Moderator: Cartographers
Raskholnikov wrote:Amazing! What a pleasure to read you. I will do my best to address all your concerns as best I can. Thanks again for all your time.
MrBenn wrote:I have just skimmed (ie not read in great detail) this thread - and it appears that the biggest criticism of the map is the lack of thematic integrity.
Personally, I would take some time to address this concern.
wcaclimbing wrote:And I agree with what others have said, the outer space graphics really detract from the overall theme of the map. You are describing a historical event, but you're putting it in a sci-fi setting, making things really confusing.
If I didn't know what you were trying to make, I would assume it was some kind of futuristic religious fantasy war, not a historical event that actually happened.
natty_dread wrote:Also, I would get rid of the space background and change it to something else. Perhaps something that fits the theme of the map a bit better... I'm sorry to say this, but I kinda agree with those who say that the space theme doesn't go well with the map. I'd rather you'd have stuck with the original style from the first draft... The graphics look great, but it has been said many times a map needs a theme. Here you have a historical map of historic events, with a space theme... It just seems to clash. It doesn't fit.
How about replacing the space background, replacing the moon on the legend, with something of an arabian theme? You know... sultans, djinnis in bottles, flying rugs... that sort of thing.
WidowMakers wrote:This does NOT look like an ancient map. When I think of ancient map of the Middle East I don't see stars. I don't see the moon (is that the moon in the legend?)
Here are some images of early maps. There is not much color. They look old but your map does not.
I would suggest, if you really wish to make a map fit the period you are designing to, that you rework the map to look ancient. http://en.wikipedia.org/wiki/Early_world_maps
When I look at this map:-I have no clue where it is in the world. I may eventually but right now it is very confusing
-I have no idea that it is an ancient map. It looks new and clean and fresh. Those are not the words I would want people to use to describe a thing I am designing to be old and ancient.
ghirrindin wrote:Oh man, what happened to this project? What started out as an emulation of an eleventh century map has turned into some sort of bizarre science fiction looking space battle. I don't want to be a crank, but I don't think that this theme works at all.
Industrial Helix wrote:
As for the settled decision on showing the earth from space... I read a review about the film Troy and the critic made an observation about the filmwork that really stuck with me. He pointed out that the battle scenes were filmed from a airplane point of view when nothing of the sort existed. I look at this map and I see the same critical error: Neil Armstrong watching 600 AD conquest in the name of God. Ditch it. Go with the hand drawn look, like an ancient cartographer in Jerusalem sat down and drafted the unfolding conflict surrounding the city where he resides.
porkenbeans wrote:WM,
WOW you must surly have some extra time on your hands.
I stipulate to the validity of the stats. Are you by any chance a pollster in real life ?
If you are, you know that it is all about the questions you ask and just how you pose them that give the desired results.
While the data may or may not be correct, your questions and suppositions are skewed, and some flat out incorrect.
You have stated that we are ignoring people. This is false. every post has been answered. and most have been answered more than once.
If I took the time I could use this very same data to support a whole different Analysis.
porkenbeans wrote:WM,
WOW you must surly have some extra time on your hands.
I stipulate to the validity of the stats. Are you by any chance a pollster in real life ?
If you are, you know that it is all about the questions you ask and just how you pose them that give the desired results.
While the data may or may not be correct, your questions and suppositions are skewed, and some flat out incorrect.
You have stated that we are ignoring people. This is false. every post has been answered. and most have been answered more than once.
If I took the time I could use this very same data to support a whole different Analysis.
You start by asking this questionSo what does this all mean? Can a thread of 226 posts where almost 80% of the posts are from only 4 people, really be representative of being accepted by the foundry in general?WidowMakers wrote:porkenbeans wrote:WM,
WOW you must surly have some extra time on your hands.
I stipulate to the validity of the stats. Are you by any chance a pollster in real life ?
If you are, you know that it is all about the questions you ask and just how you pose them that give the desired results.
While the data may or may not be correct, your questions and suppositions are skewed, and some flat out incorrect.
You have stated that we are ignoring people. This is false. every post has been answered. and most have been answered more than once.
If I took the time I could use this very same data to support a whole different Analysis.
And what analysis would that be?
I doubt you could use it to show people support your visual style for the map.
That is what i was trying to show. People don't like how the map looks.
The discussion has been so lopsided. Over 78% of the posts by 4 people in a 226 post thread.
Regardless of the topic, that is not a very wide range of posters in this community.
So are you just saying tough luck, my map my style?
Or are you going to listen to all those people who think there should be a major graphical overhaul?
WM
P.S. I am not a pollster. Plus I did not ask any questions. I added the number of posts and their topics to see who was posting and what they posted about.
