Page 7 of 13

Re: Flanders 1302V13 [D][Gp] AWAITING GRAPHIC STAMP 02/07/2010

Posted: Sun Feb 07, 2010 10:54 am
by DubWarrior
just saw Roeselaere should go a bit to the left :idea:

Re: Flanders 1302V13 [D][Gp] AWAITING GRAPHIC STAMP 02/07/2010

Posted: Sun Feb 07, 2010 11:03 am
by natty dread
Well, IMO the text is looking much better than before.

Re: Flanders 1302V13 [D][Gp] AWAITING GRAPHIC STAMP 02/07/2010

Posted: Sat Feb 13, 2010 5:58 pm
by thenobodies80
DubWarrior wrote:just saw Roeselaere should go a bit to the left :idea:


Agree. You should move also Aalst to the left.
And maybe move up Sint Amands and Valencijn not to have them touching the frame
There are some borders that can be refined....see the spoiler ;)

Nobodies

show

Re: Flanders 1302V13 [D][Gp] AWAITING GRAPHIC STAMP 02/07/2010

Posted: Tue Feb 16, 2010 12:50 pm
by DubWarrior
Hi all, back with an update for the small and large map. Adjusted some border and position of the text.
for those who notice, I also found another setting in my programs to drop the pixelation around the text (something to do with the settings of the resolution for effects and transparency.)

Image

Image

Re: Flanders 1302V13.1 [D][Gp] 02/16/2010

Posted: Tue Feb 16, 2010 10:48 pm
by Industrial Helix
I'm gonna nitpick but its only because I figure that if I beat the mods to it then it won't be a problem when they visit for the month.

Text could use some nudges...
Small Map:
Amands hits the border... could yuou move it a px to the left.
Move Bethune a tad up so it doesn't hit the borders.
Move Sint Omars up a notch to get it off the border.
Broekburg left a bit.
Roeselare to the upper left.
Groeninge... there's nothing you can do really...
Bergen to the left.
Zierikzee could be moved to the left some.

Your legend overlaps too much. See Rijks Vlanderen and Henegouwen

On the info box, I'd like to see the top line extend past the wavy banner with your name.

Large Map:
Ath a little to the left
Valencijin a tad up
Zierikzee a tad to the left.
Same about the info box extending to the right.

That's about all I see. Beautiful map though. Hope to see it in the FF soon.

Have you got an image with the numbers on it yet? If not, that might be advisable to get out before too long.

Re: Flanders 1302V13.1 [D][Gp] 02/16/2010

Posted: Wed Feb 17, 2010 7:39 am
by DubWarrior
thanks, finally some complete stuff to work on...I don't get it with those numbers...I did some XML with the XML wizard i found here in the forum, and took some screenshots (see page 8, in the middle).
but is that the right way to show it, with a screenshot? isn't there a way to link your xml with your map and post it here (like posting the result of your wizard in a post?) get it? sorry for the english, I don't know anything of this xml 8-[

cheers!

Re: Flanders 1302V13.1 [D][Gp] 02/16/2010

Posted: Wed Feb 17, 2010 8:02 am
by Industrial Helix
That's usually how I do it. For the graphics stage I throw up an image where the actual psd files has a group of layers that are the triple digits. But when its close to xml time, I just take a screenshot of the test to show where the numbers actually will be.

Re: Flanders 1302V13.1 [D][Gp] 02/16/2010

Posted: Thu Feb 18, 2010 4:54 am
by DubWarrior
Owkay industrial, back with your updates. mind the changes in the right corner. I wasn't sure about your suggestion. I tried to extend the first line of the text over the banner but that didn't work well (legibility), i tried a different color, a glow etc...finally i cut of some pixels of the banner. I also changed your other suggestions.
cheers! (I don't have time right now to do the screenshots of the xml, sorry)


Image

Image

Re: Flanders 1302V13.2 [D][Gp] 02/18/2010

Posted: Thu Feb 18, 2010 5:15 pm
by Industrial Helix
Not exactly what I was thinking regarding your banner, but it works anyway so no need to change it any further.

Looking at it now, I think the text on the small map ought to be increased in size... just as much as the square area allows for it. So maybe up a point or two.

Other than that... I think its good. I'd like to see an image with numbers so it can be determined whether or not this thing needs dots... though i suspect its likely that it doesn't.

Re: Flanders 1302V13.2 [D][Gp] 02/18/2010

Posted: Mon Feb 22, 2010 11:53 pm
by RedBaron0
Sounds good there IH, I'd also suggest redrawing the border between Antwerpen and Middleburg so the border goes around each of the names , especially on the small map, almost the entire border is lost under the names. The Aalst shield has just a slight line in it on the left on the small map. One last thing to try is your signature, the "by" part is kinda redundant; cut that part out and you'll have a little more room for your back story which might look even better.

