Moderator: Cartographers

the.killing.44 wrote:You got a 4-way border @ Irvington-Alameda. Gotta fix that up
.44
earlier drafts had the east side true to size, but i had to fudge some of the geography for the sake of a good map. sorry.TotoroHat wrote:I am sure that you are aware of this but Portland extends out to 182 street and beyond on the other side of I-205 before you reach Gresham... Maybe you could include I-205 and some of extreme east PDX... Just a thought. I mean my house is already on the map but I some times feel sorry for the people living east of myself who lives in south east. Also... the bridge that is the farthest south, Is that the Sellwood Bridge or the Ross Island Bridge. The section of Reed covers about 12 neighborhoods including, Brooklyn, East Morland, West Moreland, Sellwood, Wood Stock, Errol, Brentwood, and Bellmont.

boy, that's some helpful criticism. care to tell us what you find confusing?mibi wrote:Is Portland really as confusing and discombobulated as this map suggests?
You know I was initially all for this map in the beginning. As someone pointed out it did have a kitsch aspect to itself, though that has revealed it self over the course of the various drafts as plain old amateurism. It seems like the iconography on this map is growing like malignant tumors. In its current incarnation it looks as if you took a bag webdings and flung it at the map to see what stuck. A bike here, a rose there, a submarine or something, a bridge a rail a road, some parks that escaped from a demented game of Tetris. There is something near Hawthorn which is unlabeled, which I suppose doesn't matter because its also unlabeled in the legend too. It says its a detour, so I will just pretend it's door to another dimension. Oh and there is another detour which is a blue blob. I will have to check out the blue blob next time I am in Portland. I can only imagine a player trying to play this with out BOB. "I got a rose a shoe and a bike, what do I win?!" "No no, you need 6 bikes, or a rose a shoe and one of those black dildo things" An then you have what I am assuming are highways all wrapped up in the bonus structure, with negative bonuses too. With all those bonuses what is the point of even having separate districts in there. Infact, you might as well just take out the whole Porland thing and just have it be a map of random floating icons, because thats pretty much what this is already.lostatlimbo wrote:boy, that's some helpful criticism. care to tell us what you find confusing?mibi wrote:Is Portland really as confusing and discombobulated as this map suggests?
Misplace anger much?mibi wrote:...I would be right annoyed if I were a Portland resident and some jackass just turned my city into a child's place mat gone horribly wrong.
lostatlimbo wrote:Misplace anger much?mibi wrote:...I would be right annoyed if I were a Portland resident and some jackass just turned my city into a child's place mat gone horribly wrong.
I know I've gone astray when the guy who created Supermax: Colored Button Riot! tells me I have too many icons.
The 'demented' parks are reasonably close to their actual shapes, though I can't say the same for scale and location - details sacrificed for clarity and balance.
Ditto for the two reservoirs, which seem quite clear as bodies of water. I'd hoped the grey dimensional door would be mistaken for a maddening maze of residential roads - which any Portland resident would instantly recognize as the "no-drive" zone Ladd's Circle.
I don't expect that labeling it as such in the legend will help explain this, but it is clearly an obstruction. Do forgive me for being a little creative and adding detours that stray from the typical mountain-river-fence trifecta that marks most of the 130 maps in play. I'm equally as sorry for using bikes and parks, instead of the typical cannons and battleships. Are you angry that I have too many icons or just that they aren't violent enough for your tastes?
Since Portland isn't actually a war zone, I thought I'd try something new and highlight the things that make Portland unique. The fact that you can easily get anywhere in town by bike (without being run over) isn't something you can say about most US cities. Ditto to an overabundance of park space. If you had bothered to read the legend, you'd know that the "highways" are a light rail transit system (with the highest ridership in the US). These aren't frivolous icons - they are the whole purpose of having a Portland map. I suppose I could have made the 67th war map or drawn artificial borders over yet another random country, but I elected to try something new instead.
And yes, I opted for a kitschy look. From the very beginning, it was meant to look more like a tourist-y brochure extolling all these Portland-y characteristics. I think clean, clear lines and bold colors work well for this map and, again I'll reference NYC map as my initial inspiration in this regard.
Despite your vitriol, your overlying point was not lost on me. The map was getting a bit cluttered visually, so I've made some changes to minimize this by toning down the boldest icons. I've also converted the bike lanes into their own territories - which I believe improves the look & gameplay and gives the bike lanes more purpose.
As for your ex-girlfriend issues - I can't help you, but there are more fish in the sea. When you've gotten your angst under control, come back and let me know if my next update soothes the pain.

lol, nice one. I wonder if Lack can do a name change on that map.lostatlimbo wrote: I know I've gone astray when the guy who created Supermax: Colored Button Riot! tells me I have too many icons.

Aren't they in one of Obama's Socialist Reprogramming Camps by now?danfrank wrote:Just look at what they did to joe the plumber and Miss california...
6 starting neutrals simply means that no-one will attack the bike lanes, so they'll be useless as a method of transport.lostatlimbo wrote:11th Draft update:
- Added 4 new territories (N Bike Lane, NE Bike Lane, SE Bike Lane, Forest Park Bike Lane) in place of former Bike bonuses. These territories start 6 neutral.
Now that there are less of these and they are separate (and neutral) territories, I think its okay to have them attack each other. I like the idea of them being a way to move around the map. Neutral armies prevent them from being as detrimental as before and I've upped the bonus to 8 since it will be harder to capture and keep them.
i strongly recommend that the number of non-neutral starting regions is either 42 to 44 or 52, but certainly not 48. this is because, with 48 starting regions, each player in a 2v2 game starts with 12 regions so, by conquering only 1 region, player 1 can knock down player 2's deployment to only 3 armies before he's had a chance to do anything.lostatlimbo wrote:Should I add 2 more territories some where for an even 48?
the downtown bonus needs defenders on all 6 regions, since #5 max can attack both pioneer and goose hollow. if u delete the pioneer exit and change the goose hollow one so it goes to nob hill instead, then downtown will have only 4 border regions (but it also splits downtown in half, with no easy way to go between the two).lostatlimbo wrote:#5 Max stop unchanged. Downtown can be defended with 4 territories either way.
Good point. Initially, you'd have to off 12 armies to get anywhere. What about 4 neutrals? Or 3?iancanton wrote:6 starting neutrals simply means that no-one will attack the bike lanes, so they'll be useless as a method of transport.
I'm afraid you are wrong here. To defend downtown, you only need to place troops on Nob Hill, The Pearl, PSU and Max Stop #5. This makes it somewhat comparable to SE, in that you'd need to hold 7 territories, but only defend 4. They both have a bonus of +5.iancanton wrote: the downtown bonus needs defenders on all 6 regions, since #5 max can attack both pioneer and goose hollow. if u delete the pioneer exit and change the goose hollow one so it goes to nob hill instead, then downtown will have only 4 border regions (but it also splits downtown in half, with no easy way to go between the two).