Sure, but the fonts need to fit the theme and visual style of the map...
Lunar War [GP, G, X] files on p.1
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- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!

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Kabanellas
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Hi Natty & Isaiah, interesting map you've got here!
I'm voting for font #4 - more legible and less space consuming.
I'm voting for font #4 - more legible and less space consuming.
- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Thanks! I'm also starting to like font #4...Kabanellas wrote:Hi Natty & Isaiah, interesting map you've got here!
I'm voting for font #4 - more legible and less space consuming.

Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Same here! Totally different seeing it by itself and then on the map.natty_dread wrote:Thanks! I'm also starting to like font #4...Kabanellas wrote:Hi Natty & Isaiah, interesting map you've got here!
I'm voting for font #4 - more legible and less space consuming.
- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Ok, unless fumandomuerte can provide us with a font that everyone considers superior, we'll probably be going with font #4... It seems to be the most popular and also seems most legible. Anyway it should be good enough to serve it's purpose for now, I'm sure the font issue will get re-evaluated once the map hits the graphics workshop...
Until then, anticipating on the transfer to Gameplay workshop that (hopefully) is soon to come, I think we should all start concentrating on the gameplay side more.
Things to consider:
- are all the bonuses balanced?
- are all the starting positions balanced?
- are there any flaws in the gameplay that need to be corrected?
Now would be a good time to get some feedback from the gurus of mapmaking. Also thanks to everyone who has contributed to the thread so far, you have been most helpful.
Until then, anticipating on the transfer to Gameplay workshop that (hopefully) is soon to come, I think we should all start concentrating on the gameplay side more.
Things to consider:
- are all the bonuses balanced?
- are all the starting positions balanced?
- are there any flaws in the gameplay that need to be corrected?
Now would be a good time to get some feedback from the gurus of mapmaking. Also thanks to everyone who has contributed to the thread so far, you have been most helpful.

- sully800
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Do you have a version tested with armies? I'm wondering how beneficial the flag backgrounds are since they will be covered by armies. Most likely the flags will still be identifiable, but it's important to consider.
- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
I have tried them with the armies on... IMO it looked fine, but I'll post a version with some army numbers on later.sully800 wrote:Do you have a version tested with armies? I'm wondering how beneficial the flag backgrounds are since they will be covered by armies. Most likely the flags will still be identifiable, but it's important to consider.

- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
OK, here it is with some army numbers sprinkled on top...

Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
I hope you will forgive a few more graphics comments before I go away to consider gameplay.natty_dread wrote:OK, here it is with some army numbers sprinkled on top...
I'd say that font 4 is working out well. Because it is compact, you may be able to eliminate all the abbreviations, which would free some legend space. Then you could layout the Landing Sites legend in three columns of two, and expand the entire globe by a fraction, thereby giving more room around all elements of the map, which usually improves legibility.
To clear those abbreviations:
- put the Sinus Aestuum label in one line directly to the right of the icon
- move the Manilius label above its icon, and put the Mare Vaporum label where that was, leaving room to spell out Eralosthenes
- move the Ptolemaeus label to the left and possibly up to make for the Albalegnius label above its icon
- you may have room to spell out Alphonsus where it is, but if not, shift the Mare Nubium icon to the left or even left and down
- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Of course!ender516 wrote:I hope you will forgive a few more graphics comments before I go away to consider gameplay.
Aagh... you probably have no idea how much work "extending the globe" even for a few pixels would be, if you want to do it so that it looks good...I'd say that font 4 is working out well. Because it is compact, you may be able to eliminate all the abbreviations, which would free some legend space.
Then you could layout the Landing Sites legend in three columns of two, and expand the entire globe by a fraction, thereby giving more room around all elements of the map, which usually improves legibility.
But getting rid of the abbreviations would be neat. So I might still try it, to see if there's a viable way to do it... A few problems though:To clear those abbreviations:
- put the Sinus Aestuum label in one line directly to the right of the icon
- move the Manilius label above its icon, and put the Mare Vaporum label where that was, leaving room to spell out Eralosthenes
- move the Ptolemaeus label to the left and possibly up to make for the Albalegnius label above its icon
- you may have room to spell out Alphonsus where it is, but if not, shift the Mare Nubium icon to the left or even left and down
- Sinus Aestuum can't be moved to the right of the icon, since it would go on top of the connector tube from Triesnecker to Mare Vaporum.
- Moving Manilius label above the icon would cover the border between Mare Vaporum & Mare Serenitatis, making it unclear if the two Mares connect or not...
So until I can figure out a way to deal with these problems...
Hmm? Wasn't it always Keple? oops...By the way, did Kepler lose its "r"?

Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Any 2 rockets. Also I think it's fairly obvious that 2 rockets count as 2 rockets...soundman wrote:Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
How about I change it to "All landing sites of any 2 rockets"?

Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
That sounds like a good wording.natty_dread wrote:Any 2 rockets. Also I think it's fairly obvious that 2 rockets count as 2 rockets...soundman wrote:Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
How about I change it to "All landing sites of any 2 rockets"?
- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Changed. Also changed Keple -> Kepler. Apparently, when Isaiah drafted the gameplay on top of the image which we were using as a map of the craters and seas, one of the doodles had covered the 'R' of Kepler... so I thought it was Keple... it happens... 
Now before I post the next update, I'd like to consider this idea:
Currently, the He-3 mines give a bonus when held together with landing sites as pairs. But, if you manage to get more than 3 He-3 mines, then it's very probable that you will have lots of landing sites as well, since the mines are sprinkeld all over the map. Thus making the requirement for a landing site a bit useless...
So I was thinking, how about changing it to: +2 for every Rocket and He-3 mine. That would make sense, since you need something to transport the mined He-3 back to earth... but then, would that bonus be too hard to hold/acquire?
Or how about a stepped bonus: +1 for every mine and +3 for every mine + rocket?
Now before I post the next update, I'd like to consider this idea:
Currently, the He-3 mines give a bonus when held together with landing sites as pairs. But, if you manage to get more than 3 He-3 mines, then it's very probable that you will have lots of landing sites as well, since the mines are sprinkeld all over the map. Thus making the requirement for a landing site a bit useless...
So I was thinking, how about changing it to: +2 for every Rocket and He-3 mine. That would make sense, since you need something to transport the mined He-3 back to earth... but then, would that bonus be too hard to hold/acquire?
Or how about a stepped bonus: +1 for every mine and +3 for every mine + rocket?

Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
I like your first idea of +2 for every Rocket and He-3 mine as it does make better sense. But I just thought, we might want to lower the autodeploy on the rocket down to 1. We don't want anyone walking away the game too early. Or we could leave the autodeploy as is and have the rocket+mine as a +1.natty_dread wrote:So I was thinking, how about changing it to: +2 for every Rocket and He-3 mine. That would make sense, since you need something to transport the mined He-3 back to earth... but then, would that bonus be too hard to hold/acquire?
Or how about a stepped bonus: +1 for every mine and +3 for every mine + rocket?
Just a couple of thoughts.
- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
Well, the neutral count on the landing sites will probably be at least 5... Landing sites need to have a high neutral count, so you can't benefit easily from the untaken ones in <8 player games. Also in <8 player games the unused rockets should have 10 neutrals, so it'd be harder to profit from them.isaiah40 wrote:I like your first idea of +2 for every Rocket and He-3 mine as it does make better sense. But I just thought, we might want to lower the autodeploy on the rocket down to 1. We don't want anyone walking away the game too early. Or we could leave the autodeploy as is and have the rocket+mine as a +1.natty_dread wrote:So I was thinking, how about changing it to: +2 for every Rocket and He-3 mine. That would make sense, since you need something to transport the mined He-3 back to earth... but then, would that bonus be too hard to hold/acquire?
Or how about a stepped bonus: +1 for every mine and +3 for every mine + rocket?
Just a couple of thoughts.
So I think it'd be completely justified to have a +2 auto on rocket, and a +2 for rocket + mine. Since to grab an extra rocket you'd either have to take it away from another player or kill a stack of 10 neutrals + 5 on the landing site... But that's just my opinion.

