[Abandoned] - Sea-Tac Int'l Airport
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- Steel Panzer
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- paranoid-android
- Posts: 298
- Joined: Thu Jan 11, 2007 10:55 am
Thanks for your support guys 
Draft 7: cosmetics

Lingering issues:
1) Should B1 or C2 be interior territories?
2) A-D train:
Draft 7: cosmetics

Lingering issues:
1) Should B1 or C2 be interior territories?
2) A-D train:
Yes, via the A-D train. I think this is now the only part of the map I don't feel so good about graphically. It seems to be confusing a lot of people. I'm wondering, would gameplay be better with or without the connection?wicked wrote:Can you attack directly from A transit to D transit?
I think if you can manage to hold 10 of 11 spaces spread out across the map, you are pretty much already in control, no? (That is how objectives work, right? You have to hold the territories for a full turn? If you win upon conquering, then yeah, it would be too easy.)Steel Panzer wrote:interresting map! but i think that i should not win if you hold all the coffes, try giving only a big bonus, but i think you maked the bonuses to big for keeping the coffes, make them smaller.
The white is key! It has to look like a map you'd see in an airport or department store or mall, or in a leaflet, and I can't remember many that have had backgrounds other than white or black...yeti_c wrote:I'm not keen on the blinding white - perhaps a slightly more subtle tone?
Actually, I could try matching the background of the site. That might work.
Yep.yeti_c wrote:Also I notice there are 2 Starbucks next to each other in the top left?
I did, per your suggestion.yeti_c wrote:Have you tweaked the text - it looks easier to read now?! Or perhaps I was looking at the small version?
C.
Could we have a preview of both for people to choose? - I agree it does look very like an airport map thingy... but it does clash the eye... then again - so do those maps in airports!!KoolfuZ wrote:Actually, I could try matching the background of the site. That might work.
Cool...KoolfuZ wrote:I did, per your suggestion.yeti_c wrote:Have you tweaked the text - it looks easier to read now?! Or perhaps I was looking at the small version?
C.
I wasn't sure - and was thinking that I imagined it... and perhaps it was late/early when I wrote the suggestion!!
C.

Highest score : 2297
Here's one with the same gray as in the game pages.
(see below)
I dunno, I think I still prefer the white, but I guess I could do gray... I guess.
Cheap Seattle hippies, printing everything on recycled paper...
Wicked, could you put up a poll on this? White/gray/other?
(see below)
I dunno, I think I still prefer the white, but I guess I could do gray... I guess.
Wicked, could you put up a poll on this? White/gray/other?
Last edited by KoolfuZ on Wed May 23, 2007 7:57 am, edited 1 time in total.
-
bonobo`s son
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- Location: Amsterdam - Artis
- paranoid-android
- Posts: 298
- Joined: Thu Jan 11, 2007 10:55 am
I don't really like the setup of the main terminal. It's impossible to defend, hard to attack out of, doesn't provide a shortcut to anywhere, and seperates the parking area from the rest of the map. The only real reasons I see to send armies in are to get to the two coffee stands or to the parking area. One way to fix it would be to make it more attractive somehow - a bonus for ticket counters? Or you could rearrange it to make it more attractive as a possible shortcut - say, merge delta/jetblue and alaska/united, and maybe add a "curbside check-in" area or something.
I agree that this map looks great.
But, as someone noted above, the arrows for the A-D Transit are confusing. I thought they applied to the buses at first. Can they more closely match the other transit arrows, both in line thickness and yellow arrow heads? Perhaps a double-headed arrow if it is two-way.
Alternatively, maybe a smaller version of the light-grey transit tracks instead of arrows, running from A to D below the taxi area.
Minor nit: Unless you are going for the extra-bureaucratize look, I'd remove the parenthesis around "(You may not cross this barrier...)"
But, as someone noted above, the arrows for the A-D Transit are confusing. I thought they applied to the buses at first. Can they more closely match the other transit arrows, both in line thickness and yellow arrow heads? Perhaps a double-headed arrow if it is two-way.
Alternatively, maybe a smaller version of the light-grey transit tracks instead of arrows, running from A to D below the taxi area.
Minor nit: Unless you are going for the extra-bureaucratize look, I'd remove the parenthesis around "(You may not cross this barrier...)"
Re: Sea-Tac Int'l [Un-Abandoned!]
It took a year and a half, but I finished the next draft.

