Page 4 of 7
Re: AUSTERLITZ [D] v05 17apr2009
Posted: Thu May 07, 2009 2:17 am
by pamoa
iancanton wrote:u need only 3 sets of starting positions; to make sense, each set must include one village and one french left flank division.
If you say so
Re: AUSTERLITZ [D] v05 17apr2009
Posted: Sun May 17, 2009 7:58 pm
by Incandenza
Hey pamoa, I'm looking in on this for ian. The thing he wanted me to make sure of is what you guys have just been talking about:
pamoa wrote:iancanton wrote:u need only 3 sets of starting positions; to make sense, each set must include one village and one french left flank division.
If you say so
If you're good with that, then I believe this is ready for gameplay stampin'.
Re: AUSTERLITZ [D] v05 17apr2009
Posted: Mon May 18, 2009 2:43 am
by pamoa
I'll code it as followingCode: Select all
<positions>
<position>
<territory>Suchet</territory>
<territory>Pratzen</territory>
</position>
<position>
<territory>Kellerman</territory>
<territory>Skolnitz</territory>
</position>
<position>
<territory>Caffarelli</territory>
<territory>Telnitz</territory>
</position>
</positions>
Re: AUSTERLITZ [D] v05 17apr2009
Posted: Mon May 18, 2009 9:43 pm
by Incandenza
Well, someone who knows xml better than I do should probably look that over... that being said, here ya go:

Re: AUSTERLITZ [D,Gp] v05 17apr2009
Posted: Tue May 19, 2009 6:24 pm
by captainwalrus
Yay! I like this a lot, but I am at a loss for what to advise. From the begining I thought it was really good and I can't wait to see it keep going.
Re: AUSTERLITZ [D,Gp] v05 17apr2009
Posted: Wed May 20, 2009 2:50 am
by pamoa
thanks for the stamp Incandenza
thanks for the support captainwalrus
Re: AUSTERLITZ [D,Gp] v05 17apr2009
Posted: Wed May 20, 2009 10:07 am
by MrBenn
Congratulations on the stamp pamoa! Is the version of the map you posted on Apr 17th the most recent? It's looking pretty good to be honest... Do you have an update to post, or are you pretty much settled?
Re: AUSTERLITZ [D,Gp] v05 17apr2009
Posted: Thu May 21, 2009 11:44 am
by pamoa
tx
graphically I'm ready
I only have to make the large version which should be posted in a week
the xml is also ready missing only the large map coordinates
Re: AUSTERLITZ [D,Gp] v05 17apr2009
Posted: Thu May 21, 2009 11:47 am
by the.killing.44
Did you consider stroking the paths with a 1px black (possibly low-ish opacity) stroke? It might just improve the clarity.
.44
Re: AUSTERLITZ [D,Gp] v05 17apr2009
Posted: Thu May 21, 2009 11:55 am
by pamoa
the.killing.44 wrote:Did you consider stroking the paths with a 1px black (possibly low-ish opacity) stroke? It might just improve the clarity.
yes I thought some solution like this but did decide to reserve it for the main road which didn't enter in gameplay
and keep a single line for the path which are attack route 2px wide and unused path 1px wide
the colour I choose is to blend in the map bg so as not to have a drawing for gameplay glued on a faded inutile bg
if you really think it is difficult to figure out the attack line I can try a darker shade (or maybe just you should increase your monitor contrast
)
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Wed May 27, 2009 1:04 pm
by pamoa
v05 new features:large map
[bigimg]http://i295.photobucket.com/albums/mm126/pamoa_ch/AusterlitzAnXIVv05.png[/bigimg]
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Wed May 27, 2009 4:40 pm
by MrBenn
Right... I'm looking at the large and small images listed at the top of the 1st post, and have the following comments/observations:
The historical text at the top of the map is incredibly difficult to read on the small map. Legibility could be improved by making the title & drawing slightly smaller; width is more of an issue than height, but you could shuffle Suchet, Engelhardt and Kellerman down a bit if you need. The descriptive text can then be made slightly larger to fit the space.
Both maps feels a bit too spaced out - there appears to be 40px of dead space at the bottom of the small map and around 60px on the large.. Is there any way you could move the bonus legend up a little bit, without losing the clarity of the Central Flank indicator? There looks to be enough room to move the Cetnral Flank indicator nearer to Alexandre, which would make it easier to move the legend up.
It may help space if you were to change Left-Central-Right Flanks to North-Central-South - that way you could have a single set of indicators on one side of the map, which would give you a bit more room to squeeze things in more comfortably; although you may not need to change it if you can fit everything in

