Page 6 of 19
Posted: Fri Dec 28, 2007 11:13 pm
by edbeard
I think removing the blue dots makes a world of difference.
There's still one line made up of blue dots though. Right by the text that says, "The Cauldron"
If I'm understand the instructions that say, "Tanks only attack forward on their attack lines," maybe change the lines so that they have arrows?
Is Brit. 7th Mortar able to attack 22nd Art. Brigade and Lumsden. I ask because of that 4 way cross those paths make. If they don't then that's confusing since the lines connect. Hopefully they do just to keep things simple.
Is there any chance of making the colours of the Gazala Line and The Cauldron more different? (horribly worded sentence). I realize the names GL2 and CB help distinguish but this might help a bit more.
Posted: Sat Dec 29, 2007 6:01 am
by Lone.prophet
i think you should find a way to make it less chaotic
Posted: Sat Dec 29, 2007 3:02 pm
by cairnswk
Lone.prophet wrote:i think you should find a way to make it less chaotic
Real wars and real battles
ARE CHAOTIC Lone.Prophet.
Class Risk style is not.
Posted: Sat Dec 29, 2007 3:04 pm
by cairnswk
rebelman wrote:just been looking at this map again and i actually think its not half as complicated as it initially looks I actually think the latest version is good enough to be the finished article.
Yes, that's all it takes sometimes Rebelman...a little time to decipher what is written in front of you.

Posted: Sat Dec 29, 2007 3:10 pm
by cairnswk
edbeard wrote:I think removing the blue dots makes a world of difference.
There's still one line made up of blue dots though. Right by the text that says, "The Cauldron"

Fixed.
If I'm understand the instructions that say, "Tanks only attack forward on their attack lines," maybe change the lines so that they have arrows?
At this stage, having tried doing such, i am reluctant to add these to an already congested map. I really think that the instructions are quite clear.
Is Brit. 7th Mortar able to attack 22nd Art. Brigade and Lumsden. I ask because of that 4 way cross those paths make. If they don't then that's confusing since the lines connect. Hopefully they do just to keep things simple.
I have changed that line and made it simpler so these do not cross.
Is there any chance of making the colours of the Gazala Line and The Cauldron more different? (horribly worded sentence). I realize the names GL2 and CB help distinguish but this might help a bit more.
I think there is enough color different in those.

Posted: Sat Dec 29, 2007 4:24 pm
by baseballer72
this looks interesting but bonuses are a little confusing
Posted: Sat Dec 29, 2007 4:37 pm
by whitestazn88
gameplay looks smoother, and less confusing than it had been. keep up the great work, your maps are always the shit
Posted: Sat Dec 29, 2007 4:44 pm
by cairnswk
baseballer72 wrote:this looks interesting but bonuses are a little confusing
Care to elaborate what you think is confusing...baseballer72?
Thanks for dropping in

Posted: Sat Dec 29, 2007 4:45 pm
by cairnswk
whitestazn88 wrote:gameplay looks smoother, and less confusing than it had been. keep up the great work, your maps are always the shit

Posted: Sat Dec 29, 2007 6:40 pm
by cairnswk
Version 13.
Changes:
1. Artillery bombardments added to 22nd Artillert Brigade
2. Forward attack arrows added to panzers paths....i know this clarifies things, but don't know if it clutters the graphics even more.
3. Some modifications made to attack paths on the panzers.

Posted: Sat Dec 29, 2007 8:56 pm
by asl80
Looking good cairns, good graphic solution to the mortar problem.
Just a couple of things;
* in the legend, should probably say "All Towns", instead of "Towns = 6"?
* i reakon the airfield bonus is too high (4 territs, all border each other, way too easy, and they'd be highly valuable in themselves)
+ for the indian bonus, i reakon that sounds more like a two bonus, it would be one of the early grabbers, be taken before anyone can canvass the bigger bonusues, and determine the game from early on? (Although the cauldron is another starting bonus i suppose, and posibly easier to take at the start, but harder to hold then the Indian bonus)
* the towns on the map neen to stand out a bit more (maybe make their circles darker?)
Posted: Sun Dec 30, 2007 2:30 am
by cairnswk
asl80 wrote:Looking good cairns, good graphic solution to the mortar problem.
Just a couple of things;
* in the legend, should probably say "All Towns", instead of "Towns = 6"?
* i reakon the airfield bonus is too high (4 territs, all border each other, way too easy, and they'd be highly valuable in themselves)
+ for the indian bonus, i reakon that sounds more like a two bonus, it would be one of the early grabbers, be taken before anyone can canvass the bigger bonusues, and determine the game from early on? (Although the cauldron is another starting bonus i suppose, and posibly easier to take at the start, but harder to hold then the Indian bonus)
* the towns on the map neen to stand out a bit more (maybe make their circles darker?)
Version 14
I think, asl80, this new version should address all those issues.

