The Temple of Jinn [03/02/2014] V9m pg 15

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isaiah40
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Re: The Temple of Jinn [02/10/2013] V9c pg 8

Post by isaiah40 »

I really don't see anything glaring, so maybe someone else may.
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Blakkrose
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Re: The Temple of Jinn [02/10/2013] V9c pg 8

Post by Blakkrose »

isaiah40 wrote:I really don't see anything glaring, so maybe someone else may.

This is positive or negative? :?
isaiah40
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Re: The Temple of Jinn [02/10/2013] V9c pg 8

Post by isaiah40 »

Blakkrose wrote:
isaiah40 wrote:I really don't see anything glaring, so maybe someone else may.

This is positive or negative? :?

This is positive on my part! :D
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Blakkrose
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Re: The Temple of Jinn [02/10/2013] V9c pg 8

Post by Blakkrose »

isaiah40 wrote:
Blakkrose wrote:
isaiah40 wrote:I really don't see anything glaring, so maybe someone else may.

This is positive or negative? :?

This is positive on my part! :D

Very well.
I was beginning to think badly ... :shock:
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cairnswk
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Re: The Temple of Jinn [02/10/2013] V9c pg 8

Post by cairnswk »

isaiah40 wrote:I really don't see anything glaring, so maybe someone else may.

Blakkrose, my eyes, aged as they are, have a couple of issues on the small...
1. the legend names with white around them are blurry...the letters seem to roll into each other instead of being distinct...perhaps the same white as is around Doo and Efreet?
2. i think the map overall would benefit from a reduction in the texture of the "tiles" (not the borders)...this would more highlight the texts, and icons, and make the "playing field" less confusing to look at....i don't think a redcution in this would disvatnage the style of the map any either.
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Blakkrose
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Re: The Temple of Jinn [07/10/2013] V9c pg 9

Post by Blakkrose »

cairnswk wrote:
isaiah40 wrote:I really don't see anything glaring, so maybe someone else may.

Blakkrose, my eyes, aged as they are, have a couple of issues on the small...
1. the legend names with white around them are blurry...the letters seem to roll into each other instead of being distinct...perhaps the same white as is around Doo and Efreet?
2. i think the map overall would benefit from a reduction in the texture of the "tiles" (not the borders)...this would more highlight the texts, and icons, and make the "playing field" less confusing to look at....i don't think a redcution in this would disvatnage the style of the map any either.


I created a full palette of colors and I converted with filters for color-blind vision.
So I found another color that stands out enough from the others both in normal vision and in the color-blind.
I used this color instead of black edged with white.
I then removed the retouching to the brightness that I use when I work from home pc (I had forgotten activated).
I then lowered brightness and saturation level of the "maze".

This can be good as well?
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9d.jpg[/bigimg]
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9d_Protanope.jpg[/bigimg]
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9d_Deuteranope.jpg[/bigimg]
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9d_Tritanope.jpg[/bigimg]
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cairnswk
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Re: The Temple of Jinn [07/10/2013] V9d pg 9

Post by cairnswk »

OK.
See how you have Eg10, Fg10, Ag10...
that's the sort of treatment i was talking about for top of the tiles.
As i said, it will make the icons etc stand out more. :)
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Blakkrose
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Re: The Temple of Jinn [07/10/2013] V9e pg 9

Post by Blakkrose »

cairnswk wrote:OK.
See how you have Eg10, Fg10, Ag10...
that's the sort of treatment i was talking about for top of the tiles.
As i said, it will make the icons etc stand out more. :)


I applied the effect of the labels you mentioned at the level of the "maze" but the result was not, in my opinion, to highlights icons etc.

Tell me what else can I do
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9e.jpg[/bigimg]
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Blakkrose
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Re: The Temple of Jinn [07/10/2013] V9e pg 9

Post by Blakkrose »

I created a new layer with a feathered edge according to the global background.
Now the Labyrinth stands out a bit better.
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9f.jpg[/bigimg]
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dolomite13
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Re: The Temple of Jinn [07/10/2013] V9e pg 9

Post by dolomite13 »

The feathered edge certainly helps. Have you tried a drop shadow? it might make it look like its floating above the background.

Great Job, I haven't check in on this for some time and I like what I see.

=D13=
Where Have I Been? ... Testing a prototype board game that I co-designed called Alien Overrun!
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Blakkrose
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Re: The Temple of Jinn [09/10/2013] V9f pg 10

Post by Blakkrose »

Today I followed a different path:
I gave him back to the saturation labyrinth level and I lowered the background.
It seems to me that the situation should be much better. :D
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9g.jpg[/bigimg]
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by Blakkrose »

Ok, this is the official, complete version 9g.

