Moderator: Cartographers
Phew! Thanks edbeard. That's what i have been waiting to hear from you. I know how much you take your maps apart and analyse them.edbeard wrote:I think this is a version that could be played on and have good gameplay. I don't quite understand the bonus choice for the castle (no partials) but I suppose it adds a wrinkle to the map.
games are going to be quite epic on this one. The objective is going to be quite difficult. should be fun though.
I like the helicopters. I'm not sure how much they are part of the story, but it's a good idea that probably saves the gameplay a little bit. Being only able to go throug the cable cars or that one road to the airport would've been a bit stifling.
good job.

Thanks edbeard. I'll note those things and action them soon.edbeard wrote:well it is a bit weird that the pink one is all by itself. And, that the green one doesn't touch any of the quads. I'm not sure there's much space to change this though. If anything, I'd say that one NOT touching the quad is a bigger issue than the one by itself. It does 'force' the gameplay a bit as if that guy wants to move about he MUST attack an enemy. Maybe it's good to force the gameplay though?
But, I suppose the random start of that area and the random start in the other three probably makes all this negligible.
I'd say the airport and umm bottom left start areas are the same for everyone. (Those white lines in the airport are impassable?)
The castle and german area have differences. But, I don't think any of them give a huge advantage or disadvantage.
Other comments
1. The Kontrol 4 text is a bit unreadable on both maps. Maybe move it up and move the DC 5 text a bit as well to help with the spacing.
2. the river doesn't seem to fit with the rest of the map. It stands out and looks a bit strange to me as if it's half done or something. I guess I'm just not a fan of the dotted look.

Thanks Gimil.gimil wrote:I see you need this cairns,
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Ahm....which text R U refering to?Would you consider a glow around the text rather than a stroke? Would look softer and fit a little better with the snowy scene youve set

The blue text...the only blue text i see is in the title bar at the top right?gimil wrote:Im talking of the blue text with the grey stroke

I will docairnswk wrote:Do keep in mind that this title area may change again, depending on if I find something more suitable at a later date to place in there.gimil wrote:Whatever makes you happy cairns
It was me a suggestion than a concern.
Top Score:2403natty_dread wrote:I was wrong

oaktown, thanks for your comments, i'll attend to them in the next couple of days probably over Easter break.oaktown wrote:thanks for the changes around the privates, it's more clear. A little more space between elements wouldn't hurt, as the Inn to Bahnhof connection looks like an afterthought.
If the munitionsraum army circle could be bumped away from the wall a couple of pixels it would be nice to get that off the wall as well.
The bombardment stuff makes more sense... it'll be fun to bombard one's own territories! You could clean up the legend a bit by saying "Use Batteries AA, AB, & AC to bombard checkpoints and eliminate the penalty."
The cable cars all attack in a single direction, but that is not the case of road squares, correct? It's fine that they don't, I'm just making sure you didn't forget to put arrows between each territory. And a little space between the two bridge territories would make it clear on the small map that they can't hit each other.
I have just purchased the DVD for $10AUD and have watched it several times now, which is why i chose to addition the helpi-copters.And yeah, I haven't seen this film in probably 20 years - I can almost picture some scenes, but I'm gettng them mixed up with that James Bond movie with the cable car in switzerland.

Version 17 oaktown.oaktown wrote:thanks for the changes around the privates, it's more clear. A little more space between elements wouldn't hurt, as the Inn to Bahnhof connection looks like an afterthought.
If the munitionsraum army circle could be bumped away from the wall a couple of pixels it would be nice to get that off the wall as well.
The bombardment stuff makes more sense... it'll be fun to bombard one's own territories! You could clean up the legend a bit by saying "Use Batteries AA, AB, & AC to bombard checkpoints and eliminate the penalty."
The cable cars all attack in a single direction, but that is not the case of road squares, correct? It's fine that they don't, I'm just making sure you didn't forget to put arrows between each territory. And a little space between the two bridge territories would make it clear on the small map that they can't hit each other.
And yeah, I haven't seen this film in probably 20 years - I can almost picture some scenes, but I'm gettng them mixed up with that James Bond movie with the cable car in switzerland.




What are you lot on about!!!edbeard wrote:at the moment, I can't think of any problems with the gameplay.
I do have other concerns though.
The 'artillery batteries' are not distinguished currently. There's no way to know that AA, AB and AC are going to counteract those checkpoint minuses. Except to guess based on the 0 at the bottom. Maybe include the AA, AB, AC where you talk about the batteries in the legend.
I'm still concerned about those bonuses. Not the actual number just that the XML won't do what you want it to do I think.
If you hold two territories, you'll get +1. But, what happens when I hold three territories? I think the XML will give two +1 bonuses. Maybe I'm just confusing myself on how the XML works and/or overrides can solve this problem?
I'd like to hear yeti_c, or lanyards thoughts on this.
edit: Image for new page
Code: Select all
<continent>
<name>2 airport terits
<bonus>1
<components>
<territory>A
<territory>B
<territory>C
....
</components>
<required>2</required>
</continent>
<continent>
<name>5 airport terits
<bonus>2
<components>
<territory>A
<territory>B
<territory>C
....
</components>
<required>5</required>
<overrides>
<overide>2 airport terits
</overrides>
</continent>
<continent>
<name>9 airport terits
<bonus>4
<components>
<territory>A
<territory>B
<territory>C
....
</components>
<overrides>
<overide>2 airport terits
<overide>5 airport terits
</overrides>
</continent>

Oh bugger, and why can't we do this yet. haven't you invented it yet?yeti_c wrote:Eliminate is spelt incorrectly...
Also - I don't understand it... you can't bombard your own troops - therefore the checkpoints penalties can only be removed by other people...
OK i can go for that.How about this for a plan... instead of having penalties - have "killer neutrals" - so that they revert to Neutral?
look in the small map,,,it's simply meant to be one word soldaten...i have to put the auto kerning on in the large map and forgot.Also - I don't understand the "Sold at enschafezimmer" bit.
C.

I don't think anyone has ever suggested being able to attack themselves!!cairnswk wrote:Oh bugger, and why can't we do this yet. haven't you invented it yet?yeti_c wrote:Eliminate is spelt incorrectly...
Also - I don't understand it... you can't bombard your own troops - therefore the checkpoints penalties can only be removed by other people...
I think it's a good compromise...cairnswk wrote:OK i can go for that.How about this for a plan... instead of having penalties - have "killer neutrals" - so that they revert to Neutral?
DOH!! Never mind then!!cairnswk wrote:look in the small map,,,it's simply meant to be one word soldaten...i have to put the auto kerning on in the large map and forgot.Also - I don't understand the "Sold at enschafezimmer" bit.
C.

Trust me to think to think of that....i'll have to throw it into the suggestion box.yeti_c wrote:I don't think anyone has ever suggested being able to attack themselves!!cairnswk wrote:Oh bugger, and why can't we do this yet. haven't you invented it yet?yeti_c wrote:Eliminate is spelt incorrectly...
Also - I don't understand it... you can't bombard your own troops - therefore the checkpoints penalties can only be removed by other people...
if killer neutral are to go ahead, i'd change the game plan and make the guards on the Kontrol points, and the helipcopters and the objective terts and have them as killer neutrals so that if you don't keep them occuptied with enough troops you lose them.I think it's a good compromise...cairnswk wrote:OK i can go for that.How about this for a plan... instead of having penalties - have "killer neutrals" - so that they revert to Neutral?
