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what bonus scheme do you want?

leave it as it is
32
47%
version A
5
7%
version B
6
9%
version C
25
37%
 
Total votes : 68

Postby Telvannia on Wed Oct 10, 2007 4:14 pm

well thats one more problem ticked off.

im off to bed so enjoy your break from my nit picking but...

i leave you with these questions:

    1. why would the mines be in the foothills of a mountain, surely they would be dug into the actual mountain?
    2.why has the sanctuary not got a coloured army shield and will it get one?
    3.why not add some nice one way borders by making the docks able to attack beaches?
    4.why are some parts of the legend is missing for example half the + look like they are missing the bottom half?
    5.what is you perfect sunday?
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Postby DiM on Wed Oct 10, 2007 4:45 pm

Telvannia wrote:well thats one more problem ticked off.

im off to bed so enjoy your break from my nit picking but...

i leave you with these questions:

    1. why would the mines be in the foothills of a mountain, surely they would be dug into the actual mountain?


mountain is impassable. if i put a terit in the middle then there will be a lot of confusion. let's just say they made long tunnels and leave it as it is.

Telvannia wrote:2.why has the sanctuary not got a coloured army shield and will it get one?


yes it will get a shiny glowy shield. the castles will also get some.

Telvannia wrote:3.why not add some nice one way borders by making the docks able to attack beaches?


confusion. plus i don't have the space to put that in the legend plus there are already enough routes provided by the docks

Telvannia wrote:4.why are some parts of the legend is missing for example half the + look like they are missing the bottom half?


i didn't notice that until after i posted the image. i used the bevel from an alternative legend where i tried to make it look like the background is made of metal and the text is scratched on it. i may get back to that idea once i figure out how to make some realistic rust.

Telvannia wrote:5.what is you perfect sunday?


my perfect sunday is one i don't have to go to work. (yes i do work on some sundays :( )
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Postby DiM on Thu Oct 11, 2007 9:58 am

V19

DONE
* added names everywhere (except castles)
* added shields everywhere (except castles and sanctuary)
* made the roads all the ways to the castles
* added roads in the villages
* changed "logging camp" to "log camp"
* minor tweaks on borders to fit names and shields
* changed sanctuary bonus from +1 to +2
* made non-important terit shields at 70% transparency. that should make the important terits stand out even more.

TO-DO
* shields and names to castles
* shield to sanctuary
* xml

NOTES:
* after thinking about it i don't want to make colored names for the resource terits or make different shield shapes. the reasons are consistency and avoiding clutter. the map is already very busy. if i make names in all kinds of colors and various shields then i'll just cause more confusion. i think in the current form everything is very clear. the resource pairs are described in the legend and they have the same names on the map. i don't think people need a different shield shape to realize that the gold mine terit is actually a gold mine. this is more than enough. and the various colored rims for the resources are just an extra bonus to make things more clear. but even if you are color blind you can read in the legend that gold mine + coin mint form a pair and you can see their names on the map.
* sanctuary bonus was raised from 1 to 2. i still think it's rather low and i'd like to offer a bigger incentive for taking it. i'd go for a +3.
* size of the small map. i'd like to request to make it just a wee bigger. it's currently possible at 630*600 but in my opinion the overall aspect is kinda spoiled by the cluttering. maybe go up to 660. pls. pretty please. world 2.1 was allowed up to 700 and great lakes up to 727 and nobody commented anything.

V19
Image
Last edited by DiM on Thu Oct 11, 2007 10:38 am, edited 2 times in total.
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Postby BeakerWMA on Thu Oct 11, 2007 10:05 am

Is there any way to highlight the outline around the resource pairs a little more? I find it very hard to distinguish them apart.
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Postby DiM on Thu Oct 11, 2007 10:11 am

BeakerWMA wrote:Is there any way to highlight the outline around the resource pairs a little more? I find it very hard to distinguish them apart.


you mean make it bigger? yes it's possible but it will look bad.

but you don't need the highlight. just look at the legend and you'll see what the resource pairs are formed of.

for example corn farm and corn mill are a pair. look at the map and you'll find 2 terits that have the following names "corn farm" & "corn mill" it's obvious they form a pair.
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Postby gimil on Thu Oct 11, 2007 10:21 am

DiM the shields are covering up alot of hte landscape. could we see then a little mroe transparent? This may even help the outer colors show a little better.

