Moderator: Cartographers
Why? They'd be generic and thus devoid of information. In that case, why bother?Juan_Bottom wrote:How about two generic colored flags? Blue and black?
I don't figgin' know. It's a pretty map and I'm just trying to keep the conversation going......Incandenza wrote:Why? They'd be generic and thus devoid of information. In that case, why bother?Juan_Bottom wrote:How about two generic colored flags? Blue and black?
Fair enough...Juan_Bottom wrote:I don't figgin' know. It's a pretty map and I'm just trying to keep the conversation going......Incandenza wrote:Why? They'd be generic and thus devoid of information. In that case, why bother?Juan_Bottom wrote:How about two generic colored flags? Blue and black?
It would be nice though to know what side you're representing....

The bunkers are the grey buildings - there's one on each side of the map. The trenches are the things dug into the ground in each of the fronts. The foxholes are the things dug into the ground in no-man's land.wcaclimbing wrote:I still don't know the difference between a bunker and a trench.
I'd like it if that was clarified for those of us (including me) that have absolutely no idea what names go with which parts of the battlefield....


It won't be THAT much build-up. None of the bonuses are that big (save the reinforcements), and the only deployable bonus is the terit bonus.Juan_Bottom wrote:I have a question about the size of the squares. This map encourages build-up, and gives out huge bonuses.
So my question is:
Is there enough space in those squares to fit 100,000 side by side by side?
Huzzah!wcaclimbing wrote:here you go, good luck with the map.
Now one of the CAs needs to move this thread to the main foundry.
Heh, I actually do that professionally. I always make sure there's something wrong, just so my boss can feel like he's earned his paycheck by pointing it out...mibi wrote:Inca, we should have left in some glaring gameplay or graphics errors so people would have something to talk about.
Brilliant!Incandenza wrote:Heh, I actually do that professionally. I always make sure there's something wrong, just so my boss can feel like he's earned his paycheck by pointing it out...mibi wrote:Inca, we should have left in some glaring gameplay or graphics errors so people would have something to talk about.

Good catch.wcaclimbing wrote:Should the border between M11 and N11 have a piece of wood on it, to match the others? Cause its the only one left open right now.
Hey, it's worked wonders for me. If you ever end up working in TV, and you come up with a better strategy for getting along with a boss like mine that would be more suited to being a shift manager at a Burger King, you let me know.wcaclimbing wrote:Brilliant!Incandenza wrote:Heh, I actually do that professionally. I always make sure there's something wrong, just so my boss can feel like he's earned his paycheck by pointing it out...mibi wrote:Inca, we should have left in some glaring gameplay or graphics errors so people would have something to talk about.


Code: Select all
|______|
|___|
|_|
(machine gun here)
We'll see how the poll plays out, but like I wrote, option B wouldn't be the final image and would be tweaked.oaktown wrote:Machine gun: I prefer "B" but I think the color needs to pop out just a bit more - tough on the colorblind eyes. And since there are multiple machine guns in that image, you may need to make the others lighter or less opaque to make it clear what you are getting at.
Version 2 on Page one has a large map with neutrals for your perusal.oaktown wrote: I'm hoping that things will become more clear as you post the starting values of neutrals and starting locations for players, since that will give a better sense of how the map will play and how bonuses are structured
When you hold the whole trench, each terit would get a +1. It's waiting on some sort of xml thing, yeti would know better than I.oaktown wrote:Trenches, I assume, are the three or four territory boxes, making them regions; you get an auto-deployed bonus for holding the entire region, but I don't see how armies can auto-deploy into a multiple-territory region.
The "only" is in there to keep people from thinking that machine guns can actually attack. I would say that the fact that the instructions spell out that they can't bombard trenches or foxholes, yet say nothing about machine guns, would be clear with a bit of thought.oaktown wrote:The bit about machine guns only bombarding No-Mans land is confusing, because it immediately raises questions about whether or not you can hit the opposing machine guns (which I see that you can from the FAQ). You should either spell out what it can hit, or what it can't hit - right now you do both with no mention of the machine guns.
Well... the foxholes could stand out a bit more, sure, but I don't see how much more obvious the orders need to be. Everything you need to know about orders are right there in the legend. Certainly it will be a bit confusing with only a cursory glance, but there are several currently quenched maps that are in the same boat. This is not a map where a player will be able to instantly understand everything just by glancing at it. This is by design, since complex maps rock.oaktown wrote:"Orders" - reinforcements, mortars, and artillery - I assume will become more clear with future versions. Same with foxholes, which I'm guessing are the dark holes in the no-man's land... they'll need to be better distinguished.
That is one of the advantages of B, is that it conveys more information...cairnswk wrote:i prefer the wider view myself, even for the inset. It makes is absolutely clear what can be targeted and leaves no doubt.perhaps combine the two for the inset.
Uhm no. Its pretty much 90 degrees what mibi did with A. and that more accurate for this gameplayTense wrote:The angle 90 degrees should be represented as shown here:
http://en.wikipedia.org/wiki/Image:Right_angle.svg
Yes essentially each trench would have a bonus * number of squares. The Autodeploy territory would increment through them adding 1...Incandenza wrote:When you hold the whole trench, each terit would get a +1. It's waiting on some sort of xml thing, yeti would know better than I.oaktown wrote:Trenches, I assume, are the three or four territory boxes, making them regions; you get an auto-deployed bonus for holding the entire region, but I don't see how armies can auto-deploy into a multiple-territory region.
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// Helper continent to reduce bloat.
<continent>
<name>Trench A</name>
<bonus>0</bonus>
<components>
<territory>B4</territory>
<territory>B5</territory>
<territory>C5</territory>
</components>
</continent>
// auto deploy continent to B4
<continent>
<name>Trench A Bonus>
<bonus>1</bonus>
<components>
<continent>Trench A</continent>
<components>
<deploy>B4</deploy>
</continent>
// auto deploy continent to B5
<continent>
<name>Trench A Bonus>
<bonus>1</bonus>
<components>
<continent>Trench A</continent>
<components>
<deploy>B5</deploy>
</continent>
// auto deploy continent to C5
<continent>
<name>Trench A Bonus>
<bonus>1</bonus>
<components>
<continent>Trench A</continent>
<components>
<deploy>C5</deploy>
</continent>

Yeah, I don't think dynamic graphics are possible... besides, even if it were, we'd still need the info in the legend. One could make an argument that the use of the drop-downs and map inspect will make things very clear once a game is in-progress, but official foundry policy has always been (to my knowledge) that all needed information and instructions should be contained in the legend.Androidz wrote:Mibi im pretty sure this isint possible in this Xml. But what would be cool is when you've conquered the Machinegun, then all terretories you can bombard with it will turn red as Option B. With this you don't have to add it to Legend.
This would also give it a more warish theme:P