If you are wondering what the poll is all about, here is the previous draft with a grey background:


If you are wondering what the poll is all about, here is the previous draft with a grey background:

Last edited by KoolfuZ on Sat Jan 31, 2009 5:19 pm, edited 1 time in total.
Re: Sea-Tac Int'l Airport [Abondoned]
Welcome Back!
[Moved]
[Moved]

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Sea-Tac Int'l Airport
oh I'm pretty sure you're not allowed to have black text on a white background for the legend...
I'm kidding of course but that text right there is a little blurry looking. perhaps you should bold the text
you have 48 territories and a fairly sizeable bonus for holding coffee shops. thought about making 6 of them start neutral? making it only possible to get a +1 bonus max from them. 42 is a good starting number. better than 48 in that 4 player games will have each player with 12 territories meaning going first is a fairly large advantage. it wouldn't necessarily HAVE to be 6 starting neutral but something to think about.
bonuses generally seem ok except maaaybe the ones in the north. BC have 3 borders and 4 terr (unless you take one more terr and then it's 5 terr with 2 borders) which might be a good +2. perhaps this and the fact that central terminal is in the middle of everything makes the +4 for the central terminal (4 terr 3 border)
any reason you have more shops on the left side of the map? is this how it is in real life? I could understand having B and D with 2 and C and A with 1 but it seems a bit weird to have them all over there. if that's how it is in real life then nevermind
the big question is fitting army counts on the small version. It's a shame your circles will be covered up since they look quite nice.
I'm kidding of course but that text right there is a little blurry looking. perhaps you should bold the text
you have 48 territories and a fairly sizeable bonus for holding coffee shops. thought about making 6 of them start neutral? making it only possible to get a +1 bonus max from them. 42 is a good starting number. better than 48 in that 4 player games will have each player with 12 territories meaning going first is a fairly large advantage. it wouldn't necessarily HAVE to be 6 starting neutral but something to think about.
bonuses generally seem ok except maaaybe the ones in the north. BC have 3 borders and 4 terr (unless you take one more terr and then it's 5 terr with 2 borders) which might be a good +2. perhaps this and the fact that central terminal is in the middle of everything makes the +4 for the central terminal (4 terr 3 border)
any reason you have more shops on the left side of the map? is this how it is in real life? I could understand having B and D with 2 and C and A with 1 but it seems a bit weird to have them all over there. if that's how it is in real life then nevermind
the big question is fitting army counts on the small version. It's a shame your circles will be covered up since they look quite nice.
Re: Sea-Tac Int'l Airport
I'm toying with the idea of making the ticket counters bombardiers to make them more useful, and to shrink the map a little. What do you think?


I bolded it, is it any easier to read? In any case, it's just flavor text.edbeard wrote:oh I'm pretty sure you're not allowed to have black text on a white background for the legend...
I'm kidding of course but that text right there is a little blurry looking. perhaps you should bold the text
Good point. If I keep the bombarding idea, maybe the bombard-ees can start neutral?edbeard wrote:you have 48 territories and a fairly sizeable bonus for holding coffee shops. thought about making 6 of them start neutral? making it only possible to get a +1 bonus max from them. 42 is a good starting number. better than 48 in that 4 player games will have each player with 12 territories meaning going first is a fairly large advantage. it wouldn't necessarily HAVE to be 6 starting neutral but something to think about.
I went with what they have on the official website. There are a few I left out, but they are in the main and central terminals. It might have changed since the last update; I wasn't really paying attention last time I passed through there.edbeard wrote:any reason you have more shops on the left side of the map? is this how it is in real life? I could understand having B and D with 2 and C and A with 1 but it seems a bit weird to have them all over there. if that's how it is in real life then nevermind
I'm not loving the idea of making a small map, that's for sure.edbeard wrote:the big question is fitting army counts on the small version. It's a shame your circles will be covered up since they look quite nice.
Last edited by KoolfuZ on Sat Jan 31, 2009 5:20 pm, edited 1 time in total.
Re: Sea-Tac Int'l Airport
I don't know what you're talking about at all.KoolfuZ wrote:I'm toying with the idea of making the ticket counters bombardiers to make them more useful, and to shrink the map a little. What do you think?