And to maybe address the problem with teh colors round the shields, why not just use the standard colors CC uses for players in game?

red,green,blue,yellow,magneta,cyan

you have 6 resource pairs so there shouldnt be a problem.
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Postby DiM on Thu Oct 11, 2007 10:30 am

gimil wrote:DiM the shields are covering up alot of hte landscape. could we see then a little mroe transparent? This may even help the outer colors show a little better.

And to maybe address the problem with teh colors round the shields, why not just use the standard colors CC uses for players in game?

red,green,blue,yellow,magneta,cyan

you have 6 resource pairs so there shouldnt be a problem.


yep i can make them more transparent. and i'll do something else. i'll make the non-important terits at 70% and leave the important ones at 100%. that should make things even more clear.

EDIT// done in the post above. hit F5 to see.

as for the colors you proposed i can't use them for 2 reasons.

1. the colors i chose represent each resource. deep green for the wood orange for gold, blue for fish grey for iron etc. have you ever seen magenta iron or cyan corn? i haven't.
2. cc uses 6 colors (the ones you posted) but i need 9 different colors. 6 for the resource pairs 1 for villages 1 for castles 1 for sanctuary.
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Postby gimil on Thu Oct 11, 2007 10:36 am

DiM wrote:
gimil wrote:DiM the shields are covering up alot of hte landscape. could we see then a little mroe transparent? This may even help the outer colors show a little better.

And to maybe address the problem with teh colors round the shields, why not just use the standard colors CC uses for players in game?

red,green,blue,yellow,magneta,cyan

you have 6 resource pairs so there shouldnt be a problem.


yep i can make them more transparent. and i'll do something else. i'll make the non-important terits at 70% and leave the important ones at 100%. that should make things even more clear.

EDIT// done in the post above. hit F5 to see.

as for the colors you proposed i can't use them for 2 reasons.

1. the colors i chose represent each resource. deep green for the wood orange for gold, blue for fish grey for iron etc. have you ever seen magenta iron or cyan corn? i haven't.
2. cc uses 6 colors (the ones you posted) but i need 9 different colors. 6 for the resource pairs 1 for villages 1 for castles 1 for sanctuary.


well to be honset the colors representing each resource isnt that imprtant to be honset (i never noticed it)

is you need 9 colors

the 6 CCstandard colors + black whilte and purple
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Postby gimil on Thu Oct 11, 2007 10:37 am

ps. did you use stroke or outglow for hte shields?
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Postby DiM on Thu Oct 11, 2007 10:39 am

gimil wrote:ps. did you use stroke or outglow for hte shields?


outglow.

do you like it now?

see image in the post with update 19
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Postby gimil on Thu Oct 11, 2007 10:41 am

DiM wrote:
gimil wrote:ps. did you use stroke or outglow for hte shields?


outglow.

do you like it now?

see image in the post with update 19


needs to be more trasnparent, in feudal i have them set at 12% and there still very noticeable.

Also i think your better using stroke for this as the outer glow looks a little messy.
:wink:
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Postby DiM on Thu Oct 11, 2007 10:45 am

gimil wrote:
DiM wrote:
gimil wrote:ps. did you use stroke or outglow for hte shields?


outglow.

do you like it now?

see image in the post with update 19


needs to be more trasnparent, in feudal i have them set at 12% and there still very noticeable.

Also i think your better using stroke for this as the outer glow looks a little messy.
:wink:


12% if i make them like that they'll be kinda invisible.
at 40% they are barely noticeable.

but if people think they need to be even more transparent i'll do it.
i can even take them out completely :roll:

oh and i'll do the stroke in the next update.
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Postby gimil on Thu Oct 11, 2007 10:46 am

DiM wrote:
gimil wrote:
DiM wrote:
gimil wrote:ps. did you use stroke or outglow for hte shields?


outglow.

do you like it now?

see image in the post with update 19


needs to be more trasnparent, in feudal i have them set at 12% and there still very noticeable.

Also i think your better using stroke for this as the outer glow looks a little messy.
:wink:


12% if i make them like that they'll be kinda invisible.
at 40% they are barely noticeable.

but if people think they need to be even more transparent i'll do it.
i can even take them out completely :roll:

oh and i'll do the stroke in the next update.


good work DiM you know im always right :P
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Postby DiM on Thu Oct 11, 2007 10:52 am

gimil wrote:
DiM wrote:
gimil wrote:
DiM wrote:
gimil wrote:ps. did you use stroke or outglow for hte shields?


outglow.

do you like it now?

see image in the post with update 19


needs to be more trasnparent, in feudal i have them set at 12% and there still very noticeable.

