Moderator: Cartographers
Wisse wrote:why do you call it kings, why not faraos?
I would look at that and think "Amente + Underworld token? But Amente is an Underworld token" - at which point I would be confused.Underworld = Tombs + Robber(s) + Amente + Underworld Token
as opposed to:Region = Tombs + Robber(s) + Amente
Underworld = Tombs + Robber(s) + Amente + Underworld Token
?Region = Tombs + Robber(s) + Amente
Underworld = Region + Underworld Token
Sparqs wrote:cairnswk,
Thanks for considering my suggestions.
Good.I think the King language and bonus cartouche order are improvements.
One thing that I would find confusing coming in new, is that Amente is listed on the right, under "Underworld Tokens", but in the center it says:I would look at that and think "Amente + Underworld token? But Amente is an Underworld token" - at which point I would be confused.Underworld = Tombs + Robber(s) + Amente + Underworld Token
How about if you show the token next to the Region text in the center, and leave it off the right side - or move it into the Region Bonus section on the right side?
Also, I think "Underworld Bonus" would be clearer than "Underworld Tokens" - when I was first looking at it I wondered if I needed to hold 2 of them.
I'm sorry but each token for each region is lablelled A: Maat, B: Pshent...etc.Also also, I know you have the letters and colors matching, but nowhere does it actually say that each token goes with a specific region.
Are you sure that the center needs to say:as opposed to:Region = Tombs + Robber(s) + Amente
Underworld = Tombs + Robber(s) + Amente + Underworld Token?Region = Tombs + Robber(s) + Amente
Underworld = Region + Underworld Token
Because if that text is reduced somewhat, you easily have space to explain that tokens must match regions.
I am so pleased to you appreciate this map....good the hear!Great looking map, BTW!
edit
I'm taking a close look at the arrows, and it might be tough to take the wrong Underworld token, but it's still somewhat confusing.
AndyDufresne wrote:Hm, I think I'm understanding, or at least, starting to get a grip, of the legend instructions.
Regarding the Scarabs, are you saying that 'Kings with Scarabs may attack one another/each other', when you say they border?
The center area still confuses me slightly. Can say the Tomb D Amente attack the adjacent or other Amentes? Or is the one way route of Ankh like an impassable border? Can the Amentes attack Ankh directly, or do they have to go through the Tokens? Can the Tokens just attack the Ankh, and not each other?
Sorry for the questions
--Andy
DiM wrote:the thick lines should be enough to stand out as impassable but you could try making the afterworld like a pizza with each slice being pulled a little to the outside. that should leave some space between each slice and the stars would be visible, making clear they don't connect. the remove the thick lines and keep the arrows flowing.
also one quick question. the different amente don't have different names on the map. will the be called in the xml something like amente A, amente B....?
AndyDufresne wrote:Dim's idea sounds like a winner. I believe the break up look will clear up my doubt, and anyone elses. I think that was the main source of my confusion, and now it all makes a little more sense.
And yes, it is an interesting idea, I give you that. I've waiting for someone to try to tackle Egypt in some way, and I'm pleased with how the map is going. It'll be unique, as your maps seem to be.
The only thing that currently catches my eye when I look at the visuals, is the image near the title. I mostly dislike blending realism with more graphicy images. I'd be a fan of more of a stylized image for the title area, rather than a real picture.
Also...jeez, you know how people complain about Galway and Galloway, and all the other close names? Look at all the Ramesses #.
--Andy
DiM wrote:i can't see anybody being confused now
just one thing. the arrows from Ankh to the robbers have variable tips. while this is not a problem, the amount of variation is. look at the arrow tip going to A and the one going to C. there's a huge difference. try to make them roughly the same size. not the same but close.
cairnswk wrote:AndyDufresne wrote:Dim's idea sounds like a winner. I believe the break up look will clear up my doubt, and anyone elses. I think that was the main source of my confusion, and now it all makes a little more sense.
And yes, it is an interesting idea, I give you that. I've waiting for someone to try to tackle Egypt in some way, and I'm pleased with how the map is going. It'll be unique, as your maps seem to be.
