Moderator: Cartographers
iancanton wrote:something i haven't noticed before: gerehu, renwara tais, outer mails and inland saut are effectively 3-region bonuses for purposes of calculating bonus drop probabilities in 1v1 games. if u put 3 neutrals on one region of each of these bonuses and also on on e of the viles regions (another 3-region bonus), then the starting regions will be 32 for 1v1, 22 for 2v2, 14 for 3v3 and 11 for 4v4, better than the current 15 for 3v3 and no worse for the others.
ian.
iancanton wrote:...
is there a reason why the tokarara neutral is only n2, while all of the others are n3? we ought to be consistent here.
OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.
OK i can agree to that.napa nambis also can do with an extra +1 because of its 4 borders and large number of neighbouring enemy bonuses: +4 instead of +3.
good job with the bonuses otherwise!
ian.
GoodRedBaron0 wrote:Alright cairns, lets hash out these graphics,..
you're really gonna need to put some more work into this. There is a ton of awful looking stuff here.
The mountains aren't constant with their light source you got lighter sides where it should be dark and dark sides where it should be light.
There is a line on some of the tops that should be some sort of ridge?
The tribe markers are a mix of decent to just terrible...
Motu is just blurry
... and the Asaro one looks like a stormtrooper from Star Wars. Maybe its the glow, too bright/too wide/too yellow
You should add more different jungle trees to break up the monotony of the rest, its just the same background tree copied over and over in nice neat straight lines.
The thinner territories borders are too thin, they are pixely and jagged especially noticeable on lighter regions such as Napa Napa.
Why is the river water darker than the ocean?
Some territory names are getting lost, especially on the dark green of the parks.
I don't know if the shadow around the border of the map is necessary, it at least needs to be toned down
...it really seems bothersome when in contact with the playing surface.
cairnswk wrote:104 - 13 = 91.
If we add
1 - MV Macdhui (shipwreck)
1 - M7
* (making it an obstacle into the mountains from the north for the tribes invading)
* (i really don't want to make any Viles neutrals because they are already fronted by killer neutrals which makes them even harder to get from the sea)
we can get an 89 golden number - good for all except 5 and 7.
cairnswk wrote:iancanton wrote:is there a reason why the tokarara neutral is only n2, while all of the others are n3? we ought to be consistent here.
Yes. the salwara and pasis are killers and we thought 2 would have been big enough to overcome on these for attacking the sea routes.
Tokarara was made a 2 as the only token neutral at the intial stage.
I think tokarara should only be n2 as it is +2 with 6 borders.
cairnswk wrote:iancanton wrote:the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.
OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?
iancanton wrote:cairnswk wrote:104 - 13 = 91.
If we add
1 - MV Macdhui (shipwreck)
1 - M7
* (making it an obstacle into the mountains from the north for the tribes invading)
* (i really don't want to make any Viles neutrals because they are already fronted by killer neutrals which makes them even harder to get from the sea)
we can get an 89 golden number - good for all except 5 and 7.
91 regions, less 16 regions used by start positions, is 75. none of the viles regions are dead-ends, but are each adjacent to 2 non-viles regions. the fact that an additional killer neutral is also adjacent to each actually increases their connectedness compared with, for example, the existing gabatu and tokarara neutrals. starting one of the viles regions as n1 stops the +4 viles bonus from being dropped, while letting someone occupy that viles region with minimal resistance. i'm not keen on a macdhui neutral, since ailan is already fairly hard to conquer.
cairnswk wrote:iancanton wrote:is there a reason why the tokarara neutral is only n2, while all of the others are n3? we ought to be consistent here.
Yes. the salwara and pasis are killers and we thought 2 would have been big enough to overcome on these for attacking the sea routes.
Tokarara was made a 2 as the only token neutral at the intial stage.
I think tokarara should only be n2 as it is +2 with 6 borders.
i agree with n2 for the killer neutrals. does tokarara have 6 borders?
i think it's only 5, so something must be unclear. anyway, the same argument applies even more to boroko and utilities, so why not consistently n2 (except for n1 on one viles region)? after all, they're there only to prevent dropped bonuses.
cairnswk wrote:iancanton wrote:the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.
OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?
however u look at it, baruni is more difficult than napa napa rot. i like the way the maunten area restricts access from east and west except at the m1, m5 and m6 points. however, the internal arrangement of maunten is too much of rail pot mosbi. instead of making m7 start neutral, why not merge away two maunten regions (m1 with m2 and m3 with m4) to a total of 5, obviously with a reduced bonus? combined with the viles n1, this gives 88 starting regions, which is also a golden number.
the zone bonus borders can be made thinner without loss of clarity. i initially thought that kanudi gas ples was not adjacent to kanudi because the thick dark green border looks as if its part of the mountain ridge that surrounds much of gas ples.
to preserve more detail of their costumes, does increasing the size of the tribesmen work, perhaps just head and upper body if there isn't enough space? of course, that leaves the question of where their legs have gone...
ian.
RedBaron0 wrote:...
teal circles - borders that seem a little pixelly. I just hate a 1px border cuz I think its those on any kinda straight angle have the appearance of jagged steps, and it especially shows when on top of lighter backgrounds.
...
cairnswk wrote:..yes there is a yellow glow which i will look at reducing
all tribes glow has been reduced from 5px to 2 px.
teal circles - borders that seem a little pixelly. I just hate a 1px border cuz I think its those on any kinda straight angle have the appearance of jagged steps, and it especially shows when on top of lighter backgrounds.
pinkish circles - just a couple territory borders that are funny to me. They are all blending into the background and could cause a bit of confusion as to where territories begin and end, on the 2 shorter ones, a shift one direction or another to clear this up.
RedBaron0 wrote:Assuming that works for you, then yes. Mainly as long as you can tell the difference between a normal territory border and the bonus borders, you'll be good to go.
lime circles - territory names getting lost in background colors. On the subject of territory names... I've seen you use this particular font quite a few times across your menagerie of maps and think it'd a good idea to try something different.
For the color of the ocean/rivers, I just am looking for consistency in impassibles ocean/rivers=water and should be a similar color. I'm not saying they have to be the exact same color, just a bit closer in hue. Yes I know from river to ocean water can range wildly in color, especially river water, BUT on a map water, no matter its form, river/ocean/lake they will be represented by a similar shade of blue generally.
You should add more different jungle trees to break up the monotony of the rest, its just the same background tree copied over and over in nice neat straight lines.
cairnswk wrote:RedBarron0 wrote: I don't know if the shadow around the border of the map is necessary, it at least needs to be toned down
i'd like to retain it and yes maybe it needs toning down
natty dread wrote:Quillscript would be ok if it weren't so thin, is there a bold version of that font available?
natty dread wrote:Romulus is not a good text font, it's a bit too complex and some letters, for example the e:s, look messy at that size...
Quillscript would be ok if it weren't so thin, is there a bold version of that font available?
natty dread wrote:Yeah looks good to me.
cairnswk wrote:I also checked out a font by the name of Pigeon Street, kinda looked suitable but...no!
Users browsing this forum: No registered users