Hey, 50 years is a long time... IMO It's very reasonable to assume that in 50 years, He-3 fueled fusion reactors will be a reality... after some 30 years or so, the big oil corporations can't find any more oil, so they'll either go bankrupt or they will have to start investing in the research for new energy sources... give them another 20 years and they'll have fusion reactors up and running.
I guess I will have to take your word for it, but as I was just watching my slow connection paint in both maps from blocky to detailed, there were definitely bluish-purplish blocks in the big map that were not there in the small.
That's because the algorithm that compresses the images into the "preview" images - the blocky ones - blends the colours, it's a kind of supersampling algorithm. So if the image has some reddish pixels near a blue pixel it can turn out purple in the preview...
Industrial Helix wrote:Could you reduce the shadow that separates the seas from the land a little bit? It seems too unnatural. I'd say decrease the opacity a little bit.
I can, but it will also affect the light side. I didn't think to make separate light and shadow sides on this version...
And here's an even more far out idea... have you ever thought of using a real image of the moon? It would be cool...
Aaargh! I'm going to strangle you!
I've spent all this time trying to simplify the borders of the seas, to make them more clear and legible so the map would be playable, and now you want to undo all that work? Seriously! I will strangle you if you ever bring that up again!
Let me quote RedBaron0 from page 1 of this thread...
RedBaron0, on page 1 of this thread, wrote:I think the biggest problem with a lot of these planetary maps.(Moon, Mars) Is that the map maker tries to hang onto a lot of the original image, but it doesn't lend itself to being made into a map very well. Get the gameplay setup and then see how you can work the graphics.
Industrial Helix wrote:By shadow I mean the drop shadow coming in on the northern side of the seas... the Roris base dotted lines connect to exactly what I am talking about.
Ah, I see... I thought you might have meant that, but then I started thinking if you maybe didn't and... Well, the seas look better a bit lighter anyway, I think. Eh?
As for the bevels... yeah, like I explained, I didn't think to make separate light / shadow bevels on this one... Anyway I'll see what I can do about it, there's not much room to decrease it though, since the bevels act as borders between passable/impassable areas, so it's kinda important that they are easily noticeable.
Bah, I still think you should use a real map of the moon.
You want me to strangle you??
Seriously though... If you really want an in-depth explanation why that is not feasible... Compare this image to any real photograph of the moon. Notice how the borders of the seas on a real photograph are very, very ambiguous, and hard to see. In the first versions I tried to stick to the moon features too closely, resulting in messy and illegible graphics, got lots of complaints. Now I have simplified the features a lot, made a more abstract representation, and it works wonders for the legibility & clarity of the map.
The only way I could possibly make the map based on a real image of the moon would be to overlay all the territories as icons with line-connections on top of it (like porkenbeans suggested) and frankly I'm a bit surprised to hear you suggesting such a solution, knowing how much you hate line connections. It would clutter the map, beside not being very visually appealing.
All that aside, I actually am using a real image of the moon on this image. Guess how?
No I did not read your response because I was not sure that I had said anything. And after I have read it, something still needs to be done about it. It's too hard to read.
As for the moon layer thing, interesting how you did it. Though, in my honest opinion, you use bevel and emboss far too much.
But, I'd rather see a real image of the moon, but honestly, what map on CC uses a real image? You've done a decent enough job with the moon to make it recognizable and with some changes and adjustments it should work out. But don't be so hostile to re-doing graphics and trying new things.
Industrial Helix wrote:No I did not read your response because I was not sure that I had said anything. And after I have read it, something still needs to be done about it. It's too hard to read.
Yeah, it may be I have to use another font for the small version. Just need to find one that looks good at about 9px and looks somewhat similar to the large version font...
As for the moon layer thing, interesting how you did it. Though, in my honest opinion, you use bevel and emboss far too much.
Well... the bevel & emboss is kinda necessary here. This is not a flat 2d map... it's supposed to look like a round planet. If I was doing a map that was supposed to look like it was drawn on paper, then obviously I wouldn't be using bevel...
But, I'd rather see a real image of the moon, but honestly, what map on CC uses a real image? You've done a decent enough job with the moon to make it recognizable and with some changes and adjustments it should work out. But don't be so hostile to re-doing graphics and trying new things.
Hostile? I'm not really... I thought you could take the joke... anyway... thanks for all your comments & feedback... and btw I think I've been pretty open to "trying new things" on this map, seeing as I've done a complete graphical overhaul like three times on it
All I can say is, emboss is a great way to make textures. With the render clouds tool, emboss tool and some various distortion/blur effects, I can create almost any texture. I don't download textures from texture sites anymore. I make all my grunge- and texture-layers myself.
If anyone ever needs textures for their maps, I'll be happy to help. I've made texture making into an art.
As a fun fact, the moon image on this map is constructed from 15 layers. That's not counting all the army circles/icons, text, legend, etc. just the image of the moon. Of those layers 8 are either emboss or bevel layers, but they all are on very low opacities. Creating multiple slightly different layers gives a good precision for adjustments.
Anyway, I toned down 2 of those bevel layers, so I hope the territory edges look better now.
Btw I still haven't found a suitable font substitution for the small version, but I'll keep looking... any help on that field is appreciated.
I can see a few coordinates that could use a 1px nudge to one direction or another... but I'm not sure whether we should leave the coordinate tweaks to the final forge...
Anyway, I'll go through the XML with the mapmaker tool just to double check all borders etc.
natty_dread wrote:That's great! Finally... great work Gilligan!
I can see a few coordinates that could use a 1px nudge to one direction or another... but I'm not sure whether we should leave the coordinate tweaks to the final forge...
Anyway, I'll go through the XML with the mapmaker tool just to double check all borders etc.
A) Yeah, there's always those unavoidable tweaks...I say wait till the Forge, there's enough time there and they still may change.
Yeah, it's better to wait for FF... there may be some minor graphical tweaks still, so let's just get the GFX stamp first and worry about coordinates after.
Looks very sharp. Would you want to change the legend under "Terrain info" to use the same font for the words "Crater", "Helium-3 mine", and "Sea", all coloured appropriately? (I believe you do have the colours already.)