Moderator: Cartographers

nolefan5311 wrote:I do like the papyrus. However, the stones don't look right (not "sandy" enough?), and honestly, I have no idea on a suggestion to make them look better, lol.
I think you need to make the border regions different colors. I'm colorblind and can't tell the red and green apart.

You could try putting a layer of random noise (or basically something with no patterns) behind the stone layer and trying some of the layer filters (like grain merge) on the stone layers.koontz1973 wrote:Will look into the stones. Surprised about the CB though. Will change after I find better stone.nolefan5311 wrote:I do like the papyrus. However, the stones don't look right (not "sandy" enough?), and honestly, I have no idea on a suggestion to make them look better, lol.
I think you need to make the border regions different colors. I'm colorblind and can't tell the red and green apart.


Thank you.isaiah40 wrote:Bunged on up!!



I kept trying different ways and in the end, I kept coming back to this. It may not be the most visually stunning piece of work but it is something that I like and the game play should more than make up for it.Bruceswar wrote:I thought we were trying to get away from the floating blob? Looks nice otherwise.

So how would that work, considering Giza is all the way to the left of the map? What regions could attack it? I do like the idea of having a key to unlock the map, maybe the pyramids of to the side, killer as you said but higher. Any region can attack it. Make the neutral high enough to stop early rounds getting it. Nope, I like it a lot now after typing this. Expect this on the map late tomorrow. Thanks IH. really nice idea.Industrial Helix wrote:I'm liking it so far. But I'm a little disappointed that the most iconic site in Cairo is missing from this map.
What if the pyramids were a sort of key to unlock the borders for the duration of the turn? Make it a killer neutral too. For example, let's say I have 15 territories, so red borders are locked, I snag Giza from the north and then all borders are open. For the duration of that turn, I am free to move about the map and do whatever. Next round Giza reverts to neutral 3 and I've lost my ability to move across the city as I please.
Just an idea.

I am having trouble getting this to work Giza is not well connected so not suitable to have as an area that can attack the map. Anyone got any ideas on this or should I leave it now?koontz1973 wrote:So how would that work, considering Giza is all the way to the left of the map? What regions could attack it? I do like the idea of having a key to unlock the map, maybe the pyramids of to the side, killer as you said but higher. Any region can attack it. Make the neutral high enough to stop early rounds getting it. Nope, I like it a lot now after typing this. Expect this on the map late tomorrow. Thanks IH. really nice idea.Industrial Helix wrote:I'm liking it so far. But I'm a little disappointed that the most iconic site in Cairo is missing from this map.
What if the pyramids were a sort of key to unlock the borders for the duration of the turn? Make it a killer neutral too. For example, let's say I have 15 territories, so red borders are locked, I snag Giza from the north and then all borders are open. For the duration of that turn, I am free to move about the map and do whatever. Next round Giza reverts to neutral 3 and I've lost my ability to move across the city as I please.
Just an idea.


It doesn't have to be worked in and I do not need to get rid of the blob look.Bruceswar wrote:It has to be worked in and you need to get rid of the floating blob look... Make it seem as if it is on a map!


The pyramids where the first item I drew for this map, and had a great talk with Seamus and cairns over perspective, but in the end, they where a small part of Cairo that whilst everyone knows, is not the only part. IH who talked about the pyramids did a Cairo map a while ago and did not have them on.Bruceswar wrote:There is a reason nobody else is doing itI wish I knew how to them in for you, but I do not. If they cannot be worked in then I am sure people would be ok without them in.




Changed it to 5 connecting. Reduces the bonuses quite a bit but will help keep the games in play longer. Also, another thing with Vertex/Austrum, the odd bonus was dropped in the large multi region areas.iancanton wrote:not so much a complaint as an observation. with any combination of 4 connected regions needed for a bonus, the open layout of this map, in contrast to vertex or austrum, makes the occasional large dropped bonus possible.
Stopped this with the above but just in case, Islamic Cairo now has a neutral.iancanton wrote:as an example, islamic cairo plus its 5 blue-border neighbours gives +15,
Had not noticed that problem. Fresh eyes are always good. Made the borders near Haram red so that increases the count. Will also make (thought I had) the border between Giza and Kari Tuhmous red to allow the elimination.iancanton wrote:have u considered the possibility of stalemate if player 1, who is losing and has no wish to attack, has garden city, fraggala and the 6 regions across the nile that are connected thru red borders, while player 2 has all 28 remaining regions and is therefore gaining huge bonuses every turn, but cannot attack anything because of the blue borders?
Doneiancanton wrote:perhaps rename sheraton region as CityStars,
Done.iancanton wrote:certainly rename CAI as airport.
