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DiM
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

gimil wrote:
I beleive Surry needs to change to Surrey...I could be wrong, but...
That is correct.
no it's not. i initially had the name SurrEy, until people complained about using 21st century names and counties so i used a map from 1824 (thanks to cairns) and on that map the correct spelling is Surry :mrgreen:

http://upload.wikimedia.org/wikipedia/c ... dwales.jpg
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

cairnswk wrote:
gimil wrote:...
We have gone shire crazy here! ...
Yes I have started something here which was initially a spelling pickup...but for consistency shouldn't these names represent the relevant region being displayed. Just my thoughts. :)
I checked these here http://en.wikipedia.org/wiki/Ancient_co ... of_England
but there are also abbreviations that could be used on this page for space reasons.
i will do another check of the names found on that 1824 map and make all necessary corrections. that actually means adding a bunch of "Shire" or "Sh."
:D
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

Coleman wrote:Whoa you guys are fast. Thanks for the rewording, doubt anyone capable of playing normal risk could get confused now.
thank you for pointing the issue. the last thing i want is confusion. i get too much of that with all my other maps.

if this map will still be considered hard and confusing after it is quenched i promise the next map will be a purely geographical straight forward classic gameplay type map :mrgreen:


*i have my fingers crossed so the promise doesn't count : )
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

here it is. it has all the "shire" and "sh." on that 1824 map. to be honest i'm a bit bothered by this, not just because it makes some regions cluttered but also because it hurts my ears to hear shire for almost all terits :)
Click image to enlarge.
image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by cairnswk »

^^^ DiM, i did say to leave it up to you. I was simply trying to get things correct, perhaps too correct.
As for Surry/Surrey, perhaps even mapmakers made mistakes in those days...i've since found this one from earlier in 1648 that uses Surrey. http://www.antiquemaps.com/uk/mzoom/28930.htm
I also understand your concern about hearing "shire" all over the place. :)
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by Victor Sullivan »

I dunnoshire, I think it's fineshire.

-Sully
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

Victor Sullivan wrote:I dunnoshire, I think it's fineshire.

-Sully
goodshire to hearshire :lol:
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by zimmah »

DiM wrote:here it is. it has all the "shire" and "sh." on that 1824 map. to be honest i'm a bit bothered by this, not just because it makes some regions cluttered but also because it hurts my ears to hear shire for almost all terits :)
Click image to enlarge.
image
since the map is overshired (overhauled) a lot i thinkshire i will basiclyshire almost have to shire the new XML from scratchshire when the map is nearing completionshire (but that shouldn't take longshire).

just one questionshire. Do i name the territoriesshires with Sh. Shire in the XML or do i also shire them Sh. in the XML?

or (not my favorite option) do i name them like this: "Dorset Shire (Dorset Sh.)"

i personallyshire thinkshire the "Shire" is the mostshire fancyshire optionshire. howevershire, it's your mapshire, so i'll makeshire the XMLshire exactlyshires like you shire it.

//edited to post to be more in line with the topic.
Click image to enlarge.
image
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by TaCktiX »

I think the extra Shire's are total overkill. Nix 'em if they're making you uncomfy.

As for your other edits, I'm going to pass this one onto the graphics end, with the explicit note that if things end up same-samey in Beta, we'll be back to the chopping block on fixing the map up.
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by Victor Sullivan »

Back to the drawing board, you mean? :-k

At any rate, congrats!!

-Sully
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

zimmah wrote: since the map is overshired (overhauled) a lot i thinkshire i will basiclyshire almost have to shire the new XML from scratchshire when the map is nearing completionshire (but that shouldn't take longshire).

just one questionshire. Do i name the territoriesshires with Sh. Shire in the XML or do i also shire them Sh. in the XML?

or (not my favorite option) do i name them like this: "Dorset Shire (Dorset Sh.)"

i personallyshire thinkshire the "Shire" is the mostshire fancyshire optionshire. howevershire, it's your mapshire, so i'll makeshire the XMLshire exactlyshires like you shire it.

