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Re: Quad Cities Map
Posted: Mon May 09, 2011 12:32 am
by oaktown
army of nobunaga wrote:I would like to just say, wwod?
what would oaktown do?
Made my day, nobunaga.

What would I do? I probably wouldn't have attempted this map in the first place - I never liked the idea of using map subjects that have only regional interest.
That said, I agree with nobunaga that this map is clean, the colors are distinct for the colorblind and typical of CC's palette, and the play is easy to follow. The square regions don't lend themselves to being very interesting graphically, and the legend doesn't fit the rest of the map stylistically, but I suspect the map will play well.
What's nice about CC is that there are so many maps now, a user doesn't have to play the ones they don't like. No need to be a hater.
Re: Quad Cities Map
Posted: Mon May 09, 2011 9:32 am
by grifftron
This quad cities map is 100x better graphically then this map IMHO
viewtopic.php?f=64&t=110325and that one is about to be quenched... i just looked at it and never followed it in the foundry but its confusing and ugly as all.
-griff
Re: Quad Cities Map
Posted: Mon May 09, 2011 3:02 pm
by pamoa
guys I'm asking some "graphic" coherence
if you dare not to let this map go
but accept the
Portland graphics
I would really think about some favouritism going on here
come on this map maybe not a master piece
but it is really decent
may I also remember you a basic rule of CC foundry
a good critic is a constructive one
so you don't like but what are your proposal
I mean something he can do to have a better map
Re: Quad Cities Map
Posted: Wed May 11, 2011 8:48 am
by army of nobunaga
grifftron wrote:This quad cities map is 100x better graphically then this map IMHO
viewtopic.php?f=64&t=110325and that one is about to be quenched... i just looked at it and never followed it in the foundry but its confusing and ugly as all.
-griff
northwest passage is a frigging disaster and unplayable. I agree 1000%
Re: Quad Cities Map
Posted: Wed May 11, 2011 10:03 am
by AndyDufresne
pamoa wrote:I would really think about some favouritism going on here
Oh no...not the favoritism line!
=====
In the end, I think there is a place for this map on CC, in some form.

--Andy
Re: Quad Cities Map
Posted: Thu May 19, 2011 5:05 pm
by ironsij0287
[bigimg]http://i11.photobucket.com/albums/a193/ironsij0287/qcrisk630v5.jpg[/bigimg]
Changes:
1) Smoothed out the river edges a bit more so the weren't so jagged in places.
2) Revised the legend, added slight bevel to the regions.
3) Removed text in upper left corner and replaced with compass rose graphic.
Nothing earth-shattering I know, but a few small things here and there.
Re: Quad Cities Map
Posted: Thu May 19, 2011 5:07 pm
by ironsij0287
Also I noticed in the XML it says "Beacon Harbour" instead of "Beacon Harbor". Not that the spelling is incorrect technically, it just doesn't match what's labeled on the map itself. Small nitpick.
Re: Quad Cities Map
Posted: Thu May 19, 2011 7:35 pm
by Victor Sullivan

Oh, the British and their u's! It's a map of an American region, so I'd say drop it.
-Sully
Re: Quad Cities Map
Posted: Tue May 24, 2011 9:23 am
by ironsij0287
*crickets*
Re: Quad Cities Map
Posted: Wed May 25, 2011 6:26 pm
by ironsij0287
Seriously where did everyone go?
Re: Quad Cities Map
Posted: Wed May 25, 2011 9:29 pm
by danfrank
bevel on the edges is a nice touch.. Sets the rivers into the map ...

Re: Quad Cities Map
Posted: Sat Jun 04, 2011 10:06 am
by Orwell
I can't wait to play this map! When will this roll out?
Re: Quad Cities Map
Posted: Mon Jun 06, 2011 11:12 am
by thenobodies80
Minor things to fix before giving the yellow stamp:
SMALL MAPCoordinates in St Ambrose can go a bit more to the right. There are some pixels left and is touching the river
Coordinates in Niabe con go a bit to the left because 888 is touching the border line
Carbon Cliff can also go a bit to the left for the same reason than in Niabe
And the same for Beacon Harbor"
Thanks
Nobodies

Re: Quad Cities Map
Posted: Mon Jun 06, 2011 11:51 am
by ironsij0287
thenobodies80 wrote:Minor things to fix before giving the yellow stamp:
SMALL MAPCoordinates in St Ambrose can go a bit more to the right. There are some pixels left and is touching the river
Coordinates in Niabe con go a bit to the left because 888 is touching the border line
Carbon Cliff can also go a bit to the left for the same reason than in Niabe
And the same for Beacon Harbor"
Thanks
Nobodies

Done and resubmitted.
Re: Quad Cities Map
Posted: Mon Jun 06, 2011 2:18 pm
by thenobodies80
Those listed above are ok....but now we have other 3 coords that need to be moved on the small version:
- Army numbers cover "Elmore" name. Need to go up
- Army numbers cover "Taylor Ridge" name. Need to go down.
- Army numbers cover "Bettendorf" name. Need to go up and left
Re: Quad Cities Map
Posted: Tue Jun 07, 2011 2:56 pm
by ironsij0287
thenobodies80 wrote:Those listed above are ok....but now we have other 3 coords that need to be moved on the small version:
- Army numbers cover "Elmore" name. Need to go up
- Army numbers cover "Taylor Ridge" name. Need to go down.
- Army numbers cover "Bettendorf" name. Need to go up and left
Now, check it and see how it looks.
Re: Quad Cities Map
Posted: Sat Jun 18, 2011 7:55 pm
by ironsij0287
viewtopic.php?f=64&t=50034&p=3202274#p3202274OK I made the fixes and have the new XML attached to download. Hopefully that should take care of everything finally.
Re: Quad Cities Map
Posted: Sun Jun 26, 2011 7:12 am
by thenobodies80
Probably the way MLI is listed in the xml isn't the best one imo, but on the whole everything seems to be in the right place.

