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Re: Denmark v27 [16 Sep 11] Gameplay v2.pg1. map update pg12

Postby Flapcake on Mon Sep 19, 2011 7:21 pm

koontz1973 wrote:
Flapcake wrote:Just to let you all know, im still alive :lol: i have just come to an point where im very satified with my map and cant come on any thing more to add ;)
if there have to be any changes i need some feedback/comments, i guess my imagination or creativity skills are not that evolved at this stage

I know exacly how you feel. After looking at the map for countless hours and changing it countless times, there comes a point of brain freeze. A couple of quick things for you to check over while you get your brain out of neutral are...

Add 888's to the map so you can make sure everything still fits and does not look cluttered or have them overlap etc.
Count you fonts. How many do you have on the map.
The connection between Samso and Kalundborg looks messy. Clear that up and have a look around for anything else that looks messy.
Some of your bridges look pixelated, most do not.


You are absolut rigth, at my next update there will be added arme numbers, thers plenty of room for them 8-)
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Tue Sep 20, 2011 7:28 am

Latest updated map: V28 - 20-sep-2011
sail rute adjusted on samsø. Arme numbers added. details corrected (bridges, etc.)

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show: Small map
Last edited by Flapcake on Tue Sep 20, 2011 10:05 am, edited 1 time in total.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Seamus76 on Tue Sep 20, 2011 8:26 am

Very nice. It's looking pretty good to me.

One thing, on the small map it looks like you just scaled down the larger version that already had the 888's, but what you need to do is scale down the small map and then add in the regular sized 888's. They will not be scaled in the small version.

This is where you might have to play around with some of the spacing and words to make sure the larger 888's will fit properly. You'll then want to make some of the same adjustments on the larger map, just so they are consistent and look the same.

Keep up the good work.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Tue Sep 20, 2011 10:11 am

Seamus76 wrote:Very nice. It's looking pretty good to me.

One thing, on the small map it looks like you just scaled down the larger version that already had the 888's, but what you need to do is scale down the small map and then add in the regular sized 888's. They will not be scaled in the small version.

This is where you might have to play around with some of the spacing and words to make sure the larger 888's will fit properly. You'll then want to make some of the same adjustments on the larger map, just so they are consistent and look the same.

Keep up the good work.


Ok that is a challenge :D What is the arme numbers used for on the small map :?:

it do look kind of claustrophobic with large size arme numbers, but but, they do stay inside innerborders.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby isaiah40 on Tue Sep 20, 2011 10:48 am

Flapcake wrote:Ok that is a challenge :D What is the arme numbers used for on the small map :?:


To make sure the real numbers fit. You will need to move some of the territory names around on Fyn so that the numbers don't overlap the names. They can overlap the borders as long as they don't overlap any of the other numbers.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map pg 13

Postby Flapcake on Tue Sep 20, 2011 11:47 am

Changes:
Made some space around the arme numbers

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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Industrial Helix on Tue Sep 20, 2011 8:05 pm

The legend feels a little exploded. You might try floating Denmark back together and thrn putting the names and numbrs back on there. Alternatively, you could go the route of colored words with the number following
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Wed Sep 21, 2011 7:37 am

Industrial Helix wrote:The legend feels a little exploded. You might try floating Denmark back together and thrn putting the names and numbrs back on there. Alternatively, you could go the route of colored words with the number following


Hello Industrial Helix, thanks for your comment, what you suggest I have already tried, and I will not go down that road again, there is no room to assemble it all that way, the best solution is the one I have come to now, and one can say, that it is cut out for people not to misunderstand anything 8-)
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby koontz1973 on Wed Sep 21, 2011 10:40 am

Flapcake, your 888's ar not the right ones. Go to this link and download the 88's in all colours.
viewtopic.php?f=648&t=48259

Just copy and paste onto a new layer to see the right spacing. Also a good idea to place one of each colour into each bonus region to make sure it is legible. Cannot see that you will have any problems but just make sure.

Another thing, have you thought off putting a neutral sea territ on your 2 long sea routes?
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Wed Sep 21, 2011 1:00 pm

Hi koontz1973, thanks for your comment.

koontz1973 wrote:Flapcake, your 888's ar not the right ones. Go to this link and download the 88's in all colours.
viewtopic.php?f=648&t=48259

Just copy and paste onto a new layer to see the right spacing. Also a good idea to place one of each colour into each bonus region to make sure it is legible. Cannot see that you will have any problems but just make sure.

Another thing, have you thought off putting a neutral sea territ on your 2 long sea routes?


font is correctly addressed now, I'd just use some advice somewhere on this page that type was Arial, but I can see that it is different.

koontz1973 wrote:
Another thing, have you thought off putting a neutral sea territ on your 2 long sea routes?