The only thing that currently catches my eye when I look at the visuals, is the image near the title. I mostly dislike blending realism with more graphicy images. I'd be a fan of more of a stylized image for the title area, rather than a real picture.
Also...jeez, you know how people complain about Galway and Galloway, and all the other close names? Look at all the Ramesses #.
--Andy
Well Andy....after careful consideration to everything that has been posted above......the new version 35 is below.
There are two things however that I must address in issues concerning you...
1. I understand you stylized image preference.
I believe I have tried several images in versions past and I don't really think they were successful. Indeed, with my preference to retain the image of the pyramid and sphinx (which btw is also associated with the afterlife and death) i even tried to produce something similar in the style of the rest of the map, but If i don't have the art ability skills then I'm afraid it failed dismally, it looked even worse than anything presented thus far. My reasons for wanting to retain the current title are:
1. I believe there is no better represenation of Egyptian life than the Pyramid and the Sphinx. They are instantly recognised and have broad appeal.
2. Both of these items are associated with death and the afterlife, and in some fashion everyone knows that the pyramid was used a tomb.
3. Whilst I have used a photo image, i have applied motion trail and transparency and blur to these images to give the impression that we are not really dealing with REAL LIFE here but the Spirit World.
I think this concept work very well sitting with RA the Sun behind it and motion trailing it into the darkness of the Afterlilfe or Heavens.
2. There are indeed a lot of Ramesses numbers. I believe if they were all clumped together then we would definitely have a problem. But they are scatted througbout the map, and players will have to take the responsibility of watching what they do when they attack if they play this map.
I don't think I would like to compromise the names of the tombs in this Valley for the sake of people who may be inattentive.
I have myself been in that position with World 2.1 with Central Amercia where i was not watching what i was doing and i paid the price. No body else's fault but mine.
Call me hard, but at some stage players have to accept responsibility for their own actions, and not blame the names that History provides us with for the enrichment of our cultures.
I very much appreciate your feedback, and hope this version satisfies to a great extent.
DiM wrote:i can't see anybody being confused now
just one thing. the arrows from Ankh to the robbers have variable tips. while this is not a problem, the amount of variation is. look at the arrow tip going to A and the one going to C. there's a huge difference. try to make them roughly the same size. not the same but close.
onbekende...please give it now....i don't want to get to the end of this map making process and say no to your suggestion if they are worthwhile!onbekende wrote:You will get my full and uncensored review one of these days
Keredrex wrote:Xyl wrote:The coloration in the center is a bit weird. The amente ...... it to "3 per underworld token bonus" fixes that nicely.
I agree with everythin Xyl wrote.... overall its great,,,,good work
Xyl wrote:The coloration in the center is a bit weird. The amente regions are needed to get a bonus for a tomb, so they should be colored the same as the tomb. On the other hand, the underworld tokens aren't required, they just give a bonus, so they don't need to be colored the same. I think it would make more sense if the gradient was reversed, with color on the outside and grey in the center (which also gives the sense of transitioning from the living world to the dead as you move to the center...)
OK...i can change that. thanks.Under "region bonuses", putting the tombs + <amente> is a bit confusing, since you have to look elsewhere to see that the robbers are included. Using just the region names would make it obvious that the regions are defined somewhere else, and fixing the colors as above would let you see the regions without looking at the legend.
no need for change then if you're happy with them, and i don't really see any enhancement if useing your first suggestion of this section, in fact it could cause confusion.For the underworld tokens, you don't really have to put a seperate number for each one, since they're all worth the same. Just "Underworld Tokens +2 with associated region" and the association list would work. It's also fine the way it is.
I think from the map there is only one afterlife territory that can be obtained, so i see no reason to change to your suggestion as 3 per underworld bonus would cause more confusion in people's minds.The afterlife bonus has the same problem as the regions: the bonus section is misleading as to what you need to get it. Changing it to "3 per underworld token bonus" fixes that nicely.
Users browsing this forum: No registered users