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Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:06 pm
by gimil
natty_dread wrote:How about classic Risk-type territories? You know, instead of black/dark lines separating territories, separate them by differences in lightness, in a mosaic like thing...

The map is small enough, with few enough bonuses and territories, that you could probably pull it off... I think it could work for the map.


Sorry natty, I don't understand?

Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:19 pm
by Ace Rimmer
thoughts:

- I like the softer look of this map.
- I like the idea of changing it to a north/south orientation, but if not I think the ocean above the date would be a good spot for a compass to show the orientation
- For Spain, what about a light copy of the Spanish flag, or maybe some of the physical terrain in a grayscale/washed out way?
- I like how Acores Oriental is not on top of the islands, you should move the other names off as well. I like having the army numbers in the sea with no circles and the lines connected to them, just like the current version.
- What are you going to do for the impassables you left off this version? For example, Setubal now borders Alcacer do Sal. I don't know the geography of Portugal, but I'd love to see some mountains or other physical terrain in there instead of the flat look.
- I don't mind the font on the terits, I'd consider changing the font for the title and the legend, I don't like that one so big and in all caps.
- You changed Alentejo from a +6 to a +8, and forgot Ilhas in the legend.
- My suggestion for a neutral would be a neutral 2 on Faro. A lot of action is around Algarve, and eh neutral would make that a slightly more difficult bonus to get. I don't know if making that bonus tougher to obtain will affect the game too much, but that would be my vote. Otherwise it will just be a throwaway neutral somewhere that is never taken. If you don't want to do a coded neutral, you could set up 4 starting positions and the unused positions in 2p/3p would start neutral. So 36 terits - 4 starting positions = 32 terits. 32/3 = 10 terits rounded down, plus the 1 starting position would yield 11 territories each in a 2p/3p game (with 14 neutrals in 2p and 3 neutrals in 3p). In 4p+ games there would be no coded neutrals.

Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:44 pm
by gimil
Ace Rimmer wrote:thoughts:

- I like the softer look of this map.
- I like the idea of changing it to a north/south orientation, but if not I think the ocean above the date would be a good spot for a compass to show the orientation

Still an area very much up for debate, thanks for your input

- For Spain, what about a light copy of the Spanish flag, or maybe some of the physical terrain in a grayscale/washed out way?

Since this map i very soft, adding textures, or flags or terrain leads to the opposite effect to what I want for the map (soft). I tried to reincorporate washed out images on the gery areas, like I did on the last Portugal but it didn't work. I want to do something in the spaces but nothing seems to be working, and I don't think this suggestion will work either, sorry.


- I like how Acores Oriental is not on top of the islands, you should move the other names off as well. I like having the army numbers in the sea with no circles and the lines connected to them, just like the current version.

Yes, it will look fine I think once army numbers have been dropped onto it.

- What are you going to do for the impassables you left off this version? For example, Setubal now borders Alcacer do Sal. I don't know the geography of Portugal, but I'd love to see some mountains or other physical terrain in there instead of the flat look.

The impassable were a total bitch to do last time. I intend to remaking rivers for impassable, when I find the motivation to start them!

- I don't mind the font on the terits, I'd consider changing the font for the title and the legend, I don't like that one so big and in all caps.

I have already went a picked a new font for the territories. Why don't you like the title/legends text? I love it, really adds to the soft vibrant feel of this map.

- You changed Alentejo from a +6 to a +8, and forgot Ilhas in the legend.

Fixed for next version.

- My suggestion for a neutral would be a neutral 2 on Faro. A lot of action is around Algarve, and eh neutral would make that a slightly more difficult bonus to get. I don't know if making that bonus tougher to obtain will affect the game too much, but that would be my vote. Otherwise it will just be a throwaway neutral somewhere that is never taken. If you don't want to do a coded neutral, you could set up 4 starting positions and the unused positions in 2p/3p would start neutral. So 36 terits - 4 starting positions = 32 terits. 32/3 = 10 terits rounded down, plus the 1 starting position would yield 11 territories each in a 2p/3p game (with 14 neutrals in 2p and 3 neutrals in 3p). In 4p+ games there would be no coded neutrals.