Yes I had it from the start with a ferry / boat but after much good advice was the idea ​​abandonment, I do not know if one gains something to have a territory in between, (on my map) often are neutral territories, (there is not relevant for bonus) just used as a buffer zone defense for both sides
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby MarshalNey on Thu Sep 22, 2011 11:54 pm

Although koontz's suggestion has some merit, I agree with Flapcake on not adding a 'ferry' region along the sea routes. They tend to be neglected because they aren't part of any bonus, and/or used as barriers, when the idea of a sea route is to add a border. At the very least they can produce a 'soft' barrier where an open border is desired.

However, there would be one big benefit to adding two non-neutral (open deployment) regions- it would increase the starting regions to a better (might I say even ideal) number. For 1v1 and 3-player games, each player would start with 19 regions instead of 18, and in 4-player games each would have 14 instead of 13. As it stands, 18 starting regions for 1v1 and 3-player games is obviously not good, but I find it acceptable if Flapcake wishes to keep the region count where it is. It is something that I think you should at least consider, though, given the benefit.

That said, in lieu of any other feedback, I present this fine map with a mark of gameplay sufficiency- Bampf!

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This of course does not mean that all gameplay discussion shall cease, but rather that the focus has moved on to graphics now that the gameplay has met or exceeded the Foundry standard.

Congratulations, Flapcake! =D>

Now get those graphics touched up and let's see this puppy move onward and upward. :)

-- Marshal Ney

P.S. Flapcake the 1st Post is very nice, well detailed but the breakdown of starting regions is wrong for 2-player games. In 2-player games, one-third of the regions are automatically neutral. Thus, the starting regions for 2-player games is the same as that for 3-player games.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby koontz1973 on Fri Sep 23, 2011 12:06 am

Well done Flapcake. Great work. As for the neutral, it was a suggestion and in no way am I in favour of neutrals so I am glad you said no.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby MarshalNey on Fri Sep 23, 2011 12:08 am

You're too fast koontz. I amended my post when I realized that 2 added non-neutral regions would make an overall more desireable number.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby koontz1973 on Fri Sep 23, 2011 12:28 am

MarshalNey wrote:You're too fast koontz. I amended my post when I realized that 2 added non-neutral regions would make an overall more desireable number.

No problem, I asked for them as it might make for more interesting games. To stop them being to much of a blockade, they can be made neutral 1's. Adds to the gameplay and stops the bad effects that way. Or as you said, add them into starting regions.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Fri Sep 23, 2011 6:21 am

MarshalNey wrote:Although koontz's suggestion has some merit, I agree with Flapcake on not adding a 'ferry' region along the sea routes. They tend to be neglected because they aren't part of any bonus, and/or used as barriers, when the idea of a sea route is to add a border. At the very least they can produce a 'soft' barrier where an open border is desired.

However, there would be one big benefit to adding two non-neutral (open deployment) regions- it would increase the starting regions to a better (might I say even ideal) number. For 1v1 and 3-player games, each player would start with 19 regions instead of 18, and in 4-player games each would have 14 instead of 13. As it stands, 18 starting regions for 1v1 and 3-player games is obviously not good, but I find it acceptable if Flapcake wishes to keep the region count where it is. It is something that I think you should at least consider, though, given the benefit.

That said, in lieu of any other feedback, I present this fine map with a mark of gameplay sufficiency- Bampf!

Image

This of course does not mean that all gameplay discussion shall cease, but rather that the focus has moved on to graphics now that the gameplay has met or exceeded the Foundry standard.

Congratulations, Flapcake! =D>

Now get those graphics touched up and let's see this puppy move onward and upward. :)

-- Marshal Ney

P.S. Flapcake the 1st Post is very nice, well detailed but the breakdown of starting regions is wrong for 2-player games. In 2-player games, one-third of the regions are automatically neutral. Thus, the starting regions for 2-player games is the same as that for 3-player games.


YAY \o/ thanks guys
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Fri Sep 23, 2011 6:49 am

koontz1973 wrote:
MarshalNey wrote:You're too fast koontz. I amended my post when I realized that 2 added non-neutral regions would make an overall more desireable number.

No problem, I asked for them as it might make for more interesting games. To stop them being to much of a blockade, they can be made neutral 1's. Adds to the gameplay and stops the bad effects that way. Or as you said, add them into starting regions.


MarshalNey wrote:Although koontz's suggestion has some merit, I agree with Flapcake on not adding a 'ferry' region along the sea routes. They tend to be neglected because they aren't part of any bonus, and/or used as barriers, when the idea of a sea route is to add a border. At the very least they can produce a 'soft' barrier where an open border is desired.