Also i think your better using stroke for this as the outer glow looks a little messy.
:wink:


12% if i make them like that they'll be kinda invisible.
at 40% they are barely noticeable.

but if people think they need to be even more transparent i'll do it.
i can even take them out completely :roll:

oh and i'll do the stroke in the next update.


good work DiM you know im always right :P


U da b3s7 :D
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Postby asl80 on Thu Oct 11, 2007 11:38 am

lookin real good ...
Amendments to v19 were helpfull - gimil was on the right track.

But my major interests in terms of visuals focus on the colour of the territ. boundaries and the predominance of yellow in the grass:

What about something heading more towards a brown for the boundaries and a little greener in the grass? I think at the moment the colour of the territory boundaries contrast negatively with the coloured shadows of the shields (which themselves loook a little too "fluro" - detracting from the otherwise beautiful landscape). As for the "yellow", it could rather be that sections are to light - making them look too yellow. But, in order that this doesn't effect the grass patches scattered throughout, maybe you should only reduce the "light glow" if you can further darken the grass tufts etc.
(Top right around log camp, then top left corner probably look the best so far on this issue)
However, the importance of this may be decreased by an alteration to the previous issues of the boundary and shield shadow colours - i.e. these three factors seem to impact on eachother.

Sorry for saying to much, but i must mention the legend too. Which itself looks, or would look great in its own right, but unfortunately it's placed on a map where its dominance seems not only rigidly superimposed, but also slightly contrary to the theme of the map. I think the browns, and fonts, and layout are good, but maybe somehow it could be "collapsed into the water", while retaining the brown dimension, i.e. still seperated but less bold. (Maybee this is an issue with its border which seems to insist on keeping what's in in and what's out well away).
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Postby DiM on Thu Oct 11, 2007 12:56 pm

asl80 wrote:What about something heading more towards a brown for the boundaries and a little greener in the grass? I think at the moment the colour of the territory boundaries contrast negatively with the coloured shadows of the shields (which themselves loook a little too "fluro" - detracting from the otherwise beautiful landscape). As for the "yellow", it could rather be that sections are to light - making them look too yellow. But, in order that this doesn't effect the grass patches scattered throughout, maybe you should only reduce the "light glow" if you can further darken the grass tufts etc.
(Top right around log camp, then top left corner probably look the best so far on this issue)
However, the importance of this may be decreased by an alteration to the previous issues of the boundary and shield shadow colours - i.e. these three factors seem to impact on eachother.



greener grass and browner borders. this is a delicate matter as were the beaches. each of us has a different perspective over the way the nature should look mostly based on what we see around our house or in our country.
some people wanted the beaches more yellow some wanted them more white and some wanted them dark. and the funny thing each person was right in his own way. same issue was for the water. make it lighter darker greener bluer, etc. as for the grass i prefer it like this. the water already has a tint of green and if i juice up the green in the landscape then the slight contrast that exists now will be gone. and i don't want that. also if i make the green darker there will be problems on the army shields that have transparency.

as for the borders, i like the red. at first the borders were black but people had trouble distinguishing the borders and the paths. this way they are very clear especially in the small map where things are really tight.


asl80 wrote:Sorry for saying to much, but i must mention the legend too. Which itself looks, or would look great in its own right, but unfortunately it's placed on a map where its dominance seems not only rigidly superimposed, but also slightly contrary to the theme of the map. I think the browns, and fonts, and layout are good, but maybe somehow it could be "collapsed into the water", while retaining the brown dimension, i.e. still seperated but less bold. (Maybee this is an issue with its border which seems to insist on keeping what's in in and what's out well away).


don't be sorry feedback is always welcome.
onto the legend.
i'm not sure i understand what you want here.
"collapsed into the water" ??? you mean make it like it's sunk into the water? that would make it kinda hard to read.

as for the borders of the legend if i remove them then it will be too bland. just a rectangle. one solution would be to put the whole map into a frame (like a painting) and at the bottom have a shiny brass plate where all the explanations go. but that would make the map too damn big. it would look good though.
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Postby DiM on Thu Oct 11, 2007 1:27 pm

V20

DONE:
* army shield colors changed to be even more visible. i hope everything is clear now.
* legend color. it should be less eye catching now.

