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Re: City of New Orleans *V1.1* Pg1
Posted: Tue Oct 20, 2009 8:56 pm
by isaiah40
jefjef wrote:The dark brown bonus at 4.... 2 seems to make more sense. 3 at the very most.
The purple seems too high also. 5?
The lower left red should probably be reduced to 7. May wanna go with a tan to get away from 2 red bonuses also.
Bonuses will change, and right now I am working on swapping some of the colors around for our color blind friends.
Nola_Lifer wrote:Good lookin map, but I think Fountainbleau is the more common name for Marleyville. Never heard of it refered to as marleyville. Just small details.
YEs it will be changed next update, thank you!
soundman wrote:I'm not liking the look of the bridges.... Could you use roads or something instead? Looking great!
Once Paulus and I agree on where to put some of the roads, the bridges will be gone.
Re: City of New Orleans *V1.1* Pg1
Posted: Wed Oct 21, 2009 11:10 am
by jefjef
Several other maps use highways as bonus regions for control of them. You may want to consider it also.
Re: City of New Orleans *V1.1* Pg1
Posted: Wed Oct 21, 2009 6:00 pm
by isaiah40
I am out of country for a couple of days so my next revision will be posted probably this weekend. I have to play with it a little to obtain more space for the legend and instructions.
Thank you for your patience as I work hard to get a map you'll all like and play.
Re: City of New Orleans *V1.1* Pg1
Posted: Wed Oct 21, 2009 11:16 pm
by soundman
isaiah40 wrote:I am out of country for a couple of days so my next revision will be posted probably this weekend. I have to play with it a little to obtain more space for the legend and instructions.
Thank you for your patience as I work hard to get a map you'll all like and play.
Hmmm... This sounds familiar... *cough*Fractured America*cough*

Re: City of New Orleans *V1.1* Pg1
Posted: Thu Oct 22, 2009 6:52 pm
by isaiah40
Some major changes here:
- First I shrunk the map down to 740x555, then increased the canvas area to 840x555. Then I stretched the map to the width of the canvas.
- Made a legend area and applied a border
- Renamed Marleyville to Fontainebleau
- Merged Broadmoor with Fontainebleau
- Merged Fischer with McDonogh
- Expanded A.P. & Whitney for clarity
- Expanded Pontachartrain Park for clarity
- Merged Fillmore with St. Anthony
- Expanded Milneburg for clarity
- Expanded St. Bernard for clarity
- Merged St. THomas with Irish Channel
- Remove 4 way between Milneburg, Pontachartrain Park, Gentilly Terrace, Gentilly Wood
- Connected Gentilly Terrace with Pontachartrain Park
- Moved the attack route ending at Pines Village to Pontachartrain Park
- Added city streets as impassables and attack routes
- Removed border from C.B.D. and S.D. and made a circle for the Superdome
- Added a dense treed area to the bottom of City Park as an impassable area
Well here is Version 2
[bigimg]http://img25.imageshack.us/img25/4848/neworleansv2.png[/bigimg]
Re: City of New Orleans *V1.1* Pg1
Posted: Thu Oct 22, 2009 8:37 pm
by soundman
So can you attack across the roads? I'm a little confused...
Re: City of New Orleans *V1.1* Pg1
Posted: Thu Oct 22, 2009 9:48 pm
by isaiah40
soundman wrote:So can you attack across the roads? I'm a little confused...
Well since you got it, I guess you're not not confused eh?

Re: City of New Orleans *V1.1* Pg1
Posted: Fri Oct 23, 2009 12:57 am
by soundman
isaiah40 wrote:soundman wrote:So can you attack across the roads? I'm a little confused...
Well since you got it, I guess you're not not confused eh?

So they act as borders and bridges?
Re: City of New Orleans *V2* Pg2
Posted: Fri Oct 23, 2009 1:49 am
by natty dread
Hmm... those highways look a bit complicated.
Re: City of New Orleans *V1.1* Pg1
Posted: Fri Oct 23, 2009 9:15 am
by isaiah40
soundman wrote:So they act as borders and bridges?
Yes they do.
natty_dread wrote:Hmm... those highways look a bit complicated.
In what way do they look complicated?
Re: City of New Orleans *V1.1* Pg1
Posted: Fri Oct 23, 2009 10:14 am
by natty dread
isaiah40 wrote:In what way do they look complicated?
Well, that whole "you can attack 2 exits away" thing. Makes the map dynamics a bit complicated. Although it's not necessarily a bad thing. But they could make defending your bonuses a bit hard. I'm not sure...
I don't know. Hard to say, would have to play the map to see how they work. Hope you get quickly into beta testing.

Re: City of New Orleans *V1.1* Pg1
Posted: Fri Oct 23, 2009 11:01 am
by isaiah40
natty_dread wrote:isaiah40 wrote:In what way do they look complicated?
Well, that whole "you can attack 2 exits away" thing. Makes the map dynamics a bit complicated. Although it's not necessarily a bad thing. But they could make defending your bonuses a bit hard. I'm not sure...
I don't know. Hard to say, would have to play the map to see how they work. Hope you get quickly into beta testing.

