Moderator: Cartographers
yeti_c wrote:The 2nd 'l' in wellington is 2 pixels over the first 'l's 1 pixel...
Can you make it consistent? (This is a scaling issue)
C.
pikkio wrote:yeti_c wrote:The 2nd 'l' in wellington is 2 pixels over the first 'l's 1 pixel...
Can you make it consistent? (This is a scaling issue)
C.
LOOOOL!! you're really a good observer!
i don't know why it happens.. obviusly all the letters in the name are at the same dimension.. but i increase by some decimals that word and the problem is solved. you can see it in the next update.
reggie_mac wrote:Good work on the name changes for NZ, but the Chatham Islands, for consistency, are normally got to via Christchurch rather than Wellington, so moving the link down to where the Wellington / Canterbury link meets up on the south island.
i see this...
we obviously modify this route and it don't change the gameplayreggie_mac wrote:Also, there is some big blob island at the top of the North Island ... there is no island there, it needs to go. On another note, the line going through the north island almost needs the left hand end to be moved up to at least half way through the east cape, where it is now makes Northland more what we would call Central Districts.
we change them in the next update, like letters (Pikkio spoke about that). We hope to start the graphic process soon...reggie_mac wrote:Chatham islands are slightly off, the top island should be the big one, Chatham Island, and the bottom one the small one, Pitt Island.
thenobodies80 wrote:reggie_mac wrote:Chatham islands are slightly off, the top island should be the big one, Chatham Island, and the bottom one the small one, Pitt Island.
reggie_mac wrote:Not meaning to be realistic, but the way it is now its just plain wrong, even if you just did a vertical flip on them it would look better. Can't just o swapping islands around
qwert wrote:Graphicaly-these map is finish,from mine view.
I think that you have to much big army circles,try to create circle where will 2 digit nice fit(24px cirrcle)
Incandenza wrote:I do have one small issue... there are quite a few dead ends, and while you guys portray them as a feature, not a mistake (i.e. making foggy games more interesting, tho potentially at the expense of escalating games), and that there's one in every continent... well, new zealand, australia, and east indonesia all have 2 dead end terits. I imagine this is intentional, I'm just wondering why those 3 bonuses have 2?
thenobodies80 wrote:Incandenza wrote:I do have one small issue... there are quite a few dead ends, and while you guys portray them as a feature, not a mistake (i.e. making foggy games more interesting, tho potentially at the expense of escalating games), and that there's one in every continent... well, new zealand, australia, and east indonesia all have 2 dead end terits. I imagine this is intentional, I'm just wondering why those 3 bonuses have 2?
Yes, I intentionally want some dead ends for foggy,assassins and escalating games!.
At start there's only one dead end for continet.
Anyways they are the "results" of ian suggestions, if you look here and here.
And if you want my opinion i don't dislike them.
I think we could fix the indonesia, perhaps linking suwalesi to timor.
But about NZ and Aussie, i like very much the actual result so i don't like to change them because they don't create a unfair gameplay.
Incandenza wrote:What would you think about connecting Chatham/Canterbury along with Sulawesi/Timor? That leaves 8 dead ends, and the only continent that's doubled up is aussie, the biggest and most accessible one.
Incandenza wrote:It's just that there's ten dead end terits. That seems like a lot.
What would you think about connecting Chatham/Canterbury along with Sulawesi/Timor? That leaves 8 dead ends, and the only continent that's doubled up is aussie, the biggest and most accessible one.
yeti_c wrote:Incandenza wrote:It's just that there's ten dead end terits. That seems like a lot.
What would you think about connecting Chatham/Canterbury along with Sulawesi/Timor? That leaves 8 dead ends, and the only continent that's doubled up is aussie, the biggest and most accessible one.
None of the dead ends actually matter though Inc - because they are only 1 territory dead ends - you can take them - then move on - as long as you don't advance into them.
C.
Incandenza wrote:yeti_c wrote:Incandenza wrote:It's just that there's ten dead end terits. That seems like a lot.
What would you think about connecting Chatham/Canterbury along with Sulawesi/Timor? That leaves 8 dead ends, and the only continent that's doubled up is aussie, the biggest and most accessible one.
None of the dead ends actually matter though Inc - because they are only 1 territory dead ends - you can take them - then move on - as long as you don't advance into them.
C.
It's more about blocks during escalating games... and like I said, I don't want to get rid of 'em all, but knocking off 2 when something like 20% of the terits are dead ends doesn't sound like a bad idea...
yeti_c wrote:But aren't blocks a good thing in Escalating?
A true dead end on CC is one that is 2 territories deep - in Board Game Hasbro Risk - then it is 1 deep - due to the advance what you roll rule... it's an important distinction.
C.
Incandenza wrote:
On to graphics... and I have one immediate nitpick: there's an oddly colored island behind the "w" in wallis and fortuna... it's melanisia-colored next to a polynesia terit... so that should probably go...
sailorseal wrote:… make a cooler font
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