Forza AZ wrote:So the XML is OK now.
Moderator: Cartographers
Forza AZ wrote:So the XML is OK now.
cairnswk wrote:
lt_oddball wrote:....
woah, woah..I noticed something:
The R01 arrow over the river is not bidirectional anymore..as it was some long time before.
Was this intentionally removed ?
pamoa wrote:I think the problem is that you can enter the russian side only by gen chuikov
cairnswk wrote:pamoa wrote:I think the problem is that you can enter the russian side only by gen chuikov
so should R01 to Golodny Island have no arrow on that dotted line?
so one can enter also from that end?
lt_oddball wrote:cairnswk wrote:pamoa wrote:I think the problem is that you can enter the russian side only by gen chuikov
so should R01 to Golodny Island have no arrow on that dotted line?
so one can enter also from that end?
Yes, yes..that was the idea.
So then you'd have to remove the arrow tip on R01 on the map, so that one can "invade" the soviet east-bank from the "german" west bank over the two flanks (and the "soviet" player can invade the other direction in the center of the river/map).
ender516 wrote: If R03 and R06 were connected and R04 and R05 were, there would be no chance for confusion about the possibility of everyone attacking everyone else. Similarly, it might be better if the route from R07 to R08 and the one from R07 to R09 were separate along their entire length, so that no one thinks there is a direct route between R08 and R09.
lt_oddball wrote:ender516 wrote: If R03 and R06 were connected and R04 and R05 were, there would be no chance for confusion about the possibility of everyone attacking everyone else. Similarly, it might be better if the route from R07 to R08 and the one from R07 to R09 were separate along their entire length, so that no one thinks there is a direct route between R08 and R09.
I have no problem with either view (as-is and proposal).
I always found the crossed crossing a bit strange ; the crossings R3-R4 and R5-R6 seem unnecessary long (being under fire etc.), but I supposed it had to do with the historical correct crossings of those days ?
Rationally I think the proposal of ender516 makes more sense.
Dako wrote:Hey there Cairns.
If you want some comments - I can provide an info of how Russian names and places should be spelled. I can see some misspells (should be kuporosnaya, Mameev). Also, you have an inconsistency in namings. For example, Zaitsev and Sheykin. Both have the same sound (well, I can't insert the sound here) and you spell it through 'y' one time and through 'i' another time - that is wrong.
Also, some terrs have mix of Russian and English. I think it is better to decide how you want to name them - full Russian or full English. For example, Rynok means marketplace. Mameev hill is Mameev Kurgan in Russian. On the other hand you have Hospital instead of Bolnitsa (or just Gospital).
So if you would like to have perfect namings here - please say so and I will comment each terr name .
cairnswk wrote:^^ I'm happy with the current combination of names.
It is not my intention to seek perfection.
[/quote]cairnswk wrote:lt_oddball wrote:ender516 wrote: If R03 and R06 were connected and R04 and R05 were, there would be no chance for confusion about the possibility of everyone attacking everyone else. Similarly, it might be better if the route from R07 to R08 and the one from R07 to R09 were separate along their entire length, so that no one thinks there is a direct route between R08 and R09.
I have no problem with either view (as-is and proposal).
I always found the crossed crossing a bit strange ; the crossings R3-R4 and R5-R6 seem unnecessary long (being under fire etc.), but I supposed it had to do with the historical correct crossings of those days ?
Rationally I think the proposal of ender516 makes more sense.
I am happy to proceed to BETA with this as is.
I think the crossings will stir the gameplay, if someone doesn't understsand too well, i can't imagine it being an issue since most people wouldn't want to play this anyway due it's complexity.
The map has been out there for a year now, and that should have afforded plenty of opportunity for people to examine and ask questions.
MrBenn wrote:Seeing as there have been no further comments, I was going to have another look at the river-crossing paths - but it's difficult to do so when you've taken the images down.
If there are any typos that need correcting then let's get them fixed (I'm not going to push for an overhaul of the naming schema, but can see how I may have misrepresented myself). As for the connections, I can no longer see them but as long as you are convinced they are as clear as possible (and I think we're only talking about where the river lines cross each other?), then I'll be satisfied to see if there is any outcry during Beta.
What you do next is up to you cairns. I'd like to see this finished, but if you walk away from it now, it wouldn't be the first practically-completed map to be abandoned/recycled.
lt_oddball wrote:I am for bèta play as well.
Let's go .
MrBenn wrote:I know you're going to think I'm a pain for asking...
Could you just clarify how the river attacks work - I only ask as there are no arrows from R01...
I'm assuming that R01 can be attacked by Golodny Island and R 64th 36th Division (and vice versa)
What about R02? The arrow clearly indicates it can one-way attack to Golodny Island. But what about the Grain Silo? Is it a one-way attack to R02 from the grain silo, or a two-way attack?
Can you attack R03 from R04? Or do the one-way attacks go all the way down the line?
MrBenn wrote:
MrBenn wrote:
Beta - Quenching
---The Final Forge period has concluded for the WWII Stalingrad Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Beta Brand. Let it be known that this map is now ready for BETA Play. After an extended period of time in BETA and once all quirks and issues have been resolved, the map will be put into Full Play (barring any Lack vetoes).
Conquer Club, enjoy!
While the map is in BETA Play, there are a couple of administrative tasks that are required of the mapmaker(s) in addition to the initial gameplay testing:1. Please ensure that the first post of the thread contains all the necessary information to help future visitors to the development thread; it's particularly important to ensure the most recent images are there, along with any helpful guides (such as gameplay quirks/nuances or the location/size of any starting neutrals etc.)
2. Please update the Map Information Portal with details of your map
3. Finally, it is the responsibility of the mapmaker(s) to ensure that they respond to further feedback in a timely and constructive manner.
--MrBenn
samuelc812 wrote:Congrats Cairns
~Sam
ender516 wrote:Hooray! Time to try this out and probably get my ass kicked.
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