True, that is what makes this map unique. It is almost like bombarding 2 territories away, except here you actually occupy the territory you defeated.
Re: City of New Orleans *V2* Pg2
Posted: Fri Oct 23, 2009 2:20 pm
by soundman
Ok I get it. What's with the green circle? It looks like it's another territory... If so I suggest getting rid of the bright green. Coming along great!

Re: City of New Orleans *V2* Pg2
Posted: Fri Oct 23, 2009 2:27 pm
by isaiah40
soundman wrote:Ok I get it. What's with the green circle? It looks like it's another territory... If so I suggest getting rid of the bright green. Coming along great!

The green circle is the Superdome. I'll get the color changed later when I finalize the bonus colors as I am having a little problem with them for our color blind friends.
Re: City of New Orleans *V2* Pg2
Posted: Tue Oct 27, 2009 11:26 am
by andrew000
The roadways do seem a bit daunting, I think it's because there are both roadways and interstates. I guess that can be worked out in Beta.
The green Superdome does look a bit funny, maybe just make it white? To represent the white roof?
Re: City of New Orleans *V2* Pg2
Posted: Tue Oct 27, 2009 1:48 pm
by jefjef
The water attack route just doesn't look necessary where ya have it. maybe if you connect Lakeshore to Littlewoods it would be of more use. Strategic.
(You could add a couple boat/ferry terts in it too. Even another small bonus.)
Re: City of New Orleans *V2* Pg2
Posted: Thu Nov 05, 2009 12:57 am
by isaiah40
After too long of a time span Version 2.1 is finally here!
Changes made:
- Swapped around the colors so our color blind friends would be able to see the bonuses better
- Added in a couple more road attack/impassable routes
- Merged a couple of other territories (lost my notes on which ones

)
So here it is V2.1!!
[bigimg]http://img682.imageshack.us/img682/8273/neworleansv21.png[/bigimg]
Re: City of New Orleans *V2.1* Pg.3
Posted: Thu Nov 05, 2009 2:16 am
by natty dread
Looking good!
Just to clarify... can the highways attack exactly 2 exits away, or can they attack 1 exits away too?
Re: City of New Orleans *V2.1* Pg.3
Posted: Thu Nov 05, 2009 9:40 am
by isaiah40
natty_dread wrote:Looking good!
Just to clarify... can the highways attack exactly 2 exits away, or can they attack 1 exits away too?
Hmmmm .... I guess I have to change the wording in the legend

But yes UP to 2 exits away and UP to 2 crosswalks away. For instance, let's say you have a large stack on East Carrollton, here's where you can attack to:
1 - Gert Town
2 - Mid-City
3 - Milan
4 - Central City
5 - C.B.D
6 - Garden District
7 - Seventh Ward
8 - Marigny
9 - Lakeview
10 - Navarre
11 - West End
12 - Lakewood
13 - St. Bernard
14 - Fairgrounds
As you can see, there are a lot of territories you can attack, and at the same time there are a lot of territories that can attack back.
Thank you for bringing that up! I'll get it changed in my next revision.

Re: City of New Orleans *V2.1* Pg.3
Posted: Thu Nov 05, 2009 8:35 pm
by captainwalrus
You could use something cooler looking for the roads, they don't need to actually look like roads. Right now they look sort of odd.
Re: City of New Orleans *V2.1* Pg.3
Posted: Thu Nov 05, 2009 9:07 pm
by isaiah40
captainwalrus wrote:You could use something cooler looking for the roads, they don't need to actually look like roads. Right now they look sort of odd.
Ideas? Suggestions?
Re: City of New Orleans *V2.1* Pg.3
Posted: Thu Nov 05, 2009 9:48 pm
by captainwalrus
Anything, something colorfull, it doesn't have to look like a road. They can be like the highways in the USA map pack.
Re: City of New Orleans *V2.1* Pg.3
Posted: Thu Nov 12, 2009 3:27 pm
by andrew000
I think it's looking very good, the roads and highways sure do add a whole new level of strategy.
Re: City of New Orleans *V2.1* Pg.3
Posted: Sat Nov 14, 2009 10:13 pm
by thenobodies80
maybe it's me, but the road/highway attack system make everything very confusing about attacks and borders...
for example lakeview border with lakeshore? and both them can attack Pines Village?
What is the green circle in the S.D. C.B.D. region? the superdome?
Some regions (like bywater) are very small, can you fit the 888 with the small version?
The map is a bit too flat, adding a textures could help a lot and maybe work on colors, the light blue is going to fry my eyes.
Re: City of New Orleans *V2.1* Pg.3
Posted: Mon Nov 16, 2009 8:14 pm
by isaiah40
thenobodies80 wrote:maybe it's me, but the road/highway attack system make everything very confusing about attacks and borders...
for example lakeview border with lakeshore? and both them can attack Pines Village?
What is the green circle in the S.D. C.B.D. region? the superdome?
Some regions (like bywater) are very small, can you fit the 888 with the small version?
The map is a bit too flat, adding a textures could help a lot and maybe work on colors, the light blue is going to fry my eyes.
Yes that is correct. they can both attack Pines village. Also any other territ can attack them that is up to 2 exits, 2 crosswalks or a combination of both away. Although, maybe I should have it as 1 exit or crosswalk away.
The green circle is the Superdome, which is in the C.B.D. terrritory. I will see I will see if the 888's will fit in the small map. Also working on textured bonuses.
Light blue has been changed to a darker blue for next version.