Re: Flanders 1302V13.3 [D][Gp] 02/23/2010

Posted: Tue Feb 23, 2010 8:07 am
by DubWarrior
back with some little changes. I added the last version of the xml and saved a php-file with the the xml checker tool...tnx thenobodies80!
as you notice, I changed some positions of the cities but didn't changed the position of the digits in the xml...
next thing on the to-do list! sorry for that, but it gives already a first impression...

large:

Image

small:

Image

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Wed Feb 24, 2010 7:33 pm
by Coleman
Once you fix the xml (or change all the art to compensate for the number movement :P ) you should be really close to ready, there isn't anything I see that I think needs changing. Hope to be playing this map soonish.

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Thu Feb 25, 2010 4:08 am
by DubWarrior
Thank you for the enthusiasm. It's always great to hear someone with a higher rank than mine who would like to play on the map :D

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Thu Feb 25, 2010 4:20 am
by natty dread
someone with a higher rank than mine


that's just about everyone, mr. cook :D


(sorry, couldn't resist. being a sergeant I don't often get the chance to tease people about their ranks)

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Thu Feb 25, 2010 8:46 am
by The Neon Peon
I am very glad that this map got finished. There've been quite a lot of really good maps made by non-paying members that left the site. At first I was worried that you would be one of them, but looks like you've gone practically all the way through the process. Congrats.

Let's just hope lack gets faster at uploading finished maps so we can play on this one sooner. =D>

Re: Flanders 1302V13.3 [D][Gp] 02/23/2010

Posted: Mon Mar 01, 2010 6:58 am
by lt_oddball
DubWarrior wrote:
Image


Some terr. names are blocked by the 88 numbers (depends on large or small image):

Roeselaere, Lens,(large) Sint Amands, Bethune, Sint Omaars, (small).

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Sat Mar 06, 2010 3:05 pm
by thenobodies80
I think you should move up a bit Dowaii and Sint Amands names on the large version, like you did with the small one (not touching the frame), it's an easy fix and you have the space to do it. ;)
It's clear that you have to fix some coordinates, but this work must be done in the Final Forge. :)

Image

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Sat Mar 06, 2010 6:43 pm
by Industrial Helix
thenobodies80 wrote:I think you should move up a bit Dowaii and Sint Amands names on the large version, like you did with the small one (not touching the frame), it's an easy fix and you have the space to do it. ;)
It's clear that you have to fix some coordinates, but this work must be done in the Final Forge. :)

Image


=D> About time!

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Sat Mar 06, 2010 7:19 pm
by natty dread
Congrats on the move.

Re: Flanders 1302V13.2 [D][Gp] 02/23/2010

Posted: Sun Mar 07, 2010 6:15 am
by DubWarrior
TNX! this realy makes my day! awesome, thanks all for the interest in the map too :)

Re: Flanders 1302V13.2 [D][Gp][G] 02/23/2010

Posted: Wed Mar 10, 2010 4:45 am
by DubWarrior
Back with another update on the xml and some minor graphic changes. (Beveren was wrong located on the large map, and I forgot a space between Oostervant and +2 in the legend.)
fixed coordinates on the small and large version:

Large:
Image

small:
Image

see first post in the topic for the map without 88-digits.

I was thinking: a +2 bonus for Arras and Brugge, while they are also in a bonusregion; is'nt that bit too heavy and too easy to capture the adjacent bonusregion once you dropped a lot of troops on these cities? even when they start with a neutral +5...
would'nt it be better (correct me if I'm wrong) to change it this way: Brugge and Arras do'nt make part of any bonusregion, but gain an +2 bonus once you captured it from the neutral 5? Just an idea and a bit late to come up with, I know :oops:
it could look like this:

SMALL Alternative

Image
cheers!
Dub

Re: Flanders 1302V13.3 [D][Gp][G] 03/10/2010 - XML

Posted: Tue Mar 16, 2010 6:28 pm
by MrBenn
DubWarrior - this is looking very good.

I'll have a close look over the next couple of days; but I don;t see any major hurdles keeping this back from Beta. I'll review some of those bonuses for you too ;-)

Re: Flanders 1302V13.3 [D][Gp][G] 03/10/2010 - XML

Posted: Wed Mar 17, 2010 4:56 am
by DubWarrior
Thanks a lot, some feedback on the XML and the alternative bonus would be very welcome!

Re: Flanders 1302V13.3 [D][Gp][G] 03/10/2010 - XML

Posted: Wed Mar 17, 2010 5:04 am
by natty dread
Yeah I think the alternate version makes sense.

Alternatively, you could make it so that they give an extra bonus when held together with the bonus region...

Example:

Artesie +4
Artesie & Arras +6

Re: Flanders 1302V13.3 [D][Gp][G] 03/10/2010 - XML

Posted: Wed Mar 17, 2010 7:54 am
by DubWarrior
I understand, but doesn't that bring back the original problem: I player gains to much power in Brugge or Arras could easily conquer the whole region. If you add another bonus combining Arras and Artesiƫ, you only give to that player an extra boost? A bit much I think?
I try to start a poll...
cheers!