You are missing the point. The space view indeed has a reason other than to just be different. The view point of this map is not supposed to be about what the view point was of the people of the time. This has been explained over and over again and is never addressed by your side of this debate. I am too tired right now to explain it all again. Maybe tomorrow I will tackle it. Or maybe you will just scroll back and read what I have said more than once on this matter.Industrial Helix wrote:OK, let me first state that a map does not need to be difficult to read in order to be complex. Third Crusade and Battle for Iraq are perfect examples of this. This map is genuinely hard to read and I believe the use of city circles and lines are largely to blame. Tie this with the fact that you've got a complex map as well and you've got problems. If you're going to run with complex, a type of map that you enjoy, its got to be clear. You mentioned Prohibition Chicago, I've never played it and hell, I've never even looked at it until now. You know what. I got how the map works pretty quick. Colored guns attack each other, government buildings attack each other... there's a set of logic portrayed in the rules that is easy to grasp as it represented in the map clear and concise. I can make sound judgments about the map and gameplay based on what I see. But its not an easy map, there's a certain strategy that you seem to have tapped to give you the edge on the game. It's a complex map but anyone new to it can understand how things work, in the game, though not develop a winning strategy in a blink because it plays to map-game paradigms of visual shapes serving as indicators to gameplay. The current version of this map does not and for this map to progress I believe you're going to need to switch to territories.
As for the colors you added, I see that you're going for a certain mood, perhaps like Greenland or Luxembourg uses blues. But there's two problems with this. One, burnt sienna is not the color to be doing this with. Two, combined with the lines it further exasperates the problem of visual clarity. (The one on page 15 is the version you're referring to, yes? You guys gotta keep up with the first post, which is tough when more than one person is working on map I know, but it's essential to keep everyone on the same page).
In regards to the history lesson... I didn't think I could fit three territories into New Jersey but I did it. Shrink your text, not miniscule shrink but close the gap between lines. Shrink your title, remove the block space taking ariel font, shrink it as well. You've got room, I see it. And if you were counting on the map to convey a sense of history, respectfully, I suggest that it does not.
In regards to the camera... There were no airplanes in ancient greece, to view battle in sweeping passes over stretches of land from the clouds was an unnatural viewpoint for anyone living at the time whereas, viewing everything from varying points of eye level (ie kneeling, jumping, on a rock, ect.) was. It has nothing to do with cameras. Imagine Sophocles trying to write Antigone from Grand Theft Auto II point of view; it wouldn't have made sense. The play and story, or your map in this case, needs to be conveyed in terms that are consistent with the era depicted. The angle, yes go with it, its a good idea and it certainly fits this map. The earth from space, does not.
Respectively, I believe that you've completely misjudged the art of Picasso and the nature of Cubism. Picasso didn't do what he did in Guernica because he felt like being different. He was a master of traditional art, where he went was what he felt was a progression and more fuller view of the three dimensional world. He didn't do it out of an angsty sense of rebellion but as a method to more fully convey the traditional principles of art of depiction of the physical world. If you're doing the space view from the moon to be different, then you're doing it for all the wrong reasons. Keep the up-side-down map, center it on Jerusalem, I agree it works and is good. It is different, yet fulfills the traditional role of a map conveying an image. It's not the viewpoint or the angle, its the moon and the stars.
The up-side-down map and the centerpoint on Jerusalem are what makes it unique in its fulfillment of the criteria of a good gameplay map, not the stars and view from Apollo 11. I honestly think you and I agree in principle, the viewpoint is good.. but I believe the space theme injures your efforts to show the world in a different view and the pursuit of this theme will critically harm the progression of this map and idea.
You mentioned you studied art, Pork, never forget the cardinal rule that one should never be afraid to erase.
Anyway, the best of luck with this. At this point, I really do look forward to seeing what you produce. I think you guys are tackling a very tough project and are certainly ambitious for it. Best of luck.
Rash - What do you teach?
Sorry but you are wrong about working on the small first.Incandenza wrote:It's difficult to make any substantial gameplay comments without seeing the proposed neutral strengths (which you might want to put at the very top of your to-do list). However, looking over the first post, the fact that 5 kingdoms have good starts (more cities) and 5 have bad starts (fewer cities) is going to be a major problem. With such a severe imbalance between good and bad kingdom starts, you risk determining games on the drop. The bad starts will have fewer bonus opportunities and fewer chances to get cards without hitting the large bordering neutrals. I'm not sure how familiar you guys are with conquest gameplay, there's an art to balancing out the starts while keeping them somewhat distinctive. Study the AoR maps, they'll give you some good ideas.
Without getting too far into it, the graphics as presently constituted are rough-draft quality, even setting aside the (IMHO justified) problem with consistency of theme. Many of Helix's comments above are spot-on. Also, you might want to think about a better overall color palette for the land. The poo-brown isn't doing you any favors, and your light source doesn't make any sense whatsoever. If you wish to push forward with gameplay issues before making graphic changes, that's understandable, but such should be noted in the first post.
As far as the aforementioned consistency of theme, maybe you should ponder why it is that people continue to come in here and post their objections. We're not stupid people, we get what you're going for, but the jarring dissonance between map topic and aesthetic theme is going to continue to be a problem for you. Imagine if a mapmaker wanted to do a map of the modern Los Angeles freeway system, in the style of a medieval manuscript, marginalia and all. That, in essence, is what you've got here, and many posters seem to feel that the map is weaker for it.
