If you say soiancanton wrote:u need only 3 sets of starting positions; to make sense, each set must include one village and one french left flank division.
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If you say soiancanton wrote:u need only 3 sets of starting positions; to make sense, each set must include one village and one french left flank division.
If you're good with that, then I believe this is ready for gameplay stampin'.pamoa wrote:If you say soiancanton wrote:u need only 3 sets of starting positions; to make sense, each set must include one village and one french left flank division.
Code: Select all
<positions>
<position>
<territory>Suchet</territory>
<territory>Pratzen</territory>
</position>
<position>
<territory>Kellerman</territory>
<territory>Skolnitz</territory>
</position>
<position>
<territory>Caffarelli</territory>
<territory>Telnitz</territory>
</position>
</positions>

yes I thought some solution like this but did decide to reserve it for the main road which didn't enter in gameplaythe.killing.44 wrote:Did you consider stroking the paths with a 1px black (possibly low-ish opacity) stroke? It might just improve the clarity.


I'll try to enlarge the text a bit but it isn't really important to be able to read it in perfect condition on the small map as it is only a quote and you can read it perfectly on the large oneMrBenn wrote:The historical text at the top of the map is incredibly difficult to read on the small map. Legibility could be improved by making the title & drawing slightly smaller; width is more of an issue than height, but you could shuffle Suchet, Engelhardt and Kellerman down a bit if you need. The descriptive text can then be made slightly larger to fit the space.
I can't see having space and air in a map as a problemMrBenn wrote:Both maps feels a bit too spaced out - there appears to be 40px of dead space at the bottom of the small map and around 60px on the large.. Is there any way you could move the bonus legend up a little bit, without losing the clarity of the Central Flank indicator? There looks to be enough room to move the Cetnral Flank indicator nearer to Alexandre, which would make it easier to move the legend up.
It may help space if you were to change Left-Central-Right Flanks to North-Central-South - that way you could have a single set of indicators on one side of the map, which would give you a bit more room to squeeze things in more comfortably; although you may not need to change it if you can fit everything in
by not saying autodeploy it is clear it isn't like NapoléonMrBenn wrote:On the legend you have Alex. & Liechten. +1... It's not clear whether you need both of them for a +1 bonus, or whether they are +1 autodeploy each (like Napoleon)
by principle I against making look old what occur in the past only because it happens long agoMrBenn wrote:Just as an aside, have you experimented with any textures in the background? The map looks like it should be aged, but feels too clean and modern...
you mean a test with all 8 colours displayed randomly around like here undercaptainwalrus wrote:I wonder if this might get confusing if the blue player controlled a lot of red or Green territories. Perhaps you should show that, instead of what you have now, where the blue all have blue army numbers and the green all have green, ect.
that's a good signcaptainwalrus wrote:I think not many people are commenting, because it is hard to find things to comment about.


sailorseal wrote:My big boy banana was out the whole time
AndyDufresne wrote:Forever linked at the hip's-banana! (That sounds strange, don't quote me.)AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
9. A map must work within the following map size restrictions:1. SMALL MAP: WIDTH up to 630 px; HEIGHT 600 px
2. LARGE MAP: WIDTH up to 840 px ; HEIGHT 800 px.

pamoa wrote:yes I thought some solution like this but did decide to reserve it for the main road which didn't enter in gameplaythe.killing.44 wrote:Did you consider stroking the paths with a 1px black (possibly low-ish opacity) stroke? It might just improve the clarity.
and keep a single line for the path which are attack route 2px wide and unused path 1px wide
the colour I choose is to blend in the map bg so as not to have a drawing for gameplay glued on a faded inutile bg
if you really think it is difficult to figure out the attack line I can try a darker shade (or maybe just you should increase your monitor contrast![]()
)
do you really think it would make any difference, maybe I'll try itTaCktiX wrote:I think that instead of the bar look for the red/green alliance, why not have them diagonally? At first it's hard to tell that it is intentionally two colors. Diagonally could increase the relative visibility.
sure you're right, I'll change itTaCktiX wrote:On the order of battle, at first I thought "oh, the 15th division", then realized there is no 15th division and you meant 15 DIVISIONS. Adding an S to the abbreviation should help.
does "attack line brown roads" sounds familiar... second line of the legend, maybe you need better glassesTaCktiX wrote:There is no note of attack routes. It's been assumed that people will know that the brown lines are attacks. Please find some way to explicitly note this, as some moron will not figure it out.
yes just an answer to captainwalrus and for me the completion of xmlMrBenn wrote:Pamoa, was that last image just to test the 888s in different colours?? Have you made any other adjustments?
your just a Blitzaholic who need a good cure but I won't say it aroundBlitzaholic wrote:If you could only change the name please to AUSTERBLITZbe wonderful
as told beforedolomite13 wrote:AH i was sure I read 800x800 somewhere... thanx mrbenn... however I do believe you don't need to use all of that space =)
I can't see having space and air in a map as a problemMrBenn wrote:Both maps feels a bit too spaced out - there appears to be 40px of dead space at the bottom of the small map and around 60px on the large.. Is there any way you could move the bonus legend up a little bit, without losing the clarity of the Central Flank indicator? There looks to be enough room to move the Cetnral Flank indicator nearer to Alexandre, which would make it easier to move the legend up.
It may help space if you were to change Left-Central-Right Flanks to North-Central-South - that way you could have a single set of indicators on one side of the map, which would give you a bit more room to squeeze things in more comfortably; although you may not need to change it if you can fit everything in
I did go until this point at the bottom of the map to have both lakes in
the.killing.44 wrote:Did you consider stroking the paths with a 1px black (possibly low-ish opacity) stroke? It might just improve the clarity.
pamoa wrote:yes I thought some solution like this but did decide to reserve it for the main road which didn't enter in gameplay
and keep a single line for the path which are attack route 2px wide and unused path 1px wide
the colour I choose is to blend in the map bg so as not to have a drawing for gameplay glued on a faded inutile bg
if you really think it is difficult to figure out the attack line I can try a darker shade (or maybe just you should increase your monitor contrast![]()
)
sorry I'm not sure to understand what you mean by trying a black glow is it around the actual brown roadsDanyael wrote:i can follow the paths nicely but i think that a stroke is not necessarily the best way to way them pop out with keeping the clean look of everything
maybe try a black glow instead this will make it stick out a little better so you don't have to be inches from the screen
thanksDanyael wrote:by the way Nice clean look i like it
yes the "actual brown road" sorry i don't know i can't tell the colour but that is what i meantpamoa wrote:sorry I'm not sure to understand what you mean by trying a black glow is it around the actual brown roadsDanyael wrote:i can follow the paths nicely but i think that a stroke is not necessarily the best way to way them pop out with keeping the clean look of everything
maybe try a black glow instead this will make it stick out a little better so you don't have to be inches from the screen
if that's it sound good to try