- natty dread
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Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
What has me confused is if I have all the US landing sites and US rocker number 1, but not 2, do I get the +2 bonus? Or does the +2 bonus only apply to CH, JP, IN, and EU? If so then if I hold both US rockets do I get the +5 bonus?natty_dread wrote:Any 2 rockets. Also I think it's fairly obvious that 2 rockets count as 2 rockets...soundman wrote:Maybe a better way of stating that would be, do the two US rockets count as one rocket together or two? Same for the RU rockets.soundman wrote:I was looking at the bonuses and was wondering if "All landing sites of 2 rockets" meant the two US/RU rockets or two different countries rockets?
How about I change it to "All landing sites of any 2 rockets"?
Does that make sense?
Re: Lunar War <v9> p1, 8 - D.B.S. - help choose font!
It is any 2 rockets and all of those landing sites. For example, you have the US1 and China rocket and hold all landing sites for both then you would get the +5 bonus. The US1 rocket can only attack its landing sites 1 through 3, and #2 rocket sites 4 through 6.soundman wrote:What has me confused is if I have all the US landing sites and US rocker number 1, but not 2, do I get the +2 bonus? Or does the +2 bonus only apply to CH, JP, IN, and EU? If so then if I hold both US rockets do I get the +5 bonus?
Does that make sense?
I'll see what natty can do to clear that up in the legend.
- fumandomuerte
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Re: Lunar War <v10> p1, 10 - D.B.S.
1. I love how graphics are improving with each actualization.
2. I'm concerned about the gameplay balance.
Made a schematic map of the attacking routes to analize wich rockets are the best to start with. Here's the map (I only named the landing sites):

-If you play with unlimited reinf. US Rocket #1 is the best option, their landing sites are 2 territories away of each other
. With the same rocket you can easily assault the Russian Rocket #2 via stacking Mare Serenitatis each round with the +2 autoployed on your rocket and the +2 bonus for holding the 3 landing sites.
-All the landing sites of the Japan Rocket take you to a Mare connected to other rockets landing sites... That sucks.
-The Indian Rocket seems to be the best option to start with, its landing sites 1 & 3 have clear paths to a couple of Helium-3 mines.
-Mare Imbrium is a super node with 11 attacking routes, that's crazy!
3. There are some hard to tell connections between territories.
The red dotted line marked on the map represents a possible attacking route between S. Oceanus Procellarum and Mare Humorum, does it exist? Same question about Mare Nubium and S. Oceanus Procellarum, are they connected? These are just 2 examples of how hard it could be to read the borders.

That's all for now. I think that -before you guys continue the graphical work- the gameplay should be discussed more.
2. I'm concerned about the gameplay balance.
Made a schematic map of the attacking routes to analize wich rockets are the best to start with. Here's the map (I only named the landing sites):

-If you play with unlimited reinf. US Rocket #1 is the best option, their landing sites are 2 territories away of each other
-All the landing sites of the Japan Rocket take you to a Mare connected to other rockets landing sites... That sucks.
-The Indian Rocket seems to be the best option to start with, its landing sites 1 & 3 have clear paths to a couple of Helium-3 mines.
-Mare Imbrium is a super node with 11 attacking routes, that's crazy!
3. There are some hard to tell connections between territories.
The red dotted line marked on the map represents a possible attacking route between S. Oceanus Procellarum and Mare Humorum, does it exist? Same question about Mare Nubium and S. Oceanus Procellarum, are they connected? These are just 2 examples of how hard it could be to read the borders.

