Page 15 of 27

Posted: Wed Dec 19, 2007 12:43 am
by AndyDufresne
              Final Forge


---The Battle of Waterloo Map has reached the ‘Final Forge’ Stage. I've revived this thread from the pits of the Foundry Furnace (okay, maybe not) and have examined the contents. Nearly every major concern has been addressed. If there are any other current concerns, please make your voice heard. If after a reasonable amount of time there has not been any objection or protest, the map will be deemed finished with the 'Foundry Brand' of approval and will be submitted for live play. As long as there is still discussion or posts that have yet to be commented on, the map will remain in Final Forge until said discussion has reached the conclusion that the map has reached its final and polished version.

Post questions and concerns if any.


--Andy

Posted: Wed Dec 19, 2007 4:09 am
by yeti_c
Congrats Cairns - can't wait for this one.

C.

...

Posted: Wed Dec 19, 2007 2:33 pm
by Suzy1
Great map, I am looking forward to playing this one.

Posted: Thu Dec 20, 2007 3:31 am
by brandoncfi
very exciting congrats on the final forge

Posted: Thu Dec 20, 2007 10:44 am
by Herakilla
now once we see the xml can we quench?

Posted: Thu Dec 20, 2007 11:38 am
by bryguy
wow, dude you have out done yourself, looks great

Posted: Thu Dec 20, 2007 1:12 pm
by onbekende
teh review!!

Code: Select all

Bonus   Continent
7       Imp. Guard  good enough
9       D'erlon     10 is very good to
6       Lobau       Perhaps a 6, because taken this continent can be used to keep control of the lower ones
6       Reille      7 is good, its strategic placement and value will make it worth the battle's
6       Ney         alot of horse's, debetable bonus, 6 is good
6       Uxbridge    also horse's, debetable
8       Clinton     agreed
10      Picton      sure
7       Alton       perhaps even an 8!
2       Chässe      more would be laughter
9       v.Blücher   possible strategic continent, same as Reille, even more as it has no Artillery!
6       Ziethen     bit smaller then v.Blücher, 5 thou still more then good


thats what I get

I have 104 terr in total, 91 army's, 13 towns/farm/napoleon/wellington

"On 18 Hune 1815, France's Napoleon Bonaparte and his Imperial Guard were challanged to a final battle against the Seventh Cialition of British, Dutch and Prussian army's led by the Duke of Wellington, south of Waterloo (Belgium)"
^better?

both the title and the explaination of Artillery have either too much or too little spacing between certain letters
v.Blücher or V.Blücher (consistancy issue)

L01 filling seems a bit odd, offcourse if that is the best way to fill it up, I am fine with it

Reille territories are numbered rather ackward, I suggest switched R04 with R03 (+ note the sticking of the 0 to the R on R01/R02/R05)

Change N04 with N05 to stay consistant with numbering from left to right

Space P03, P07 and P10 territory name more to the middle

A01: switch territory name and "army circle"
Space A02 stuff a bot better out
A03/A04 territory name can be moved slighty to the left for better spaceness usage
A05 Infantry marker to the left aswell

Move territory tag of A04/Z05/Z06 to the left for better spacing

your legend is nice, perhaps make the marker for "Brussels Road" more like it is on the map (color and lighting)

Lengten the following hedges please (to make sure people aren't surprised as some territory connections aren't excisting)
H01-H02/C01-C06 (so H01 doesn't attack C06)
C06/C02 (I believe a C06-C02 attack route isn't needed anyway)
M07/N02-N01 (because N02 can't attack M07)
D03-D04/L04 (D03 may not touch L04)
U06/D10-P07 (no attack route is needed from U06 to P07)

Adjust the hedges under Z02 so they are eachothers lenght better (left is bit lower then right)

Make the connection between L04 and D05 better (widen L04 and make D01 less wide)

Posted: Fri Dec 21, 2007 8:38 am
by cairnswk
onbekende wrote:teh review!!


onbekende...i always appreciate your reviews, but why u wait until this is in Final Forge....can't you gove this top me before it reach Final Forge -> make me not so happy. :(

Posted: Fri Dec 21, 2007 11:20 am
by onbekende
cairnswk wrote:
onbekende wrote:teh review!!


onbekende...i always appreciate your reviews, but why u wait until this is in Final Forge....can't you gove this top me before it reach Final Forge -> make me not so happy. :(
vecause evil exams had me pre-occupied

Posted: Fri Dec 21, 2007 3:44 pm
by cairnswk
onbekende wrote:teh review!!

Code: Select all

Bonus   Continent
7       Imp. Guard  good enough
9       D'erlon     10 is very good to
6       Lobau       Perhaps a 6, because taken this continent can be used to keep control of the lower ones
6       Reille      7 is good, its strategic placement and value will make it worth the battle's
6       Ney         alot of horse's, debetable bonus, 6 is good
6       Uxbridge    also horse's, debetable
8       Clinton     agreed
10      Picton      sure
7       Alton       perhaps even an 8!
2       Chässe      more would be laughter
9       v.Blücher   possible strategic continent, same as Reille, even more as it has no Artillery!
6       Ziethen     bit smaller then v.Blücher, 5 thou still more then good


one or two of these i changed...


