Moderator: Cartographers
nah no wayadam3b58 wrote:this is probably too late in the process to suggest such a big change, and also it would go against the whole idea of the chinese checkers theme, but what if you were to remove some random attack paths across the board? this would make each area little bit different and not so repetetive.
for example, remove C->B, C->E, and C->F so you have to get to A before you can attack C.
im not really campaigning for this actively or passionately, i just wanted to point it out in case someone thinks it would help.

Yeah, I read him right. The lines were lightened once before because the original grey was impossible to see. If I go with darker lines in blue, it wouldn't work with the white lettering, and dark letters and lines look too heavy at the top of the board, since the lines and letters in purple are lighter.Wisse wrote:he didn't mean the font, he meant the lines, i can't see them goodAndyDufresne wrote:perhaps look into darker lines in the blue triangle, as they are almost too light. Maybe keep looking for a good tone that works in all, or two moderately different tones to use in the continents.

qwert wrote:Can i ask you something?What is porpose for you to open these Political topic in ConquerClub? Why you mix politic with Risk? Why you not open topic like HOT AND SEXY,or something like that.
The BD-BE line runs under the circle E into BF, so both should look off. And all are the same thickness as the rest of the board, it's just a greater contrast.Enigma wrote:i think the bd-be connection might be a little off. the lines also seem a little thicker than the rest of the board but that may be an illusion due to the different shades.
Orange is a problem... the lines were darker and looked to heavy, though nobody complained about it. I'll try lighter, and if that doesn't work go back to darker.Enigma wrote:maybe lighten the connecting lines in orange?
Whew!Enigma wrote:the center circle is good.
I think so too, but better safe than sorry, right? On most maps, other than space, lines denote borders and the circles are only army circles within the territory. Once you start playing this map it will become quite obvious that this layout is different, but it can't hurt to overstate the obvious.Enigma wrote:too much explanation in the legend, especially "circles are territories". i personally think the "lines are attack routes" is selfexplanitory as well but if others then leave it.
I like the texture, but I'll hold out to see what others have to say about it.Enigma wrote:and i dont know if anyone else is having this problem, but i almost think the texture is too heavy, especially in the army circles.
Cool... I can't wait to be done with it!Enigma wrote:i cant wait to play it oaktown





whooops!! here it is, with an outline on the text to increase readbility.EvilOtto wrote:What happened to the little circle in the center to show attacks can go in any direction? Did I miss the part where that was voted off the map?









I think if the red triangle was more dull it would stand out less from the orange. That would be bad. I think it works as is.Marvaddin wrote:Can you try something about this?Marvaddin wrote:Does someone else think the red and the purple triangles are too bright?
I tend to agree... I played with a lot of colors, and brought in folks with better color vision than my own, before settling on these.EvilOtto wrote:I think if the red triangle was more dull it would stand out less from the orange. That would be bad. I think it works as is.
Th poll respondents seem to agree; and I thought I was being very clever cropping the corners to create more space. It also occurs to me that the cropped and rounded shapes are technically no longer 'triangles' so somebody could take exception to the legend. And you're right about the rounding of the tips - I see now that I didn't match the radius of the army circles, but I don't think that's why I don't like them. I think I miss the symmetry of the triangles.EvilOtto wrote:Of these images, the points look best and the cropped corners look worst... image 2 looks totally playable, so I think it makes sense to stick with that.
