Spaceness Map(v0.9 BETA, page 15) [vacation]
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- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan
Looking good.
Alas, I think you need to change the army circles/shadows slightly (at least for areas with really dark or really light backgrounds). The player army colors themselves look fine. It's the neutrals that don't distinguish themselves enough - especially on Ness1 and Ness4 (Ness0 is a little off too). I think it's too much gray in the shadow itself. Even when they were on Erch and Droonk'n - the grays weren't great.
I really like how you handled the Halo bonus in the legend on the small map - don't forget to update the large one in the same manner.
Is there anyone else out there with a comment on the colors? Rebelman?
Alas, I think you need to change the army circles/shadows slightly (at least for areas with really dark or really light backgrounds). The player army colors themselves look fine. It's the neutrals that don't distinguish themselves enough - especially on Ness1 and Ness4 (Ness0 is a little off too). I think it's too much gray in the shadow itself. Even when they were on Erch and Droonk'n - the grays weren't great.
I really like how you handled the Halo bonus in the legend on the small map - don't forget to update the large one in the same manner.
Is there anyone else out there with a comment on the colors? Rebelman?
- rebelman
- Posts: 2968
- Joined: Thu Aug 02, 2007 5:24 pm
- Gender: Male
- Location: People's Republic of Cork
- Contact:
Aerial Attack wrote:
Is there anyone else out there with a comment on the colors? Rebelman?
you called ???
ok first off great map - looks very impressive so far (i havent read the thread but my first impressions are very positive)
now on the colors:
pink army numbers are hard to make out on willey (unfortunate name choice) i suspect the same would be true in Klahm
neutral is hard to make out on nesso
i would also suggest darkening most/all the text in the legend so it stands out from the background more
on a different point i would change the target symbols either to a different color or a different style as these will confuse noobs in assassin games. (never underestimite how dopey players can be)
Don't now why people on here don't like being cooks, remember under siege: A former SEAL, now cook, is the only person who can stop a gang of terrorists when they sieze control of a US Navy battleship.
- yamahafazer
- Posts: 211
- Joined: Fri Aug 24, 2007 9:56 am
Looking VERY nice... just one or two things though:
1. I agre with Aerial Attack... the way that Halo and the rings are explaned is much better now... however if you do it like this it will be a bit easyer to see:
Halo
______+3, +2 With Rings
___.______+1 Rings Alone
just alineing the two bitts to do with the rings above and below one another... If others don't think this is a good idea I don't mind if it stays how it is.
2. I see what rebelman is saying about the target symbols... some peaple are REALY dum.
3. I can't coment on the colours as I am slightly colour blind and play with the colour blind setting on so wether the colours are easy to see or not dosen't afect me at all.
All in all... VERY nice.
P.S. the lines and stuff on the bones thing I did is cos this site takes out all your spaces... ggggrrrrrrrrrrrrr
1. I agre with Aerial Attack... the way that Halo and the rings are explaned is much better now... however if you do it like this it will be a bit easyer to see:
Halo
______+3, +2 With Rings
___.______+1 Rings Alone
just alineing the two bitts to do with the rings above and below one another... If others don't think this is a good idea I don't mind if it stays how it is.
2. I see what rebelman is saying about the target symbols... some peaple are REALY dum.
3. I can't coment on the colours as I am slightly colour blind and play with the colour blind setting on so wether the colours are easy to see or not dosen't afect me at all.
All in all... VERY nice.
P.S. the lines and stuff on the bones thing I did is cos this site takes out all your spaces... ggggrrrrrrrrrrrrr
Ok, I made the army circles twice as opaque, all the number should be easier to see. I fixed the text for the halo/halo ring bonus. I don't think the target symbols need to be changed, it says in the legend what they are and you'd have to actually be blind to not understand what they're for, in which case they won't throw you off anyway. (I'm assuming that no one who is illiterate is using this site because there's simply too much you have to read in order to be able to play).


- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan
Unit_2 - you need to be clearer about what's tough to read. Do you mean the terr names? The legend? Something else?
