Moderator: Cartographers

We've kept the trench system pretty clean and simple, especially since this is supposed to be somewhat of an abstraction of WWI trench warfare, and not a specific scenario like Verdun or the Somme. Plus the way it is now keeps the gameplay balanced, we wouldn't want a situation where the player that drops in strength on, say, the German side has a distinct advantage. Besides, there's not a lot more room to fit additional gameplay elements.Meditron wrote:I don't know if this has been said yet or not (I really didn't want to read all 12 pages in full) but I feel you could expand this map more and allow the German side the addition of the in-depth elastic defenses, create more of a system of trenches to work with. I don't really have any XML experience or programming knowledge to draw anything at all, but I the majority of machine guns on the German side especially were usually layered in the rear in front of the artillery so that the front trenches could be abandoned quickly to lure the enemy into heavy machine gun fire.
Actually, that's the way it works now. Machine guns reach to the end of No Man's Land, then the mortars bombard the opposing front, so combined operations will be key to victory on this map.Meditron wrote:Additionally you could potentially have your machine guns with a certain bombard range, and then add artillery in with a longer one, since artillery played a huge roll in trench offenses up until the Germans developed new tactics (based on Russian design) at wars end.
This could work.... the legend is currently in a loose order of importance or "what will likely be used in the game" trenchs, machine guns, etc... all the way down to artillery which is the least likely scenario.oaktown wrote:Here's a thought that might improve legend/play clarity... what if the legend info about the "orders" (mortars and the like) were moved up to the top of the column, directly under the territories? It seems like that would just make more sense, and perhaps draw needed attention to them as territories.
providing they aren't me anywayIncandenza wrote:Ask anyone that's marooned a huge army on an artillery in waterloo, I guarantee they'll never make the same mistake.
Thanks for your interest. Landmines were discussed and ultimately rejected. It's hard enough getting across No Man's Land as it stands.Hopscotcher wrote:I have to admit I haven't read the entire log, but have you considered adding landmines somewhow? Perhaps if you take a space adjacent to a machine gun, you lose one extra troop or somesuch? just an idea.

Thanks, blitz, but all credit should go to mibi. His concept, his graphics, his baby... I'm just the adviser and logistical technician.Blitzaholic wrote:whoa Incandenza with a map, awesome![]()
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does it seem a little dark or hard to see?
sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
I completely second that.LED ZEPPELINER wrote:maybe try putting the numbers on the bottom too, that way people can see them easier when they are reinforcing/attacking
Yeah the whole grid could get moved up. And the numbers can come down in size too.saaimen wrote:I completely second that.LED ZEPPELINER wrote:maybe try putting the numbers on the bottom too, that way people can see them easier when they are reinforcing/attacking
BUT... No size limitation issues then?
Maybe just move the whole grid up a bit. Then you could have the numbers be partially inside the squares, like the letters. Cause now, the numbers on top do take quite some space...
Yeah, you and me both.mibi wrote:Great map! Can't wait to play!


Oh, yeah, I see it too. It'll go on the to-do list, which brings me to my next point:wcaclimbing wrote:The terrain texture is broken up at the top of the map. Directly under where the territory letters are.
It just breaks from one texture to another and doesn't look very good. A straight line all the way across the map, directly under the territory numbers.
Could you smooth that out a bit so it looks like one whole texture, not two different parts copy-pasted on top of eachother?
EDIT: I'm not completely sure how to explain what I'm seeing. If you don't get what I'm saying, I could try to explain it differently.

wcaclimbing wrote:Awesome.
The same thing is visible (but not nearly as much) along the right side of the map. Just in a few places. Not very noticable. But that could be fixed also.
For the boundary between the Map Legend and the Terrain texture, right now it just switches from one brown texture to another. Could you do either:
A. add a border or shadow or something to separate the two.
B. gradually blend the two together along that edge so there isn't much of a noticeable change between the two sides.
My vote would be for A, but either would work, I think.
If you need an idea for the border/shadow, I think what I did on Oasis would work well here. click here if you want to see the map.
I just did a one pixel black border along the entire thing. And a small shadow behind it to make the legend stand in front of the map.
I think that'd work for this map.