Posted: Sun Dec 30, 2007 3:58 am
by onbekende
5 towns Cairnswk
Posted: Sun Dec 30, 2007 4:21 am
by cairnswk
onbekende wrote:5 towns Cairnswk
Oh bugger...i missed Gazala isself.

Posted: Sun Dec 30, 2007 7:36 am
by rebelman
your French flag looks wrong to me
the free French flag is this one: (this is the one you should be using)

Posted: Sun Dec 30, 2007 7:43 am
by rebelman
what are the small yellowing thing that look like clumps of rushes - if these do not play a role - removing all of them would seriously declutter this map
Posted: Sun Dec 30, 2007 11:13 am
by cairnswk
rebelman wrote:your French flag looks wrong to me
the free French flag is this one: (this is the one you should be using)

why the bloody hell didn't you tell me this before this rebelman

Posted: Sun Dec 30, 2007 11:15 am
by cairnswk
rebelman wrote:what are the small yellowing thing that look like clumps of rushes - if these do not play a role - removing all of them would seriously declutter this map
they are meant to be desert grasses....but if you want this map to have no character at all,,,then i willl take your sage advice.
really i can't see how the clutter will be alleviated by their removal, so they stay.
Posted: Sun Dec 30, 2007 12:30 pm
by rebelman
cairnswk wrote:rebelman wrote:what are the small yellowing thing that look like clumps of rushes - if these do not play a role - removing all of them would seriously declutter this map
they are meant to be desert grasses....but if you want this map to have no character at all,,,then i willl take your sage advice.
really i can't see how the clutter will be alleviated by their removal, so they stay.
no bother taking advice from a talking herb is never wise anyway as for the flag i only just spotted it would have posted it sooner if i saw it sooner

Posted: Sun Dec 30, 2007 4:09 pm
by cairnswk
Version 15
Changes:
1. Free French flag
2. Legend tidied
3. grasses removed.

Posted: Sun Dec 30, 2007 6:06 pm
by Qwert
Aim not quit sure,but when i see previous rebelman post ,i think that you made mistake with italian flag to.
Also if you want you can take original panzer armee HQ table from mine Ardennes offensive map.
Posted: Sun Dec 30, 2007 7:01 pm
by cairnswk
qwert wrote:Aim not quit sure,but when i see previous rebelman post ,i think that you made mistake with italian flag to.
Also if you want you can take original panzer armee HQ table from mine Ardennes offensive map.
Qwert...thank you for your offer.
the panzerarmee color of green check was given to this map to differentiate between the two continents of Rommel's forces.
The italian flag does indeed have a cross surrounded by blue and a crown atop it on the white section, however, on my scale drawing as a small map first, it is simply too small to place. I will see about the large map when i break the two up.
Posted: Sun Dec 30, 2007 8:49 pm
by Ogrecrusher
Red Mortar seems to be able to both attack and bombard Rommel P. How will you be able to chose attack or bombard? Or maybe I read wrong

Posted: Mon Dec 31, 2007 4:23 am
by onbekende
Italian flag needs to be more red then orange, the shield on it is only sporadic used
Posted: Mon Dec 31, 2007 5:54 am
by Qwert
the panzerarmee color of green check was given to this map to differentiate between the two continents of Rommel's forces.
Belive me when you take Real Panzer armee HQ table,he will be more diferent then now.I mean colours and shape is diferent then what you present.But these is only mine offer,so you can do what you want.