That aside, I have to agree - some of the terr names lost sharpness/clarity when shrunk down. The terr name fonts are a bit fuzzy (look at Iota, Ness2, Eef, Pi, and Phree just to name a few) on the small map.
In addition, you need to move/enhance the following terr labels:
Pi (totally indistinguishable on the small map - not horrible, but not great on the large map).
Eef, Satt, and Skwinnt - will get covered by 3 digit armies (map test has centering for 2 digits, but Foundry regs state that 3 digits may not cover names/bonuses/certain boundaries).
The increase in opacity has made it tougher to read the complete terr names of: Tow, Chrax, Glayr, Frazz, and Erch - special note for ShinZon and Mast, those you can't really move much. You'll may need to move for clarity.
Please include 3-digit armies in the redo of the small map (remember it has the same centering as 2-digit armies, the 3rd digit is just appended to the right)
The large map looks really good. I think the opacity did the trick. Need more feedback from those with vision problems.
That aside, I have to agree - some of the terr names lost sharpness/clarity when shrunk down. The terr name fonts are a bit fuzzy (look at Iota, Ness2, Eef, Pi, and Phree just to name a few) on the small map.
In addition, you need to move/enhance the following terr labels:
Pi (totally indistinguishable on the small map - not horrible, but not great on the large map).
Eef, Satt, and Skwinnt - will get covered by 3 digit armies (map test has centering for 2 digits, but Foundry regs state that 3 digits may not cover names/bonuses/certain boundaries).
The increase in opacity has made it tougher to read the complete terr names of: Tow, Chrax, Glayr, Frazz, and Erch - special note for ShinZon and Mast, those you can't really move much. You'll may need to move for clarity.
Please include 3-digit armies in the redo of the small map (remember it has the same centering as 2-digit armies, the 3rd digit is just appended to the right)
The large map looks really good. I think the opacity did the trick. Need more feedback from those with vision problems.
- yamahafazer
- Posts: 211
- Joined: Fri Aug 24, 2007 9:56 am
- Eigidansei
- Posts: 294
- Joined: Mon Oct 08, 2007 9:30 pm
- Location: at my computer
Small map now has triple numbers (If they fit there they'll fit the big map)
I move PI to a more readable location, and made the small map's text clearer.
If you think it needs more territories... Make your own version that has more, I'm not completely restarting a perfectly fine map because of your preferences

I move PI to a more readable location, and made the small map's text clearer.
If you think it needs more territories... Make your own version that has more, I'm not completely restarting a perfectly fine map because of your preferences

- Blitzaholic
- Posts: 23050
- Joined: Wed Aug 09, 2006 11:57 pm
- Location: Apocalyptic Area
bloknayrb wrote:Small map now has triple numbers (If they fit there they'll fit the big map)
I move PI to a more readable location, and made the small map's text clearer.
If you think it needs more territories... Make your own version that has more, I'm not completely restarting a perfectly fine map because of your preferences
I like it, we now have 3 space maps if this goes thru, can one of you consider an underwater world map? or atlantis? mysteries of the sea of deep , tunnels? etc.

- Aerial Attack
- Posts: 1132
- Joined: Mon Jun 04, 2007 7:59 pm
- Location: Generation One: The Clan
Excellent update. I think I'm about all done - with these [possible] exceptions:
S1) The planet Prax just looks way too crowded with 3-digit armies. Can you do the following:
a) move Chrax army circle [and label] 3 pixels left
b) move Prax planet [and label] 2 pixels left
c) move Phlaks army circle [and label] 2 pixels left and 1 pixel down
d) move Krax army circle 1 pixel left
S2) There really isn't any space to do it, but maybe do something with Frazz
a) move Frazz label left 1 pixel and up 2 pixels [adjust attack line from Ness3 accordingly]
b) move Frazz army circle left 1 pixel [maybe up 1 pixel?]
c) move Mast army circle [and label] right 1 pixel - might have to resharpen label as the middle currently overlaps the border and the move might make the left side of M overlap
SL3) The Skwint attack line is the only one that seems not sure if it ends at the army circle, planet surface, or terr name. I think it would look better if it went to the top middle of the label.