//edited to post to be more in line with the topic.
as tacktix said the extra shires are overkill. i'm thinking i should probably keep them where space is plenty but scratch them where things are tight.
it's best if you wait with the xml until all the nitpicking is done.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

TaCktiX wrote: Image
thanks for the badge :)
TaCktiX wrote: if things end up same-samey in Beta, we'll be back to the chopping block on fixing the map up.
well, hopefully the beta won't bring up any issues at all :)
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20 - gameplay ready?

Post by DiM »

Victor Sullivan wrote:Back to the drawing board, you mean? :-k
if the beta brings up major flaws it will indeed be time to get back to the drawing board. but i hope that won't be the case.
Victor Sullivan wrote:At any rate, congrats!!

-Sully
thanks :)
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20-graphic nitpicking

Post by cairnswk »

Congrats on the stamp. :)
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20-graphic nitpicking

Post by natty dread »

Well, the graphics are pretty awesome on this already... there aren't many nits to pick!

Anyway... I'd consider making the territory font slightly larger. It's a bit hard to read at some places.
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20-graphic nitpicking

Post by DiM »

cairnswk wrote:Congrats on the stamp. :)
thank you cairns
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20-graphic nitpicking

Post by zimmah »

natty_dread wrote:Well, the graphics are pretty awesome on this already... there aren't many nits to pick!

Anyway... I'd consider making the territory font slightly larger. It's a bit hard to read at some places.
even if there aren't any nits to pick, there's always picks to nit on something.

and grats on the stamp :)
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Re: SteamWorks [20 Jul 2011] V20 pg.1&20-graphic nitpicking

Post by DiM »

zimmah wrote:grats on the stamp :)
thanks a lot.
natty_dread wrote:Well, the graphics are pretty awesome on this already... there aren't many nits to pick!

Anyway... I'd consider making the territory font slightly larger. It's a bit hard to read at some places.
thanks for the kind words natty.
and here's V21 with a slightly larger font plus a small version.
Click image to enlarge.
image
Click image to enlarge.
image
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Re: SteamWorks [21 Jul 2011] V21 pg.1&22-graphic nitpicking

Post by natty dread »

Hm... the large is ok now, but maybe you should consider another font for the territories on the small map...
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Re: SteamWorks [21 Jul 2011] V21 pg.1&22-graphic nitpicking

Post by DiM »

natty_dread wrote:Hm... the large is ok now, but maybe you should consider another font for the territories on the small map...
i could make it larger for the small map if people struggle to see. but changing the font is not something i want to do. i like consistency.
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Re: SteamWorks [21 Jul 2011] V21 pg.1&22-graphic nitpicking

Post by natty dread »

Well, maybe it's just me, but that font looks really blurry in small size...
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Re: SteamWorks [21 Jul 2011] V21 pg.1&22-graphic nitpicking

Post by DiM »

natty_dread wrote:Well, maybe it's just me, but that font looks really blurry in small size...

it's definitely not blurry. maybe hard to see but surely not blurry.

here's another small version with bigger terit names.
now the size is 12 and it should be perfectly visible considering that the large map has size 12.5 :)
Click image to enlarge.
image
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Re: SteamWorks [21 Jul 2011] V21 pg.1&22-graphic nitpicking

Post by gimil »

The text still looks funny on the small. I think it is the outerglow, seems like it has become pixelated with the resize. Could do with being redone.
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Re: SteamWorks [21 Jul 2011] V21 pg.1&22-graphic nitpicking

Post by DiM »

gimil wrote:The text still looks funny on the small. I think it is the outerglow, seems like it has become pixelated with the resize. Could do with being redone.

the outerglow is an effect applied to the text. it can't become pixelated unless the text is pixelated. and the text isn't pixelated because it's at a text layer not a rasterized image that's being resized so it scales perfectly.
the only difference between the large and the small is that on the large i have size 12.5 and outerglow of 3px and on the small i have size 12 and outerglow of 2px.

anyway, here's a small map with the text that has the exact size and settings as it has in the large. 12.5px size and 3px outerglow. now it's identical.
Click image to enlarge.
image
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Re: SteamWorks [21 Jul 2011] V21 pg.1&22-graphic nitpicking

Post by Coleman »

I prefer the new version slightly but don't think it is bad on the old version.

More importantly it doesn't hurt anything on the new version so if it is bothering other people, should probably just go with it.
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