There might be a map here, but not until you've both done quite a bit of hard work over the coming months. You might also want to ponder Widowmakers' recent posts. With 20 maps to his name, he's a veteran at this process who's gone way out of his way to help you guys out. At the very least, his suggestion to start with the small map is one that I believe you ignore at your peril. With so many terits, and with cramping problems already in the large map, it would be well worth your time to ensure that the whole game board fits legibly in the small map constraints.
Yes, I believe you may have something there about those game play issues. I am sure that those kind of things can be worked out and I am not at all upset that you have pointed them out. What I am upset about is clearly explained in my last post just a moment ago in the opinions on the Foundry thread. I do not want to clutter up this thread any more with these off topic conversations and I do not want to type everything I say on this subject two times, so let us discuss it there shall we ?Incandenza wrote:Hmm, until you start unilaterally start declaring wids wrong on the subject, how about actually getting a map through the process before passing judgment on a method that has served him (and many other mapmakers) well, that he offered to you in the spirit of helping a new mapmaker? We're not your enemies, and you need to stop looking at us as such.
And if you're 100% fine with answering question after question about the essential, fundamental dissonance between the map theme and the map design for the next 6-12 months, then, well, knock yourself out. No one can force you to make changes, but the collaborative nature of the foundry, plus the fact that the prevailing sentiment is pretty overwhelmingly opposed to the current map design, should give you pause before trying to shout everyone down.
What you didn't address in your post were the fundamental gameplay issues I pointed out, which, not to put to fine a point on it, must be resolved. The fact that the starting positions are wildly imbalanced is not a matter of opinion. You need to fix the gameplay, otherwise aesthetic issues are basically academic.
What you didn't address in your post were the fundamental gameplay issues I pointed out, which, not to put to fine a point on it, must be resolved. The fact that the starting positions are wildly imbalanced is not a matter of opinion. You need to fix the gameplay, otherwise aesthetic issues are basically academic.
porkenbeans wrote:Personally, I am getting just a little tired of people thinking that they can dictate everything about other peoples maps. First, they are supposed to be SUGGESTIONS. Second, I have listened to every suggestion, and There are some that I think are very valid, and intend on using There are some howeve, that in my opinion are not good at all. I will take the one about working on the small version first. This is a prime example that even the most accomplished CC map makers are NOT, know -it -alls, and can be flat out wrong about something. This idea is dead wrong and I can prove it. It is not a subjective thing such as the style or view point.
1) It is a fricking fact that you loose detail and quality when ever you scale something up.
2) Do you dispute this ?
3) So why in gods name would you want to work on the small version first ?
Thanks for that, FTR I said that no one is a know it all, not that you are one.WidowMakers wrote:porkenbeans wrote:Personally, I am getting just a little tired of people thinking that they can dictate everything about other peoples maps. First, they are supposed to be SUGGESTIONS. Second, I have listened to every suggestion, and There are some that I think are very valid, and intend on using There are some howeve, that in my opinion are not good at all. I will take the one about working on the small version first. This is a prime example that even the most accomplished CC map makers are NOT, know -it -alls, and can be flat out wrong about something. This idea is dead wrong and I can prove it. It is not a subjective thing such as the style or view point.
1) It is a fricking fact that you loose detail and quality when ever you scale something up.
2) Do you dispute this ?
3) So why in gods name would you want to work on the small version first ?
#1 - Agreed
#2 - No
#3 - Because it makes sure that you can manage, contain, organize and build the entire map in the confines of the small map requirements. I NEVER said, design and build the small map to completion. I said, start with the small map to make sure everything fits. That does not imply 100% completion.
Start a small map. General layout, land masses, borders, connections, army circles, text, legend and legend wording. If you can get the gameplay worked out, and the ROUGH draft works in the small, then you are AOK. Then make a 100% finished large map. Since you know the aspects already fit in the small, once you scale down, it will fit, it will be readable and look great.
The only maps I have ever made small and scaled up were vector based maps (Great lakes, Indochina. But even then I added more detail to the large after), Poker club (3d render to make sure everything fit. SO a large version was just a larger render, or The USA map pack (everything I used was a smart object that did not lose quality when scaled becase I scaled down a smart object to make the small map).
All I have been trying to say for your map is that with the large number of terts you have, the difficult to read text (in the large format), the close connections and potentially hard to see roads, etc, why spend your time fixing and discussing GP aspects that might need to be adjusted if when you scale down, it does not fit.
I am not saying it will not fit, I am saying it might not. Why not spend 2-3 hours making a rough draft of your GP in the small format. Spend the next few days/weeks discussing the GP ONLY for the map in teh small format. Once that is done and fits on the small map, you know that it will work. Then get to work on the large.
Since you are still working out GP you have nothing to lose by working on the small. But you have the potential to lose much by working on the large.
And please don't call me a know-it-all. I learn new things and see map ideas here all the time where I think to myself, "how did they do that,that is cool". If for some reason i have come off to you or anyone else it that way I apologize. I have never been a person who has tried to start fights or belittle others. So if you feel I have done that, again i am sorry. I am just trying to provide my reasoning behind my suggestions.
WM
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