Re: Thyseneal: V 3.6 ::REVAMP::
Moderator: Cartographers
Forum rules
Please read the Community Guidelines before posting.
Please read the Community Guidelines before posting.
Re: Re: Thyseneal: V 3.3 with XML v1.1
Well, it's traditional for the mapmaker to set up a beta game with the rest of his team and those who contribute to the topic, so, sure, I'm in when the time comes.
Re: Thyseneal: V 3.1
The Bison King wrote:
There, I didn't adjust anything, just to show you what it would like like now, so you could see what needs space or not.
Those numbers are pretty difficult to make out - I wonder if you could do with some kind of army circle/smudge underneath them? Having the numbers on top of the castles makes those graphics a bit pointless, and makes the numbers harder to read.
Where possible, I also think you need to redraw borders to keep the number fully within the required territory. It's a fictional land, right, so there's no need to be constrained by anything!

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Re: Thyseneal: V 3.3 with XML v1.1
Oh, and I think this is one of the best maps (graphically) in the foundry right now. I love the style 

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.4 with XML v1.1
[bigimg]http://i26.tinypic.com/34461vn.jpg[/bigimg]
[bigimg]http://i27.tinypic.com/4l0ck7.jpg[/bigimg]
Ok Ender I made my changes.
Thanks.

Here's a better more natural view of what a standard game would look like. (except it got enlarged some how??). I really don't want to use Army circles. I think that they are ugly and aren't necessary for this map.
The only territory I see right now that would benefit from this is Azuran, and again I don't find this to be necessary.
[bigimg]http://i27.tinypic.com/4l0ck7.jpg[/bigimg]
Ok Ender I made my changes.
Oh, and I think this is one of the best maps (graphically) in the foundry right now. I love the style
Thanks.

Here's a better more natural view of what a standard game would look like. (except it got enlarged some how??). I really don't want to use Army circles. I think that they are ugly and aren't necessary for this map.
Where possible, I also think you need to redraw borders to keep the number fully within the required territory. It's a fictional land, right, so there's no need to be constrained by anything!
The only territory I see right now that would benefit from this is Azuran, and again I don't find this to be necessary.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.4 with XML v1.1
I wrote a song for when this gets released into beta.
Re: Thyseneal: V 3.4 with XML v1.1
The Bison King wrote:Where possible, I also think you need to redraw borders to keep the number fully within the required territory. It's a fictional land, right, so there's no need to be constrained by anything!
The only territory I see right now that would benefit from this is Azuran, and again I don't find this to be necessary.
Narula's pretty bad... you should definitely make two-digit numbers wholly fit within territory boundaries. If you don't do it, then the map's unlikely to move anywhere fast....

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Re: Thyseneal: V 3.4 with XML v1.1
I'm not at all versed in the XML requirements lol. I see both MrBeen's and your point BisonKing but I do agree with MrBeen on Narula being pretty off.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.4 with XML v1.1
I can stretch some borders like Narula and Azuran.
Re: Re: Thyseneal: V 3.4 with XML v1.1
Well, if you are going to adjust borders (and I agree with the recent posts, and humbly suggest that they ARE necessary), go ahead and do it now. I am still busy in real life, and may not get to the XML update for another 36 to 48 hours.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.1
[bigimg]http://i27.tinypic.com/2v8n94w.jpg[/bigimg]
[bigimg]http://i29.tinypic.com/2yoohzc.jpg[/bigimg]
There ya' go, Azuran, and Narula's borders have been expanded. I also adjusted the border of Alus.
[bigimg]http://i29.tinypic.com/2yoohzc.jpg[/bigimg]
There ya' go, Azuran, and Narula's borders have been expanded. I also adjusted the border of Alus.
Re: Re: Thyseneal: V 3.5 with XML v1.1
I'd also suggest that Tyross and Roll. be enlarged to accomodate the army numbers...

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.1
I'd also suggest that Tyross and Roll. be enlarged to accomodate the army numbers...
I wonder if the army numbers on the Islands should just be moved off to the side?
Re: Re: Thyseneal: V 3.5 with XML v1.1
That would help Tyross and wouldn't hurt Cratica. I would move them both to the right. Caspiar and Dalmus are okay as is, I think. Shall I do this along with those other XML changes we have planned? I might get to those today.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.1
Shall I do this along with those other XML changes we have planned? I might get to those today.
Yeah please do. That'd be awesome if you could. I'll enlarge Rolloland a little right now. I wont call it a new version I'll just update it as v3.5.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.1
[bigimg]http://i25.tinypic.com/wkjxc0.jpg[/bigimg]
Bam!
By the way you might as well move the counter off Caspiar any way, just to keep things uniform.
Bam!
By the way you might as well move the counter off Caspiar any way, just to keep things uniform.
Re: Thyseneal: V 3.5 with XML v1.1
Okey-dokey, here is version 1.2 of the XML, with the Lyalia bonus at +3, Rolloland and Dalmus starting with 3 neutrals each, and a number of coordinate changes on both sizes of map. I only moved the numbers off the islands on the small map, and I am not sure your suggestion for Caspiar works very well this way. Perhaps if the label were moved northwest to the tip of the island, the troop counter could go below that, just as it is below the label of the other two "wet" islands. I also left Dalmus alone.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.1
Looks great Ender! fantastic work.
What about putting the troop counter just above where the word Caspiar is now. That's sort of where I saw it going.
I am not sure your suggestion for Caspiar works very well this way. Perhaps if the label were moved northwest to the tip of the island, the troop counter could go below that
What about putting the troop counter just above where the word Caspiar is now. That's sort of where I saw it going.
Re: Re: Thyseneal: V 3.5 with XML v1.2
Well, I could, but I thought it would be more consistent if they all had the label above the number. Your call.
Also, if you are pretty much happy with the borders and positions, you should post maps with no numbers so one of us can generate and post test images from the Mapmaker Tool.
Also, if you are pretty much happy with the borders and positions, you should post maps with no numbers so one of us can generate and post test images from the Mapmaker Tool.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.2
Well, I could, but I thought it would be more consistent if they all had the label above the number. Your call.
I don't have a problem with it sitting on top of the name, that's what I would go with. There's more room on the left anyway. You could move it over there then just switch the position of the text to be over the counter. But I think it'll be fine sitting on top.
Also, if you are pretty much happy with the borders and positions, you should post maps with no numbers so one of us can generate and post test images from the Mapmaker Tool.
Yeah the Main page has cleans of both the small and large.
Re: Thyseneal: V 3.5 with XML v1.2
Okay, I have moved Caspiar's troop counter on the small map.
Sorry, I don't have time just now to do the test images. I'll get to it eventually if you don't.
Sorry, I don't have time just now to do the test images. I'll get to it eventually if you don't.
- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.3
Thanks good work as always.
- RedBaron0
- Posts: 2657
- Joined: Sun Aug 19, 2007 12:59 pm
- Gender: Male
- Location: Pennsylvania
- Contact:
Re: Re: Thyseneal: V 3.5 with XML v1.3
Ok kids, lets hear the last of any and all concerns before we kick this one off to the Forge.


- The Bison King
- Posts: 1957
- Joined: Thu Aug 27, 2009 5:06 pm
- Location: the Mid-Westeros
Re: Thyseneal: V 3.5 with XML v1.3
*let's out a huge breathe of relief* I really hate to quote Phil Collins when I say "I've been waiting for the moment, all my life"
But seriously I'm pumped to be in the forge, and ready to do what ever it is that must be done to put this into beta... which is what exactly?
But seriously I'm pumped to be in the forge, and ready to do what ever it is that must be done to put this into beta... which is what exactly?


