Yes sir, tyisaiah40 wrote:One minor thing for now, you need to chop off 3px from the width to get the map to 840x800. Right now you are at 843x800. My suggestion is to chop it off the left side. I'll take a closer look at it later.
[Abandoned] Alamo
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generalhead
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Re: Alamo map [2/3] Pg1/19
Re: Alamo map [2/3] Pg1/19
Okay, now that I have taken a closer look, I have a few things that need to be taken care of:
1. The shadows must all go in the same direction, preferably, the same direction as you have for the generals. If you have a shadow around the wall, then that has to be the same as well.
2. The bridges are missing shadows
3. It is very hard to tell the difference of the colors on the convent, hospital and chapel on the playable area. Can you please adjust them accordingly.
4. For the cannons, you say that they bombard the whole region of the same color, but I don't see any color of the opposite region on the cannons. They all look the same to me.
5. The cannon on Banks needs to be blurred a bit.
This should keep you busy for a while
Looking forward to your next update!
1. The shadows must all go in the same direction, preferably, the same direction as you have for the generals. If you have a shadow around the wall, then that has to be the same as well.
2. The bridges are missing shadows
3. It is very hard to tell the difference of the colors on the convent, hospital and chapel on the playable area. Can you please adjust them accordingly.
4. For the cannons, you say that they bombard the whole region of the same color, but I don't see any color of the opposite region on the cannons. They all look the same to me.
5. The cannon on Banks needs to be blurred a bit.
This should keep you busy for a while
Looking forward to your next update!
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generalhead
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Re: Alamo map [2/3] Pg1/19
I think the size is ok now
I will keep playing around with the glows
I will keep playing around with the glows
- koontz1973
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Re: Alamo map [2/3] Pg1/19
GH, glows for the regions are OK, but for the names, they are still way to big. Increase selection by 1 and then feather by 5.
I love the cannon balls, you are onto a winner their. Just get the target ones next to the names so players do not have to look for them.
I love the cannon balls, you are onto a winner their. Just get the target ones next to the names so players do not have to look for them.

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generalhead
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Re: Alamo map [2/3] Pg1/19
Thanks buddy. I will work on that tomorrow.koontz1973 wrote:GH, glows for the regions are OK, but for the names, they are still way to big. Increase selection by 1 and then feather by 5.
I love the cannon balls, you are onto a winner their. Just get the target ones next to the names so players do not have to look for them.
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generalhead
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Re: Alamo map [3/7/13] Pg19
I am trying a different background for the legends and wanted to see what they look like.
I lowered the glow on the names. I still need to move the cannon balls closer to the names.
Some of my rope was cut off when I made the canvas smaller.
I lowered the glow on the names. I still need to move the cannon balls closer to the names.
Some of my rope was cut off when I made the canvas smaller.
Re: Alamo map [3/7/13] Pg19
Hey, gh, glad to see you still working on this one. Sorry I haven't commented for a while, but graphics aren't my cup of tea, so I leave it to the more capable others to post.
I will say that I like the cannonball idea to show where the cannons bombard. Seems a little more intuitive than the previous glow around the cannons. A few of them are hard to see though. Like Todd, the glow around the cannonballs there doesn't show up very well against the blue-ish background. Same with Davis, and Ceza, and Moreno, and Vega to a lesser extent. Maybe switching around these colors might work better? I don't know, just throwing out a suggestion.
Keep up the good work, dude. I'm excited to play it!
I will say that I like the cannonball idea to show where the cannons bombard. Seems a little more intuitive than the previous glow around the cannons. A few of them are hard to see though. Like Todd, the glow around the cannonballs there doesn't show up very well against the blue-ish background. Same with Davis, and Ceza, and Moreno, and Vega to a lesser extent. Maybe switching around these colors might work better? I don't know, just throwing out a suggestion.
Keep up the good work, dude. I'm excited to play it!
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sannemanrobinson
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Re: Alamo map [3/7/13] Pg19
Could you adjust the number of cannon balls next to the cannon according to the number of targets? So Davis would have 2 cannon balls because it has two targets. This would avoid missing any targets or having colour problem issues.
- Swimmerdude99
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- Wingnut 16ga
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Re: Alamo map [3/7/13] Pg19
I love sannemanrobinson comments about the number of canon balls the same as the terts they bombard....that would really make it unique. Kinda hard to see the ladder in the key. Just some suggestion my old friend...you have come a long way on this and I can't wait to play it.
Great work!
Great work!
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ManBungalow
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Re: Alamo map [3/7/13] Pg19
This has improved greatly since I last checked in here.
Quick note - I can't tell apart the Mexican/Texan generals referred to in the legend.
And, as already mentioned, the glow around the region names isn't quite right.
Koontz suggested increase selection by 1 and feather 5. That could work. Then like set the highlight layer to a lower opacity.
I'd probably feather 2.5 instead of 5, but it's just a matter of taste. Or if you get a nice enough font it's quite possible to increase by 1 and not feather at all. So I'm not really sure.
Oh, and it might even look better if you use a really light colour (even white) for the name glow, rather than trying to blend it in with the colour of the land beneath it.
Quick note - I can't tell apart the Mexican/Texan generals referred to in the legend.
And, as already mentioned, the glow around the region names isn't quite right.
Koontz suggested increase selection by 1 and feather 5. That could work. Then like set the highlight layer to a lower opacity.