However, there would be one big benefit to adding two non-neutral (open deployment) regions- it would increase the starting regions to a better (might I say even ideal) number. For 1v1 and 3-player games, each player would start with 19 regions instead of 18, and in 4-player games each would have 14 instead of 13. As it stands, 18 starting regions for 1v1 and 3-player games is obviously not good, but I find it acceptable if Flapcake wishes to keep the region count where it is. It is something that I think you should at least consider, though, given the benefit.


'It's some really good views both of you have, and after studying thenobodies gameplay guide a little I can see that some balance is missing.

as Koontz's says it may be 1, neu troop so it is not a natural barrier people will sit there and take advantage of, I am quite at whatever works best and makes the game most interesting ;)

it should not be so hard to create a balance.

but I think I need some help to figure it out, both with 2 more territories and without, so we may also have a clearer picture of whether it will make it good or bad difference.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby koontz1973 on Fri Sep 23, 2011 12:15 pm

Flapcake, right now you have 55 starting territs. 57 is one of the golden numbers that the site likes. So by adding 2 normal territs into the sea routes brings you there. I really hate neutrals, even 1's but as MarshalNey said, adding them in as normal territs gives you a more options for attack, ways around the board. You bonuses will not change so no problems there.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Fri Sep 23, 2011 12:32 pm

koontz1973 wrote:Flapcake, right now you have 55 starting territs. 57 is one of the golden numbers that the site likes. So by adding 2 normal territs into the sea routes brings you there. I really hate neutrals, even 1's but as MarshalNey said, adding them in as normal territs gives you a more options for attack, ways around the board. You bonuses will not change so no problems there.


Thats a very good reason to add them inn, and I will make a version where its included, for now I struggle with dividing how many troops will start in versus neutrals depend on PvP amounth
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Sat Sep 24, 2011 7:19 am

I have added two neutral areas on routes between Møn-Copenhagen, Kalundborg-Djursland
Troop placement becomes 1 neutral and they not are part in any bonus

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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby koontz1973 on Sat Sep 24, 2011 8:45 am

Nice, now just lose the white circles. Have a look at gimil's Portugal revamp and you will see the numbers floating in the water. Also, change it to normal starts.
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby Flapcake on Sat Sep 24, 2011 9:08 am

koontz1973 wrote:Nice, now just lose the white circles. Have a look at gimil's Portugal revamp and you will see the numbers floating in the water. Also, change it to normal starts.


mmm yes but I dont have several routes that can meet and create a natural space, so maby there should just be a hole in the bar and deployed troop numbers there, if that's what you think of?
do you mean "not part of Any bonus" change to "are normal starts" ? in the legend
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Re: Denmark v28 [20 Sep 2011] Gameplay v2.pg1. map update pg

Postby koontz1973 on Sat Sep 24, 2011 9:25 am

Flapcake wrote:
koontz1973 wrote:Nice, now just lose the white circles. Have a look at gimil's Portugal revamp and you will see the numbers floating in the water. Also, change it to normal starts.


mmm yes but I dont have several routes that can meet and create a natural space, so maby there should just be a hole in the bar and deployed troop numbers there, if that's what you think of?
do you mean "not part of Any bonus" change to "are normal starts" ? in the legend


Yes, have the 2 new regions start as normal territs. It does not matter if they are not part of a bonus. Instead of having the white circles as they are, reduce the opacity down to 20-30% of as you said, make a hole in the bar. As soon as numbers are on there it will be clearer.
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Re: Denmark v29 [24 Sep 2011] Gameplay v3.pg1. map update pg

Postby Flapcake on Sat Sep 24, 2011 9:47 am

Looks much better. Text in leged, i settel it for the moment, thinking about the rigth use of words
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Re: Denmark v29 [24 Sep 2011] Gameplay v3.pg1. map update pg

Postby koontz1973 on Sat Sep 24, 2011 9:56 am

Much better.
Last couple of things for today. Your 888's, you need to center the first 88's into the circles. The third 8 is put on to show numbers larger than 100. You will see when you come to do your xml on chipv's tool.
In your legend, swap over Auto Deploy and All cities

Very nice map and I look forward to playing it.
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Re: Denmark v29 [24 Sep 2011] Gameplay v3.pg1. map update pg

Postby Flapcake on Sat Sep 24, 2011 10:34 am

koontz1973 wrote:Much better.
Last couple of things for today. Your 888's, you need to center the first 88's into the circles. The third 8 is put on to show numbers larger than 100. You will see when you come to do your xml on chipv's tool.
In your legend, swap over Auto Deploy and All cities

Very nice map and I look forward to playing it.


The significance of this change, not much in common open game, but in games with fog could mean that it is not so obvious how many troops there are in the frontline. wich is my favorite games

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