Adding a neutral to Faro is a perfect idea to both solve dropping the algarve bonus and 2-3 player games.


Cheers rimmer.

Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:44 pm
by koontz1973
gimil wrote:Any particular reason for this other than personal preference? I think having the number between the islands is tidier.

Cheers for your feedback, Koontz.

No reason other than preference. It always seems strange to have them floating in nothing and not anchored .

They are army numbers, not navy numbers. :lol:

Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:50 pm
by natty dread
gimil wrote:
natty_dread wrote:How about classic Risk-type territories? You know, instead of black/dark lines separating territories, separate them by differences in lightness, in a mosaic like thing...

The map is small enough, with few enough bonuses and territories, that you could probably pull it off... I think it could work for the map.


Sorry natty, I don't understand?


This is the best image I could find

Image
Image

Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:50 pm
by ManBungalow
I approve of this, and already prefer the update.

However, I think you're missing some impassables in the very centre of the map around that blue bonus.

Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:56 pm
by gimil
ManBungalow wrote:I approve of this, and already prefer the update.

However, I think you're missing some impassables in the very centre of the map around that blue bonus.


Yes I am I intending on getting back to them at some point :P

Re: Portugal [REVAMP] update p.1

Posted: Fri Sep 09, 2011 12:57 pm
by gimil
natty_dread wrote:
gimil wrote:
natty_dread wrote:How about classic Risk-type territories? You know, instead of black/dark lines separating territories, separate them by differences in lightness, in a mosaic like thing...

The map is small enough, with few enough bonuses and territories, that you could probably pull it off... I think it could work for the map.


Sorry natty, I don't understand?


This is the best image I could find

Image
Image


Sorry natty, that look would move away from what I want from the map.

Re: Portugal [REVAMP] ver. 2, p.3

Posted: Sat Sep 10, 2011 12:11 pm
by gimil
Update time!

[bigimg]http://i25.photobucket.com/albums/c64/Gimil_01/Portugal-3.png[/bigimg]
Done:
-Changed Alentejo bonus back to 6
-Changed the territory font to something the fits inside more territories.
-Added the Ilhas to the minimap

TODO/Areas for discussion:
-More discussion on map orientation needed.
-What to do with dead space (if orientation changes this may not be an issue).
-Add impassables.
-Add a neutral to one of the Algarve terrs (is this 100% a good idea?).

Re: Portugal [REVAMP] ver. 2, p.3

Posted: Sat Sep 10, 2011 12:15 pm
by Victor Sullivan
You're missing Ilhas' bonus on the minimap.

-Sully

Re: Portugal [REVAMP] ver. 2, p.3

Posted: Sat Sep 10, 2011 12:19 pm
by gimil
Victor Sullivan wrote:You're missing Ilhas' bonus on the minimap.

-Sully


Cheers vicky! Has been updated and will be posted in the next draft.

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sat Sep 10, 2011 12:28 pm
by DiM
what's wrong with the font? some letters are smaller than others. the r,n,v,u,t are very small. disturbingly small.

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sat Sep 10, 2011 12:33 pm
by gimil
DiM wrote:what's wrong with the font? some letters are smaller than others. the r,n,v,u,t are very small. disturbingly small.

Yeah I know. Its a bit quirky but I like it.

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sat Sep 10, 2011 12:40 pm
by koontz1973
gimil wrote:
DiM wrote:what's wrong with the font? some letters are smaller than others. the r,n,v,u,t are very small. disturbingly small.

Yeah I know. Its a bit quirky but I like it.


Glad it is you. Cannot think of a new map maker getting away with a font like that. :|
It is very nice but it plays games with the eyes. :P

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sat Sep 10, 2011 12:46 pm
by koontz1973
Orientation, why not try it and see if you like it. If you do not then end of subject, if you think it might work, post a draft for us to look at.
Dead space - you have the skills, why not give it a nice land look.
About the neutral, I bloody hate them, please do not add one. Let the luck of the drop be enough.

