losing condition in legend
2. change of font on some parts of legend

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Re: WWI: Gallipoli [15.12] V26-P16 Losing Cond. change

PostPosted: Thu Dec 20, 2012 4:14 pm
by cairnswk
Nobody got any more gameplay comments on this one??

Re: WWI: Gallipoli [15.12] V26-P16 Losing Cond. change

PostPosted: Thu Dec 20, 2012 4:23 pm
by Dukasaur
I think I may have a useful contribution, although it is not regarding gameplay.

WWI battleships were referred to as Dreadnoughts (referencing the HMS Dreadnought.) Although pre-dreadnought battleships were still in use, in popular usage they were all called Dreadnoughts anyway.

I think switching from "Battleship" to "Dreadnought" will improve the period flavour of the map, even at the expense of precise accuracy. It will also avoid the unfortunate acronym, "BS".

Okay, maybe I do have a gameplay comment. I like the addition of the losing condition. It makes a lot of sense.

Re: WWI: Gallipoli [15.12] V26-P16 Losing Cond. change

PostPosted: Thu Dec 20, 2012 6:00 pm
by cairnswk
Dukasaur wrote:I think I may have a useful contribution, although it is not regarding gameplay.

WWI battleships were referred to as Dreadnoughts (referencing the HMS Dreadnought.) Although pre-dreadnought battleships were still in use, in popular usage they were all called Dreadnoughts anyway.

I think switching from "Battleship" to "Dreadnought" will improve the period flavour of the map, even at the expense of precise accuracy. It will also avoid the unfortunate acronym, "BS".

Dukasaur, i would consider this although as previously explained it may create confusion with the legend. Can you provide the reference where you obtained this info from please...for consideration.

Okay, maybe I do have a gameplay comment. I like the addition of the losing condition. It makes a lot of sense.

That's excellent to hear! :)

Re: WWI: Gallipoli [15.12] V26-P16 Losing Cond. change

PostPosted: Thu Dec 20, 2012 6:21 pm
by Oneyed
[quote="cairnswk"
Dukasaur, i would consider this although as previously explained it may create confusion with the legend. Can you provide the reference where you obtained this info from please...for consideration.[/quote]

http://en.wikipedia.org/wiki/Dreadnought

the Battle ship as the best ship was past. the new battle ship Dreadnought gived the name for new class - Dreadnought. it was common use for the best ships.

Oneyed