Moderator: Cartographers
Thanks mibi fo your input....this map has been a challenge for three months now trying to work out how to best "present it", but i feel like i am getting somewhere now...big as it is, and of course everyone is not going to like the "huge" gameplay.mibi wrote:that is much better.

Good gimil...this is a huge map to do because of the historical importance and the gameplay components, but i think will a lot of luck it will get there.gimil wrote:my god cairns what hte hell is this![]()
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its going to take me a while to get my head around this one but im liking the concept so far.
but one thing im finding difficult is identified the villages and farms any way to make this less of a problem?
EDIT: nevermind i ee how its worknig now lol

Yes unit 2....i see you have a couple of posts about the borders....they will be changed so that everyone can determine what is what...have that confidence!Unit_2 wrote: cairswk, can you change the color of the borders in "D" area? it is really hard to see where the lines are because of the colors are close to the same, also in the "R" area its hard to see though not as hard as the "D" area.

i'll try the black border and see what it is like....Herakilla wrote:unit 2 is right, maybe a black border would work though. it might take away from the fieldness feel of the map (lol) and i like this a lot better than the others, it looks more like a field
yes, these need work for the next version and will be done.farms and villas need to be one consistent color for each respectively
OK, i think that might be a good idea.and i personally think that allowing the artilleries to bombard any target of the OPPOSITE army's troops on their side of the road will allow for interesting game play and more realism to the battle. (after all, why would an artillery bombard its own troops for one, but not be able to hit the enemy as well?) this also puts a lot of power in the artilleries and makes them a crucial part of any strategy, i believe that people said earlier that the artillery should play a bigger role in the map and this would do that!



Being attended to in next version....Aerial attack...thanksAerial Attack wrote:LHS is listed in the legend only has HS - this could cause some of the confusion. I think once it has the same feel as the other farm houses - it will be much easier to distinguish.

i caught a fish....yes rebelman...that's why it is there in general discussion to gove people out there a chance to comment if they want to follow it through.rebelman wrote:my first impressions about this map are very positive but i want to have a look at the thread before making any detailed comments (was drawn in by your thread in general discussion)

Good...pleased to hear.rebelman wrote:ok here are my detailed thoughts having gone through all 11 pages (i cant believe all comments so far have been on topic, I never saw that in a foudry thread before)
I love "gimmicky" maps and its no surprise then that this one appeals to me lol
Firstly im thrilled you got rid of the helmet look - that took form the overall appearance
I have intention of reducing some terts.I have one big overall concern because there is so much going on it does look a bit like someone squashed this entire map like an acordian - perhaps the whole concept of less is more mightn't be a bad one for this map overall ie remove some territories and as a result increase the size of some remaining ones - obviously this is a firt impression and its hard to tell how squashed or not it is without playing a game on it.
I'm nopt sure i agree with you altogether on this one.i really don't like your infantry - they should look more like this:
instead of the symbols you are using
and i think your artillery should look more like this:
instead of the symbols you are using
there are going to be no neutral armies as this point in time apart from those that are deployed by default in 5 players games for instance.i would be interested to know what starting positions would be (to ensure no player has no obvious advantage) and if neutral armies are going to be greater or lesser on some territories ala age of might
Yes i agree, they will be attentioned for work.your hedges remind me of either caterpillars or sweets but definitly not hedges - i would suggest changing these
Brussel Road will be i0nplassable in certain sections except where the army terts cover the coiver the road. This is a mistake on this map as the layer for that aspect it too high in the system.is brussels road impassible i assume not as you never state this but i suspect many who play this without the benefit of grease monkey will assume it is impassible
Yes that too marked for attention.the bridge between dc3 and bc4 looks like something that was pasted in there by mistake -this should look more "bridgey"
i will consider some different bonuses here, prob is fitting it all in.farms bonus: would be better if any 3 was +2 but +4 for all 4 ala the planes in ph - gives a big incentive to take all 4 then instead of +3 for any 3 and nothing extra for the 4th
the coding style for the villages and farms should be the same as for other terrritories otherwise this will cause confusion (i actually struggled to find some of the farms on the current map)
ie one letter - for the territory
one letter for its military strength if any
and its number (even if its a stand alone it should still get the number 1)
Ye sthe results of the poll indicated preference for colours as per legend and there is nothgin to say it can't be green, browns and yellows.ps despite the way the poll is going the greens and browns look very well and are much easier on the eye


Actually a nicer way is to name the territories...benjikat wrote: Territory naming
One downside to this method is the way the territories get ordered in the dropdowns - with XXX 10 coming before XXX 1, which irritates me - the only way I can see of avoiding this is never to have more than 9 territories in a continent (any larger than that are probably going to be irrelevant anyway...).

Thanks for that benjikat....blame mibi for this ease of recognition....he did it....benjikat wrote: Firstly, I adore large complicated maps and this looks like it will be a truly excellent addition.
There is however a long way to go!
First impressions Unlike many large maps I found this very easy to understand quite quickly. The different colours of the "continents" really help and are pleasing to the eye. I also like the simplicity of the icons for A I C and commanders.

I agree with you yeti_c on this above,....I am however almost stuck on the current terit naming method for this map....while it is a little more text to deal with and a double up with the icons, i thing this map deserves it, and in the xml i will be writing.....or something very structured along these lines...so there is absolutely no room for misinterpretation.yeti_c wrote:Actually a nicer way is to name the territories...benjikat wrote: Territory naming
One downside to this method is the way the territories get ordered in the dropdowns - with XXX 10 coming before XXX 1, which irritates me - the only way I can see of avoiding this is never to have more than 9 territories in a continent (any larger than that are probably going to be irrelevant anyway...).
XXXX 01
XXXX 02
XXXX 03
XXXX 04
...
XXXX 10
Then the DD is correct...
C.