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sat Sep 10, 2011 12:46 pm
by gimil
koontz1973 wrote:
gimil wrote:
DiM wrote:what's wrong with the font? some letters are smaller than others. the r,n,v,u,t are very small. disturbingly small.

Yeah I know. Its a bit quirky but I like it.


Glad it is you. Cannot think of a new map maker getting away with a font like that. :|
It is very nice but it plays games with the eyes. :P


Really? Is it that bad?

Does anyone else think is also?

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sat Sep 10, 2011 12:48 pm
by gimil
koontz1973 wrote:Orientation, why not try it and see if you like it. If you do not then end of subject, if you think it might work, post a draft for us to look at.
Dead space - you have the skills, why not give it a nice land look.
About the neutral, I bloody hate them, please do not add one. Let the luck of the drop be enough.


The thing is 'just trying' it is alot of work in itself. I don't want to go through it that just to see, I need to be sure it is a good investment of my (limited) time. I don't mind doing it if there is a decent consensus.

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sun Sep 11, 2011 5:58 am
by natty dread
One thing I don't like about the visual style of this map is the high brightness of the ocean. It's disturbing somehow, I think the map would look loads better with a darker ocean. Maybe bring it on the same level of luminosity as the neutral land area.

And yeah, that font must go... territory names need to be written with a clear, easy-to-read font, not something that looks like leetspeak.

Re: Portugal [REVAMP] v2, P.1&3

Posted: Sun Sep 11, 2011 6:07 am
by gimil
natty_dread wrote:One thing I don't like about the visual style of this map is the high brightness of the ocean. It's disturbing somehow, I think the map would look loads better with a darker ocean. Maybe bring it on the same level of luminosity as the neutral land area.


I shall play with the saturation and tones to see what I can come up with.

And yeah, that font must go... territory names need to be written with a clear, easy-to-read font, not something that looks like leetspeak.


Yeah, people ain't digging this font. I shall have to find another.

Re: Portugal [REVAMP] v3, P.1&3

Posted: Sun Sep 11, 2011 6:29 am
by gimil
Here you are:

[bigimg]http://i25.photobucket.com/albums/c64/Gimil_01/Portugal-4.png[/bigimg]

Done:
-Changed tone of the ocean
-Tried another, less quirky font.

TODO/Areas for discussion:
-More discussion on map orientation needed.
-What to do with dead space (if orientation changes this may not be an issue).
-Add impassables.
-Add a neutral to one of the Algarve terrs (is this 100% a good idea?).

Re: Portugal [REVAMP] v3, P.1&3

Posted: Sun Sep 11, 2011 6:49 am
by cairnswk
gimil wrote:...
-More discussion on map orientation needed.
...

gimil, i'd like to see more of an north south RL orientation.

Re: Portugal [REVAMP] v3, P.1&3

Posted: Sun Sep 11, 2011 6:51 am
by gimil
cairnswk wrote:
gimil wrote:...
-More discussion on map orientation needed.
...

gimil, i'd like to see more of an north south RL orientation.


Yes this does seem to be the idea people are leaning towards. I think I shall incorporate it into my next update and see how it goes.

Re: Portugal [REVAMP] v3, P.1&3

Posted: Mon Sep 12, 2011 10:18 am
by ManBungalow
I approve of the diagonal orientation. The long, thin shape of the country (even with the islands adding some width to the map) translates better to a CC map better in the slanted position. Put a compass on there and job's a good one. Also, the current version is true to how the map already is. You could change it all, but I'm sure some people would just throw a fit.

Re: Portugal [REVAMP] v3, P.1&3

Posted: Wed Sep 14, 2011 11:21 am
by gimil
ManBungalow wrote:I approve of the diagonal orientation. The long, thin shape of the country (even with the islands adding some width to the map) translates better to a CC map better in the slanted position. Put a compass on there and job's a good one. Also, the current version is true to how the map already is. You could change it all, but I'm sure some people would just throw a fit.


Suddenly the issue once again, becomes unresolved :P

Re: Portugal [REVAMP] v3, P.1&3

Posted: Wed Sep 14, 2011 2:02 pm
by ManBungalow
Indeed. Just a welcome back to the thankless battle that is the Map Foundry.