Moderator: Cartographers

Right now, the configuration of Rorke's Drift means that all entrances have an equal amount of neutrals to get to them. By moving them around / apart, you will end up with an imbalance (I had one in a earlier version and solved this by giving one entrance more neutrals, but it made the map seem lop sided). With Schiess, Bromhead and Chard, to even take the winning condition you need to hack through 15 neutrals, another 6 to even get to them. That is 21 neutrals (for now).Gillipig wrote:I don't like the placement of the captains! As it is now you can hold the win condition with only one border "sheiss". Put the Captains further away from each other to avoid a too easy win condition!


Making Chard border only 593 Jones and Bromhead border only Reynolds along with 593 Jones and Reynolds being 3 neutral instead of 1 and Scheiss 1 neutral instead of 3 would make every entrance except the one bordering Williams equal. All others would have to take down 24 neutrals. Someone coming through Williams could chose to only take down 23 but then he'd have to split his stack. Most reasonably he would chose to take 24 like the others! It would mean an increase in neutrals one have to take down with 3. And two borders would be required to hold. Maybe it gets a little too hard that way but it's not an unreasonable option!koontz1973 wrote:Right now, the configuration of Rorke's Drift means that all entrances have an equal amount of neutrals to get to them. By moving them around / apart, you will end up with an imbalance (I had one in a earlier version and solved this by giving one entrance more neutrals, but it made the map seem lop sided). With Schiess, Bromhead and Chard, to even take the winning condition you need to hack through 15 neutrals, another 6 to even get to them. That is 21 neutrals (for now).Gillipig wrote:I don't like the placement of the captains! As it is now you can hold the win condition with only one border "sheiss". Put the Captains further away from each other to avoid a too easy win condition!
By having the one border it gives any player who goes for it a chance to hold them for the turn.
2 borders would not work as it would imbalance the map.
3 borders could work but with 3 borders to protect, no one in there right mind would go for them and then what would be the point of them being a winning condition.
The dick you see is not there.natty_dread wrote:The wall between Hook & Jones looks like a huge dick.
Aaah! I can't unsee it!![]()
Gillipig, in no way what you are saying unreasonable and I can understand the 1 border problem over the 2 or more borders. But you said it yourself with your solution. Coming in with your plan makes Williams out of balance with the others. There is one way to do this with an increase with borders is to keep the neutrals the same but open up Reynolds and 593 Jones to there respective winning condition partners. This would increase the openings to 3 (2 defensible territs) and keep the balance. But we come back to the problem of winning conditions held with neutrals. Make it to hard to grab and hold, no one plays for them and goes for the straight knock out. Why have one if it is not doable.Gillipig wrote:Making Chard border only 593 Jones and Bromhead border only Reynolds along with 593 Jones and Reynolds being 3 neutral instead of 1 and Scheiss 1 neutral instead of 3 would make every entrance except the one bordering Williams equal. All others would have to take down 24 neutrals. Someone coming through Williams could chose to only take down 23 but then he'd have to split his stack. Most reasonably he would chose to take 24 like the others! It would mean an increase in neutrals one have to take down with 3. And two borders would be required to hold. Maybe it gets a little too hard that way but it's not an unreasonable option!



Officers I can move and give a slightly different colour to.Gillipig wrote:I can spot a few details I don't like! The officers heads looks like a part of the bunker. Moving them a bit or changing the color of the helmet would solve the problem. Also the bushes doesn't look as good as the trees! They look like bright green blobs! And the ground underneath the trees would look better if it had the same color as the territory it stands on.

I put that yellow/brown glow in. Was trying to get them to stand out more. Will remove it.Sniper08 wrote:chard and brom have some sort of yellow glow or outline on them that doesnt look normal like the other icons for the british.
Weren't you gonna change the trees back to the way they were without the brown trees. Also werent you gonna change the walls instead of having them as sandbags?
you didnt fix the rorkes drift sign top right.





Always try to do my best.Seamus76 wrote:Now that's service.





Nokoontz1973 wrote:Questions that I would like answered.
Does the small image need to be an exact copy (pixel for pixel)?
Which image does the site use for live play?
With the army numbers in the small image, does the full size numbers need to go into each territ?
Looking at the xml stage, I have not figured it out yet so if anyone can either give me a crash course in it I would be grateful. If that does not work, does anyone fancy doing it for the map?

Thanks natty.natty_dread wrote:Nokoontz1973 wrote:Questions that I would like answered.
Does the small image need to be an exact copy (pixel for pixel)?
Which image does the site use for live play?
With the army numbers in the small image, does the full size numbers need to go into each territ?
Looking at the xml stage, I have not figured it out yet so if anyone can either give me a crash course in it I would be grateful. If that does not work, does anyone fancy doing it for the map?
Both
Yes
Try XML wizard http://www.conquerclub.com/forum/viewto ... 6&t=105494
How can they use both, the image would be really messed up if they are not direct copies pixel for pixel. I should of phrased the question differently. What image do I see when taking my turn?Which image does the site use for live play? = Both

Sorry, no. I don't have the time.koontz1973 wrote:looked at that xml wizard and it just went right over my head. Will give it another go when I need to get it written, but if I fail, do you fancy having a go at it?
Depends on your settings. You can switch between using large or small map. Some have smaller monitors so they play with the small, some play with the large.koontz1973 wrote:How can they use both, the image would be really messed up if they are not direct copies pixel for pixel. I should of phrased the question differently. What image do I see when taking my turn?