"On 18 Hune 1815, France's Napoleon Bonaparte and his Imperial Guard were challanged to a final battle against the Seventh Cialition of British, Dutch and Prussian army's led by the Duke of Wellington, south of Waterloo (Belgium)"
^better?

mine is better, i don't like using brackets around Belgium, and would prefer to keep the consistency of Allies instead of armies so that it ties in with the legend.

both the title and the explaination of Artillery have either too much or too little spacing between certain letters
v.Blücher or V.Blücher (consistancy issue)

This is something that has to be handled in the final two versions...as yet I am still upsizing this map.


L01 filling seems a bit odd, offcourse if that is the best way to fill it up, I am fine with it

fixed


Reille territories are numbered rather ackward, I suggest switched R04 with R03 (+ note the sticking of the 0 to the R on R01/R02/R05)

Fixed


Change N04 with N05 to stay consistant with numbering from left to right

Fixed


Space P03, P07 and P10 territory name more to the middle

A01: switch territory name and "army circle"
Space A02 stuff a bot better out
A03/A04 territory name can be moved slighty to the left for better spaceness usage
A05 Infantry marker to the left aswell

Fixed

Move territory tag of A04/Z05/Z06 to the left for better spacing

Fixed

your legend is nice, perhaps make the marker for "Brussels Road" more like it is on the map (color and lighting)

There is a slightly different appearance of the Brussels Road as in the map it takes on some of the shadows from the tert bevels. However, it is clearly labelled.

Lengten the following hedges please (to make sure people aren't surprised as some territory connections aren't excisting)
H01-H02/C01-C06 (so H01 doesn't attack C06)
C06/C02 (I believe a C06-C02 attack route isn't needed anyway)
M07/N02-N01 (because N02 can't attack M07)
D03-D04/L04 (D03 may not touch L04)
U06/D10-P07 (no attack route is needed from U06 to P07)

Adjust the hedges under Z02 so they are eachothers lenght better (left is bit lower then right)

Make the connection between L04 and D05 better (widen L04 and make D01 less wide)

Fixed.

Thanks onbekende :)

Version 27 encompasses all those changes above.

Image

Image

Posted: Fri Dec 21, 2007 3:49 pm
by yeti_c
V minor - ignore if you want too...

The Infantry are facing the same way - I guess for consistency you should flip the red infantry over...

But as it's 2 pixels for each one - don't bother if you don't want too?!

C.

Posted: Fri Dec 21, 2007 4:09 pm
by cairnswk
yeti_c wrote:V minor - ignore if you want too...

The Infantry are facing the same way - I guess for consistency you should flip the red infantry over...

But as it's 2 pixels for each one - don't bother if you don't want too?!

C.


Done Yeti_C in Version 27 below....please refresh to C changes

Image

Image

Posted: Fri Dec 21, 2007 4:10 pm
by yeti_c
Cool - don't forget the legend!?

C.

Posted: Fri Dec 21, 2007 4:20 pm
by cairnswk
yeti_c wrote:Cool - don't forget the legend!?

C.


Bugger i forgot!

Posted: Fri Dec 21, 2007 4:25 pm
by onbekende
U04's territory shade is a square and thus shows up in the top of P05

Posted: Fri Dec 21, 2007 4:26 pm
by yeti_c
onbekende wrote:U04's territory shade is a square and thus shows up in the top of P05


Great spot!!!

C.

Posted: Fri Dec 21, 2007 4:45 pm
by cairnswk
onbekende wrote:U04's territory shade is a square and thus shows up in the top of P05


Yes Good spot....thanks....fixed in version 27...please F5 :)

Posted: Sat Dec 22, 2007 5:25 am
by onbekende
/me has hawkeyes

Posted: Sat Dec 22, 2007 5:51 pm
by lanyards
How about moving the Duke of Wellington's picture in the square over a little bit so it is in the center of the square?

--lanyards

Posted: Sat Dec 22, 2007 6:35 pm
by Night Strike
Why do the commander flags point in opposite directions (to the outsides of the map)??

Posted: Sat Dec 22, 2007 10:54 pm
by cairnswk
Night Strike wrote:Why do the commander flags point in opposite directions (to the outsides of the map)??


The answer is back a couple of pages in the thread...please read what has been done.

Posted: Sun Dec 23, 2007 4:19 pm
by cairnswk
lanyards wrote:How about moving the Duke of Wellington's picture in the square over a little bit so it is in the center of the square?

--lanyards


Fixed lanyards....in version 27 above. Please refresh F5

Posted: Tue Dec 25, 2007 10:39 pm
by cairnswk
is everything done here on this map...so i can split it is two???

Posted: Wed Dec 26, 2007 4:09 am
by onbekende
I can't see anything else


splitting in 2? painfull?

Posted: Wed Dec 26, 2007 11:28 am
by Blitzaholic
I would vote for B, but see no poll