This is the Large version (840x800)
show


This is the Small version (630x600)
show


These are the 3 color blind tests
show


This is the version with all the neutral troops in the territories
show
Last edited by Blakkrose on Tue Oct 15, 2013 10:27 am, edited 3 times in total.
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dolomite13
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by dolomite13 »

I am loving how this is looking. How does it look with 88's and 888's on it?

=D13=
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RedBaron0
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by RedBaron0 »

dolomite13 wrote:I am loving how this is looking. How does it look with 88's and 888's on it?

=D13=


ditto this
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Blakkrose
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by Blakkrose »

RedBaron0 wrote:
dolomite13 wrote:I am loving how this is looking. How does it look with 88's and 888's on it?

=D13=


ditto this

Here's the test:
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9g_Test88.jpg[/bigimg]
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9g_Test888.jpg[/bigimg]
isaiah40
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by isaiah40 »

Blakkrose, please do the 888 test on both small and large and post here and in the OP. Also please make sure all you Color Blind test, 888 tests and the current large and small are in the OP as well.
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by RedBaron0 »

and please remember that the game engine always centers on the first 2 digits/characters with the remaining digits trailing off to the right.
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Blakkrose
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by Blakkrose »

isaiah40 wrote:Blakkrose, please do the 888 test on both small and large and post here and in the OP. Also please make sure all you Color Blind test, 888 tests and the current large and small are in the OP as well.

Here are the required tests:
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9g_Test88_Small.jpg[/bigimg]
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9g_Test888_Small.jpg[/bigimg][/quote]
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Blakkrose
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by Blakkrose »

RedBaron0 wrote:and please remember that the game engine always centers on the first 2 digits/characters with the remaining digits trailing off to the right.

Here is the 888 test centered on the first 2 digits/characters:
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9g_Test888b.jpg[/bigimg]
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iancanton
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by iancanton »

swap wg09 with wg22? i'm expecting wg22 to be in the bottom right, not the top left.

this is looking better than most of our quenched maps now.

ian. :)
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Blakkrose
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Re: The Temple of Jinn [14/10/2013] V9g pg 10

Post by Blakkrose »

iancanton wrote:swap wg09 with wg22? i'm expecting wg22 to be in the bottom right, not the top left.

this is looking better than most of our quenched maps now.

ian. :)


This is version 9h with all the gems territories reordered.

Map Image Large version (840x400):
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9h.jpg[/bigimg]

Map Image Small version (630x600):
[bigimg]http://www.blakkrose.altervista.org/The_Temple_of_Jinn/The_Temple_of_Jinn_9h_Small.jpg[/bigimg]

These are the 3 color blind tests
show


This is the version with all the neutral troops in the territories (840x800)
show


This is the 88 test - Large version (840x800)
show


This is the 88 test - Small version (630x600)
show


This is the 888 test - Large version (840x800)
show


This is the 888 test - Small version (630x600)
show
isaiah40
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Re: The Temple of Jinn [21/10/2013] V9h pg 10

Post by isaiah40 »

Let's get this stickied! Anyone have any other concerns, ideas, suggestions?? If not we'll get this stamped in approximately 2 - 3 days.
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DearCyrus
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Re: The Temple of Jinn [21/10/2013] V9h pg 10

Post by DearCyrus »

Looks good to me!
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Blakkrose
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Re: The Temple of Jinn [21/10/2013] V9h pg 10

Post by Blakkrose »

isaiah40 wrote:Let's get this stickied! Anyone have any other concerns, ideas, suggestions?? If not we'll get this stamped in approximately 2 - 3 days.

Very good!
This morning I started programming the XML file.
I hope that there are no significant changes to the map.

While reviewing the territories one by one to write the boundaries, I realized that:
Air Crystal borders with Ac1 and Ac2,
Ac1 borders with Crystal Air and Ac3,
Ac3 borders with Air Crystal, Ac1 and Ac2.
The map is clear or should I change the borders?

Wg20 border with 5 territories.
It's OK or i have to change the borders by reducing the number of bordering territories?
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Blakkrose
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Re: The Temple of Jinn [21/10/2013] V9h pg 10

Post by Blakkrose »

Finally I did it. I created the basic structure of the XML file.
it was a big job: to declare the territories with the tags for the name, the cooridnate and the borders I wrote about 1750 lines of code!
Still missing the rest ... :?
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