I'd probably feather 2.5 instead of 5, but it's just a matter of taste. Or if you get a nice enough font it's quite possible to increase by 1 and not feather at all. So I'm not really sure.
Oh, and it might even look better if you use a really light colour (even white) for the name glow, rather than trying to blend it in with the colour of the land beneath it.
- koontz1973
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Re: Alamo map [3/7/13] Pg19
The rule natty told me was to feather by a factor of 3 with a minimum of 5 and a max of 20 for the majority of applications.ManBungalow wrote:Koontz suggested increase selection by 1 and feather 5. That could work. Then like set the highlight layer to a lower opacity.
I'd probably feather 2.5 instead of 5, but it's just a matter of taste. Or if you get a nice enough font it's quite possible to increase by 1 and not feather at all. So I'm not really sure.
I1, F5 min
I2, F6
I7, F20 max
Lowering the opacity is always a must. Find one you are comfortable with.

Re: Alamo map [3/7/13] Pg19
How's this coming general? I do have one other thing concerning the cannon balls. The single ones need to be the same as the stack. I'm talking about the reflection on the cannon balls, On the stack the reflection is on the top, while the singles, the reflection is in the center.
Re: Alamo map [3/7/13] Pg19
What is the status of the update general?? You have 5 days left of the month since your last update. This time next week if there is no update I will have to move this into the Recycling Box and place it on Vacation.
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generalhead
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Re: Alamo map [3/7/13] Pg19
Brilliant idea.sannemanrobinson wrote:Could you adjust the number of cannon balls next to the cannon according to the number of targets? So Davis would have 2 cannon balls because it has two targets. This would avoid missing any targets or having colour problem issues.
Thanks my friendwingnut 16ga wrote:I love sannemanrobinson comments about the number of canon balls the same as the terts they bombard....that would really make it unique. Kinda hard to see the ladder in the key. Just some suggestion my old friend...you have come a long way on this and I can't wait to play it.
Thank you tkr4lf for your comments and swimmerdude99 for your comments
Thank you ManBungalow, Thank you Koontz
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generalhead
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Re: Alamo map [3/7/13] Pg19
Sorry for the delay, Me and my wife have just separated so It has been a little hard to get motivated. I apologize for the delay. Please don't think of me not giving an update as me not being interested in working on this project. I will try to do better.isaiah40 wrote:What is the status of the update general?? You have 5 days left of the month since your last update. This time next week if there is no update I will have to move this into the Recycling Box and place it on Vacation.
Re: Alamo map [3/7/13] Pg19
Damn dude, sorry to hear it. Don't worry about the map, take care of your personal life. That's way more important.generalhead wrote:Sorry for the delay, Me and my wife have just separated so It has been a little hard to get motivated. I apologize for the delay. Please don't think of me not giving an update as me not being interested in working on this project. I will try to do better.isaiah40 wrote:What is the status of the update general?? You have 5 days left of the month since your last update. This time next week if there is no update I will have to move this into the Recycling Box and place it on Vacation.
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generalhead
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Re: Alamo map [3/7/13] Pg19
I am working on an update with the different cannon ball numbers
Here is the start
Here is the start
Spoiler
Re: Alamo map [3/7/13] Pg19
Ah, I see what you're doing now. Have the number of cannonballs next to the cannon equal the number of terits said cannon can bombard. Very good idea. Just need to work on the glow colors to make sure they're all able to be seen clearly.
Keep up the good work, dude.
Keep up the good work, dude.
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generalhead
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Re: Alamo map [3/7/13] Pg19
Thanks buddytkr4lf wrote:Ah, I see what you're doing now. Have the number of cannonballs next to the cannon equal the number of terits said cannon can bombard. Very good idea. Just need to work on the glow colors to make sure they're all able to be seen clearly.
Keep up the good work, dude.
- Swimmerdude99
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Re: Alamo map [3/7/13] Pg19
My mind shot out a creative Idea that you may or may not like, but thought I'd mention it just cause maybe you'll like it and never thought of it! Instead of putting the cannonballs on the ground like they are all pretty and normal. Instead could you do a broken ground look on the territory? So like make it look like shattered clay or stone on the ground in the rooms and then outline those graphics of broken stone or clay or ground with the color of the cannon it is coming from?
(If that doesn't make sense I can try to elaborate!)
(If that doesn't make sense I can try to elaborate!)
Re: Alamo map [3/7/13] Pg19
+1swimmerdude99 wrote:My mind shot out a creative Idea that you may or may not like, but thought I'd mention it just cause maybe you'll like it and never thought of it! Instead of putting the cannonballs on the ground like they are all pretty and normal. Instead could you do a broken ground look on the territory? So like make it look like shattered clay or stone on the ground in the rooms and then outline those graphics of broken stone or clay or ground with the color of the cannon it is coming from?
- Wingnut 16ga
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Re: Alamo map [3/7/13] Pg19
Swimmerdude may be onto something....
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Steve The Mighty
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Re: Alamo map [3/7/13] Pg19
Only a minor point but I would put the word Beginning on one line as you have plenty of space in the box on the right hand side to space the wording better
like the map - lookk forward to playing on it
like the map - lookk forward to playing on it
Re: Alamo map [3/7/13] Pg19
ok... I made a goof, but it's understandable. The last update is hiding in a spoiler, and the title hasn't been changed to reflect the update. General, please remember to use the [bigimg] tags when making updates, and don't forget to update your header!