TO-DO:
* shields and names to castles
* shield to sanctuary
* xml

NOTES:
(same as previous update)
* after thinking about it i don't want to make colored names for the resource terits or make different shield shapes. the reasons are consistency and avoiding clutter. the map is already very busy. if i make names in all kinds of colors and various shields then i'll just cause more confusion. i think in the current form everything is very clear. the resource pairs are described in the legend and they have the same names on the map. i don't think people need a different shield shape to realize that the gold mine terit is actually a gold mine. this is more than enough. and the various colored rims for the resources are just an extra bonus to make things more clear. but even if you are color blind you can read in the legend that gold mine + coin mint form a pair and you can see their names on the map.
* sanctuary bonus was raised from 1 to 2. i still think it's rather low and i'd like to offer a bigger incentive for taking it. i'd go for a +3.
* size of the small map. i'd like to request to make it just a wee bigger. it's currently possible at 630*600 but in my opinion the overall aspect is kinda spoiled by the cluttering. maybe go up to 660. pls. pretty please. world 2.1 was allowed up to 700 and great lakes up to 727 and nobody commented anything.


V20
Image
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Postby Telvannia on Thu Oct 11, 2007 1:43 pm

ARGGGGGGGG the pixelation on the edge of the shield glow :shock:
could you make the glow seem to fade out more :)

i dont like the way some shields are not fulling on the map. top left one for example.

i dont know why but mat shield looks wider than qasr shield.

i do like the new legend nearly looks like it could be meant to be carved into marble.

go on, add some cliffs by the edge of the sea and round the map in general.

more border mistakes seem, planning to go and circle them in a bit :D

give me some time and i will think of more i promise :lol:
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Postby unriggable on Thu Oct 11, 2007 2:51 pm

What is the red shield?

Unbelievable job BTW. Looks incredible.
Image
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Postby Gnome on Thu Oct 11, 2007 2:53 pm

I can tell... Red shield is a village :wink:
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Postby Aerial Attack on Thu Oct 11, 2007 2:57 pm

Looks extremely good.

I personally liked the brown legend (might have been a wee bit dark). But, give me time and I'm sure this new marble/granite look will grow on me.
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Postby DiM on Thu Oct 11, 2007 3:43 pm

Telvannia wrote:ARGGGGGGGG the pixelation on the edge of the shield glow :shock:
could you make the glow seem to fade out more :)


i made the glow full with no fading to make the color more visible. i'll make it fade in next update.

Telvannia wrote:i dont like the way some shields are not fulling on the map. top left one for example.


will solve

Telvannia wrote:i dont know why but mat shield looks wider than qasr shield.


optical ilussion. all shields are exactly the same size.

Telvannia wrote:i do like the new legend nearly looks like it could be meant to be carved into marble.


actually it's meant to be granite. and it's actually meant to be carved.

Telvannia wrote:go on, add some cliffs by the edge of the sea and round the map in general.


i can't draw a cliff. tried and failed a long time ago. you'll have to settle for what you have now.

Telvannia wrote:more border mistakes seem, planning to go and circle them in a bit :D


i'll wait for the circles.

Telvannia wrote:give me some time and i will think of more i promise :lol:


i'll wait.
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Postby DiM on Thu Oct 11, 2007 3:44 pm

unriggable wrote:What is the red shield?


village

unriggable wrote:Unbelievable job BTW. Looks incredible.


thanks.
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Postby DiM on Thu Oct 11, 2007 3:46 pm

Aerial Attack wrote:Looks extremely good.


thanks.

Aerial Attack wrote:I personally liked the brown legend (might have been a wee bit dark). But, give me time and I'm sure this new marble/granite look will grow on me.


granite. and i hope you'll grow to like it
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Postby Telvannia on Thu Oct 11, 2007 4:09 pm

DiM wrote:
Telvannia wrote:more border mistakes seem, planning to go and circle them in a bit :D


i'll wait for the circles.


well wait no more, because here tonight for one night only, is:

Telvannia and his amazingly minuet border problems!

http://img266.imageshack.us/img266/3048/mistakeshy0.png
http://img402.imageshack.us/img402/8718/mistakes2ls0.png
http://img69.imageshack.us/img69/8630/mistakes3yr5.png

red is missing/extra bits
blue is bit is think would help to simplify
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