That's all for now. I think that -before you guys continue the graphical work- the gameplay should be discussed more.
- natty dread
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Re: Lunar War <v10> p1, 10 - D.B.S.
The bonus is only the landing sites. It doesn't matter which rockets you hold... If you hold all three landing sites of a rocket, you get +2. If you hold all three landing sites of one rocket, and all three landing sites of some other rocket (no matter which) you get +5, regardless if you hold the rockets or not. There's a separate (autodeploy) bonus for the rockets.soundman wrote:What has me confused is if I have all the US landing sites and US rocker number 1, but not 2, do I get the +2 bonus? Or does the +2 bonus only apply to CH, JP, IN, and EU? If so then if I hold both US rockets do I get the +5 bonus?
Like said, I'll try to find a way to make it more clear in the legend. We're a bit short on space but I'll try to fit it in.
Thanks.fumandomuerte wrote:1. I love how graphics are improving with each actualization.
Nice one! I'm glad someone is willing to go through the effort to help the development of this map.2. I'm concerned about the gameplay balance.
Made a schematic map of the attacking routes to analize wich rockets are the best to start with. Here's the map (I only named the landing sites):
http://img695.imageshack.us/img695/851/schematicmap.png
Hmm... The sites can be shuffled.-If you play with unlimited reinf. US Rocket #1 is the best option, their landing sites are 2 territories away of each other. With the same rocket you can easily assault the Russian Rocket #2 via stacking Mare Serenitatis each round with the +2 autoployed on your rocket and the +2 bonus for holding the 3 landing sites.
Also can be shuffled with other sites.-All the landing sites of the Japan Rocket take you to a Mare connected to other rockets landing sites... That sucks.
Also... you know. Since you seem to have a clear idea on the landing sites... Do you have any suggestions? Maybe if we take the rocket that is weakest, and trade it's sites with sites of the rocket that is strongest? That sort of thing. We'll get this sorted though.-The Indian Rocket seems to be the best option to start with, its landing sites 1 & 3 have clear paths to a couple of Helium-3 mines.
Yeah... I'd like to divide it in half, but then, it'd make the area even more crowded... However that might be our best bet here.-Mare Imbrium is a super node with 11 attacking routes, that's crazy!
S.O.P. and Mare Humorum yes, SOP and Nubium no, although they're connected via the US5 landing site.3. There are some hard to tell connections between territories.
The red dotted line marked on the map represents a possible attacking route between S. Oceanus Procellarum and Mare Humorum, does it exist? Same question about Mare Nubium and S. Oceanus Procellarum, are they connected? These are just 2 examples of how hard it could be to read the borders.
I'll see what I can do to make those connections more clear.
I agree 100%. I wish they'd start moving maps to the gameplay workshop already, that seems like the best place to get feedback on the gameplayThat's all for now. I think that -before you guys continue the graphical work- the gameplay should be discussed more.
Again, thanks a million for all this well thought-out feedback.

- natty dread
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Re: Lunar War <v10> p1, 10 - D.B.S.
OK, I tried to address some of the issues with this semi-update.
- Most of the unclear Mare borders were fixed to be more clear. If there are still any that can't be easily understood let me know.
- Connector tubes were made more visible.
- Switched Japan #3 and India #3 landing sites. Other landing sites can also be shuffled, but I'd like to get Isaiah's opinion on this, as he has designed most of the gameplay so he should have clearer vision on how to fix all these issues.
The He-3 mine locations can also be shuffled if necessary.
- Also changed the wording on the legend, which should now be clear enough. If someone can't understand the landing site bonuses now, I say let him play doodle earth
Now... Is the Mare imbrium connecting to that many territories a big issue? If so it can be divided in two halves, but I'm not sure yet on exactly where to cut it... North/south or west/east? W/E would make more sense IMO... I'd make the cut between Plato and Archimedes, so that Plato would be on the west side and Archimedes on the east side, but I'd like some opinions first.
- Most of the unclear Mare borders were fixed to be more clear. If there are still any that can't be easily understood let me know.
- Connector tubes were made more visible.
- Switched Japan #3 and India #3 landing sites. Other landing sites can also be shuffled, but I'd like to get Isaiah's opinion on this, as he has designed most of the gameplay so he should have clearer vision on how to fix all these issues.
The He-3 mine locations can also be shuffled if necessary.
- Also changed the wording on the legend, which should now be clear enough. If someone can't understand the landing site bonuses now, I say let him play doodle earth
Now... Is the Mare imbrium connecting to that many territories a big issue? If so it can be divided in two halves, but I'm not sure yet on exactly where to cut it... North/south or west/east? W/E would make more sense IMO... I'd make the cut between Plato and Archimedes, so that Plato would be on the west side and Archimedes on the east side, but I'd like some opinions first.

- natty dread
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Re: Lunar War <v10> p1, 10 - D.B.S.
All right, gameplay has now been thoroughly adjusted...
Lots of switching things around here... Mare Imbrium was divided to north and south halves, RU2 moved to sinus iridum, US1 <-> US5, US3 <-> US6, and then some He-3 mines were moved... Cba to name them all, compare the images if you must know
Lots of switching things around here... Mare Imbrium was divided to north and south halves, RU2 moved to sinus iridum, US1 <-> US5, US3 <-> US6, and then some He-3 mines were moved... Cba to name them all, compare the images if you must know

Re: Lunar War <v11> p1, 10 - D.B.S.
Well, now that I see everything a little clearer now, I'd say the game play looks good.