You could say that Pi's attack lines are similarly lost. But, with the army circle and terr label locations - it feels like they fit.
L4) I really like the way you sharpened up the terr names on the small map. I'm torn as to whether you should do the same for the large map [might just make the labels too bright/stand out].
NOTE: S means small map and L means large map
-- Aerial Attack
S1) The planet Prax just looks way too crowded with 3-digit armies. Can you do the following:
a) move Chrax army circle [and label] 3 pixels left
b) move Prax planet [and label] 2 pixels left
c) move Phlaks army circle [and label] 2 pixels left and 1 pixel down
d) move Krax army circle 1 pixel left
S2) There really isn't any space to do it, but maybe do something with Frazz
a) move Frazz label left 1 pixel and up 2 pixels [adjust attack line from Ness3 accordingly]
b) move Frazz army circle left 1 pixel [maybe up 1 pixel?]
c) move Mast army circle [and label] right 1 pixel - might have to resharpen label as the middle currently overlaps the border and the move might make the left side of M overlap
SL3) The Skwint attack line is the only one that seems not sure if it ends at the army circle, planet surface, or terr name. I think it would look better if it went to the top middle of the label.
You could say that Pi's attack lines are similarly lost. But, with the army circle and terr label locations - it feels like they fit.
L4) I really like the way you sharpened up the terr names on the small map. I'm torn as to whether you should do the same for the large map [might just make the labels too bright/stand out].
NOTE: S means small map and L means large map
-- Aerial Attack
yeti_c wrote:I dislike the "Ness" name of the space thingies...
Is there a nicer name for them?!
C.
Ok, here's the story behind the naming of the map and those space thingies:
One day I was bored, so I drew a random shape with my tablet:
Now, understandably, I couldn't think of a name for this random crap, so I called it "Shapeness". When I started making the map, I couldn't think of a name for it... Until I decided to use the shapenesses as spaceships in the picture, at which point I named the map "Spaceness." So the shapenesses are in the spaceness.
Inane?
Yes.
Retarded, even?
Maybe.
Can you think of a better name?
Nitpicking is supposed to be done in Final Forge, I'll go ask Andy.
Before we move this could you add some information to your first post as per here:
You have most of these already I'd just like to see these two things:
Before we move this could you add some information to your first post as per here:
c. the map (or the post) must also include a few basic things for easy reference such as: number of countries currently on the map, the number of continents, descriptions of any unique features or areas, and the title of the map must indicate the page with the latest development of production (I.E. ‘Update – Pg 3, and please, no use of [brackets]: use (parentheses), --dashes--, or “quotes”).
You have most of these already I'd just like to see these two things:
- # of Territories (in first post)
Special Play Features (in first post)
- Ninjastar13
- Posts: 24
- Joined: Tue Oct 16, 2007 9:29 am
Apparently, my word isn't very good. That's disappointing. Andy will get to this when he's ready. I can't give you more than that, but this isn't dieing, everyone is satisfied so they don't have anything to add. It happens. There are lots of maps that need help.bloknayrb wrote:Come on people, don't let this die...
This should be a good sign for you. I'm glad you posted again, but I wish the content was different. "Why the hell are you morons taking so long to Final Forge me!?" would have been better.
Coleman wrote:Apparently, my word isn't very good. That's disappointing. Andy will get to this when he's ready. I can't give you more than that, but this isn't dieing, everyone is satisfied so they don't have anything to add. It happens. There are lots of maps that need help.bloknayrb wrote:Come on people, don't let this die...
This should be a good sign for you. I'm glad you posted again, but I wish the content was different. "Why the hell are you morons taking so long to Final Forge me!?" would have been better.
Actually, the comment was directed at those who might comment on the map. I guess no one will, so
WTF is taking so goddamn long goddammit? FF this NOW!
(I wasn't doubting you)[/i]






