Without names is better. The two forest areas are much easier to distinguish between now and it still looks good. Maybe look into the colours used to represent them in the legend though, they don't seem to match.
spinwizard wrote:i see what u mean...can u play about with the fonts?
r u sure they don't fit in the hall, those were my best names
i've played with the fonts some, the thing is, this is the BIG map, if the fonts get smaller here, the they will be unreadable on the small map./
"Play with the font" often means try a different font, something that will be readable on the small map. You can use an ornamental font for the first letter maybe, but pick a simple clean font for the rest.
I like the names but would prefer shorter names, like "Cliffs" instead of Wheat Fields, or "Dunes" or "Beaches" instead of Fishing Spots. Simple "Mid Plains" or "North Swamp" type names seem reasonable too?
Why would the training area be on the front line? Shouldn't that be out of arrow range? I think I'll skip the training!
KEYOGI wrote:Without names is better. The two forest areas are much easier to distinguish between now and it still looks good. Maybe look into the colours used to represent them in the legend though, they don't seem to match.
each forest/woods has lots of green shades, so its just about getting the best match.
in the current map layout adding names just clutters the whole thing and i do agree it looks far better without them, BUT i'm very concerned about gameplay issues. imagine the long list of reinforcing or attacking. it will be something like: swamp 1, swamp 2, swamp 3.... this might cause a big problem especially in freestyle RT games where you have to be quick. i had this problem in the KOTM map. i deployed several times in the wrong spots or attacked other locations. with territory names you know exactly where to click. at the moment the only problematic teritories are greathall 1 and gate 1&2. all the rest have enough space to squeeze a name.
“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
hulmey wrote:I say just scrap the names, they aren't needed...And everybody agrees they just clutter the map and actually ruin it visually...
There are other maps out there that just use numbers...Chinese checkers and mountain map...
I don't agree. The image posted with the names needs work, but it could look good with territory names. I think some of you got used to the way it looked and a few of you are getting anxious for it to be done; those are not good reasons to avoid improving the map.
Chinese Checkers and King of the Mountains would both be vastly improved with names, but even the great hall here has much more room than the Chinese Checkers spaces! I'm not sure why KotM doesn't have names... In hindsight, having played a few games on those maps I think the foundry should strongly resist any more non-name maps.
I think the map looks better without the names, but would play better with them. One of the reasons Chinese Checkers and King of The Mountains wont see much game time from me is because of the way territories are labelled.
Coming up with short but appropriate names will be the main problem. I'm not overly fond of any of the names presented.
As I said earlier, I think adding names is an important step. It may clutter the map a bit, but it will make playing the game easier and more enjoyable.
The font you choose was pretty distracting because of all the flourishes and how bold it was. A simpler font would be less gaudy and distracting but still legible even if it was a bit thinner and smaller. Also, the shorter you make the names the better, because it will take up less area on the map and the names will be able to fit into tighter spaces.