Moderator: Cartographers
While I have a nitpick, it's nothing that would keep you out of the forge... The leftmost edge of the map (from the 'Impassable' text to the top of the map) is very straight, while every other edge has a bit of weathering added to it. - It would be nice to see the straightness reduced just a tiny bit.RedBaron0 wrote:Lets hear any and all of the final graphical nitpicks.

*passes her map to MrBenn to chew on.. a little bit*MrBenn wrote:While I have a nitpick, it's nothing that would keep you out of the forge... The leftmost edge of the map (from the 'Impassable' text to the top of the map) is very straight, while every other edge has a bit of weathering added to it. - It would be nice to see the straightness reduced just a tiny bit.RedBaron0 wrote:Lets hear any and all of the final graphical nitpicks.
See you in the forge







Yeah - the explicit line also infers an implicit impassable.ender516 wrote:Agreed. The islands of Selk'nam and Yaghan have explicit connections to the mainland territory of Te'uesh, and the strait separating Selknam from the mainland is, if anything, wider near Aonikenk than it is near Te'uesh.

Sorry, what was the reasoning behind Alakaluf?the.killing.44 wrote:Can we put the neutral on Aonikek instead of Alakaluf? It serves the same purpose but is more out of the way.
none, I just haven't moved the neutral 2. what's the reasoning behind Aonikek? more out of the way of what?the.killing.44 wrote:Sorry, what was the reasoning behind Alakaluf?the.killing.44 wrote:Can we put the neutral on Aonikek instead of Alakaluf? It serves the same purpose but is more out of the way.

Yes, Igneri and Yaghan are obvious issues, and if you can shuffle Guaymi and Kuna a bit so that the former is not prone to running into the latter, that would be great. (To make that work, you might have to move things in Choco a bit.) For the same reason, you might move Te'uesh a bit north to avoid Alakaluf. Lastly, for me, (and least importantly, I suppose) Cariri runs over a border and a river. Again, moving the number north (and possibly moving the name south) would help here.Tisha wrote:well.. it's done, but I don't like the third 8 to the right..MrBenn wrote:How's the XML coming along Tisha? If you need a hand with anything, just say the word
I know there are a few names I need to move a tiny bit.
Looks like ender has identified all the real issues with the 3rd digit; I'm assuming that you've checked that your XML passes the validation test and that you've checked all the border connections?ender516 wrote:Yes, Igneri and Yaghan are obvious issues, and if you can shuffle Guaymi and Kuna a bit so that the former is not prone to running into the latter, that would be great. (To make that work, you might have to move things in Choco a bit.) For the same reason, you might move Te'uesh a bit north to avoid Alakaluf. Lastly, for me, (and least importantly, I suppose) Cariri runs over a border and a river. Again, moving the number north (and possibly moving the name south) would help here.Tisha wrote:well.. it's done, but I don't like the third 8 to the right..MrBenn wrote:How's the XML coming along Tisha? If you need a hand with anything, just say the word
I know there are a few names I need to move a tiny bit.