Graphically speaking, I think there's room for small improvements (e.g. the bridges, background)
Re: Quad Cities Map
Posted: Sun Jun 26, 2011 11:00 am
by ironsij0287
Thanks nobodies!
Re: Quad Cities Map
Posted: Sun Jun 26, 2011 11:06 am
by ironsij0287
thenobodies80 wrote:Probably the way MLI is listed in the xml isn't the best one imo
Yeah, on the map I just have the airport codes for them, but list the full name for DVN and MLI in the XML. I wasn't sure if just having the three letter codes without ever alluding to their full names as airports would seem to strange/obscure. You think I should change it?
Re: Quad Cities Map
Posted: Mon Jun 27, 2011 7:55 am
by thenobodies80
ironsij0287 wrote:thenobodies80 wrote:Probably the way MLI is listed in the xml isn't the best one imo
Yeah, on the map I just have the airport codes for them, but list the full name for DVN and MLI in the XML. I wasn't sure if just having the three letter codes without ever alluding to their full names as airports would seem to strange/obscure. You think I should change it?
When you have to attack a region the first thing that probably you do is to look (on the map) the name of the regions you have to attack from and to, then you pick the same names on the scrollable list under the map.
So have the abbreviation at the end doesn't help so much to match the names.
If it was my map I would have listed the abbreviation before the other text. Like what cairnswk did with his
rail africa map.
I know that clickable maps "have reduced" the importance of this aspect but ,till the scrollable lists are displayed on the game page, we need to take them into consideration.

Nobodies
Re: Quad Cities Map
Posted: Mon Jun 27, 2011 9:10 am
by ironsij0287
thenobodies80 wrote:ironsij0287 wrote:thenobodies80 wrote:Probably the way MLI is listed in the xml isn't the best one imo
Yeah, on the map I just have the airport codes for them, but list the full name for DVN and MLI in the XML. I wasn't sure if just having the three letter codes without ever alluding to their full names as airports would seem to strange/obscure. You think I should change it?
When you have to attack a region the first thing that probably you do is to look (on the map) the name of the regions you have to attack from and to, then you pick the same names on the scrollable list under the map.
So have the abbreviation at the end doesn't help so much to match the names.
If it was my map I would have listed the abbreviation before the other text. Like what cairnswk did with his
rail africa map.
I know that clickable maps "have reduced" the importance of this aspect but ,till the scrollable lists are displayed on the game page, we need to take them into consideration.

Nobodies
That makes perfect sense. I'll make that change so the abbreviation is listed first.
Re: Quad Cities Map
Posted: Mon Jun 27, 2011 11:05 am
by ironsij0287
XML fixed to list MLI and DVN first.
Re: Quad Cities Map
Posted: Mon Jun 27, 2011 11:42 am
by DiM
i'm not good at sugarcoating and there's no way to be polite about this so i'm going to be straight forward.
the graphics on this map are at most at a working draft level. they could be considered just a graphic support for a gameplay discussion and nothing else. there's no feeling on the map, no beauty, no art. nothing to please the eye. i just got a quick look at the other maps in final forge. well those are on a completely different level, you have style and grace you have beauty and functionality.
here you have a sub-par, 5 minute, botched-up map that would have never passed inspection 2-3 years ago.
however if these are today's foundry standards then i'm sorry for this whole post and you all can continue.
PS: i would be willing to partially accept such sub-standard graphics if the map had great gameplay and a brilliant theme. but this map has none. i guess bland is the main word not just for graphics but for everything else.

@ironsij0287. please don't take my post personally.
Re: Quad Cities Map
Posted: Mon Jun 27, 2011 3:14 pm
by ironsij0287
DiM wrote:i'm not good at sugarcoating and there's no way to be polite about this so i'm going to be straight forward.
the graphics on this map are at most at a working draft level. they could be considered just a graphic support for a gameplay discussion and nothing else. there's no feeling on the map, no beauty, no art. nothing to please the eye. i just got a quick look at the other maps in final forge. well those are on a completely different level, you have style and grace you have beauty and functionality.
here you have a sub-par, 5 minute, botched-up map that would have never passed inspection 2-3 years ago.
however if these are today's foundry standards then i'm sorry for this whole post and you all can continue.
PS: i would be willing to partially accept such sub-standard graphics if the map had great gameplay and a brilliant theme. but this map has none. i guess bland is the main word not just for graphics but for everything else.

@ironsij0287. please don't take my post personally.
Nah. I've already taken snobby posts like yours personally and moved on. My map has been approved through this point and while I've made plenty of efforts to touch it up, this is pretty much where its at now. I'm sorry it doesn't meet your elitist graphical standards, and I'm sorry I don't have some wacky gameplay which seems to be a free pass for crappy graphics.
This was my first map. I've taken note of posts similar to yours and will consider them on my next project. Once this goes Beta I invite you to give it a play if you're not too put off or agitated by its mediocrity.
Come slumming on the inadequate Quad Cities Map!