On the legend you have Alex. & Liechten. +1... It's not clear whether you need both of them for a +1 bonus, or whether they are +1 autodeploy each (like Napoleon)
Just as an aside, have you experimented with any textures in the background? (
something like this) The map looks like it should be aged, but feels too clean and modern...
[spoiler=example]

[/spoiler]
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Fri May 29, 2009 4:11 am
by pamoa
MrBenn wrote:The historical text at the top of the map is incredibly difficult to read on the small map. Legibility could be improved by making the title & drawing slightly smaller; width is more of an issue than height, but you could shuffle Suchet, Engelhardt and Kellerman down a bit if you need. The descriptive text can then be made slightly larger to fit the space.
I'll try to enlarge the text a bit but it isn't really important to be able to read it in perfect condition on the small map as it is only a quote and you can read it perfectly on the large oneMrBenn wrote:Both maps feels a bit too spaced out - there appears to be 40px of dead space at the bottom of the small map and around 60px on the large.. Is there any way you could move the bonus legend up a little bit, without losing the clarity of the Central Flank indicator? There looks to be enough room to move the Cetnral Flank indicator nearer to Alexandre, which would make it easier to move the legend up.
It may help space if you were to change Left-Central-Right Flanks to North-Central-South - that way you could have a single set of indicators on one side of the map, which would give you a bit more room to squeeze things in more comfortably; although you may not need to change it if you can fit everything in
I can't see having space and air in a map as a problem
I did go until this point at the bottom of the map to have both lakes inMrBenn wrote:On the legend you have Alex. & Liechten. +1... It's not clear whether you need both of them for a +1 bonus, or whether they are +1 autodeploy each (like Napoleon)
by not saying autodeploy it is clear it isn't like Napoléon
I think the confusion came for you from the fact you did remember the previous situation with only Alexandre getting a +1 autodeploy bonusMrBenn wrote:Just as an aside, have you experimented with any textures in the background? The map looks like it should be aged, but feels too clean and modern...
by principle I against making look old what occur in the past only because it happens long ago
but in this case I must think about it because it darken the map which gives me a good feeling
thanks for commenting this map, there isn't a lot of people dropping in
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Wed Jun 03, 2009 3:24 pm
by captainwalrus
I wonder if this might get confusing if the blue player controled a lot of red or Green teritories. Perhaps you should show that, instead of what you have now, where the blue all have blue army numbers and te green all have green, ect.
I think not many people are commenting, because it is hard to find things to comment about.
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 12:31 am
by pamoa
captainwalrus wrote:I wonder if this might get confusing if the blue player controlled a lot of red or Green territories. Perhaps you should show that, instead of what you have now, where the blue all have blue army numbers and the green all have green, ect.
you mean a test with all 8 colours displayed randomly around like here undercaptainwalrus wrote:I think not many people are commenting, because it is hard to find things to comment about.
that's a good sign
it means I'm ready for live ...
[bigimg]http://i295.photobucket.com/albums/mm126/pamoa_ch/AusterlitzAnXIVv05-1.png[/bigimg]
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 11:40 am
by TaCktiX
I think that instead of the bar look for the red/green alliance, why not have them diagonally? At first it's hard to tell that it is intentionally two colors. Diagonally could increase the relative visibility.
On the order of battle, at first I thought "oh, the 15th division", then realized there is no 15th division and you meant 15 DIVISIONS. Adding an S to the abbreviation should help.
There is no note of attack routes. It's been assumed that people will know that the brown lines are attacks. Please find some way to explicitly note this, as some moron will not figure it out.
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 3:40 pm
by MrBenn
Pamoa, was that last image just to test the 888s in different colours?? Have you made any other adjustments?
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 3:43 pm
by Blitzaholic
If you could only change the name please to AUSTERBLITZ
be wonderful

Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 4:59 pm
by dolomite13
Forgive me if I am wrong but I believe longer numbers flow to the right so it would be better to have unit symbols left of the unit numbers. Also I believe they want new maps to conform to 800x800 max for large and this is 840 wide. To be honest you could probably get away with 700x700 for large and 400x400 for the small as there is a ton of wasted space on the right side of the map. I am looking forward to playing this map tho =)
--D
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 5:02 pm
by LED ZEPPELINER
I was not aware that there was a new requirement for maps. I thought it was still 840px
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 5:02 pm
by MrBenn
9. A map must work within the following map size restrictions:
1. SMALL MAP: WIDTH up to 630 px; HEIGHT 600 px
2. LARGE MAP: WIDTH up to 840 px ; HEIGHT 800 px.
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Thu Jun 04, 2009 5:29 pm
by dolomite13
AH i was sure I read 800x800 somewhere... thanx mrbenn... however I do believe you don't need to use all of that space =)
Re: AUSTERLITZ [D,Gp] v05 17apr2009
Posted: Fri Jun 05, 2009 3:42 pm
by Danyael
pamoa wrote:the.killing.44 wrote:Did you consider stroking the paths with a 1px black (possibly low-ish opacity) stroke? It might just improve the clarity.
yes I thought some solution like this but did decide to reserve it for the main road which didn't enter in gameplay
and keep a single line for the path which are attack route 2px wide and unused path 1px wide
the colour I choose is to blend in the map bg so as not to have a drawing for gameplay glued on a faded inutile bg
if you really think it is difficult to figure out the attack line I can try a darker shade (or maybe just you should increase your monitor contrast
)
i can follow the paths nicely but i think that a stroke is not necessarily the best way to way them pop out with keeping the clean look of everything
maybe try a black glow instead this will make it stick out a liittle better so you don't have to be inches from the screen
by the way Nice clean look i like it
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Sat Jun 06, 2009 10:53 am
by pamoa
TaCktiX wrote:I think that instead of the bar look for the red/green alliance, why not have them diagonally? At first it's hard to tell that it is intentionally two colors. Diagonally could increase the relative visibility.
do you really think it would make any difference, maybe I'll try itTaCktiX wrote:On the order of battle, at first I thought "oh, the 15th division", then realized there is no 15th division and you meant 15 DIVISIONS. Adding an S to the abbreviation should help.
sure you're right, I'll change itTaCktiX wrote:There is no note of attack routes. It's been assumed that people will know that the brown lines are attacks. Please find some way to explicitly note this, as some moron will not figure it out.
does "attack line brown roads" sounds familiar... second line of the legend, maybe you need better glasses
MrBenn wrote:Pamoa, was that last image just to test the 888s in different colours?? Have you made any other adjustments?
yes just an answer to captainwalrus and for me the completion of xml
v06 as soon as I can but I got a lot of work so it may last a few days...Blitzaholic wrote:If you could only change the name please to AUSTERBLITZ

be wonderful

your just a Blitzaholic who need a good cure but I won't say it around
dolomite13 wrote:AH i was sure I read 800x800 somewhere... thanx mrbenn... however I do believe you don't need to use all of that space =)
as told beforeMrBenn wrote:Both maps feels a bit too spaced out - there appears to be 40px of dead space at the bottom of the small map and around 60px on the large.. Is there any way you could move the bonus legend up a little bit, without losing the clarity of the Central Flank indicator? There looks to be enough room to move the Cetnral Flank indicator nearer to Alexandre, which would make it easier to move the legend up.
It may help space if you were to change Left-Central-Right Flanks to North-Central-South - that way you could have a single set of indicators on one side of the map, which would give you a bit more room to squeeze things in more comfortably; although you may not need to change it if you can fit everything in
I can't see having space and air in a map as a problem
I did go until this point at the bottom of the map to have both lakes in
the.killing.44 wrote:Did you consider stroking the paths with a 1px black (possibly low-ish opacity) stroke? It might just improve the clarity.
pamoa wrote:yes I thought some solution like this but did decide to reserve it for the main road which didn't enter in gameplay
and keep a single line for the path which are attack route 2px wide and unused path 1px wide
the colour I choose is to blend in the map bg so as not to have a drawing for gameplay glued on a faded inutile bg
if you really think it is difficult to figure out the attack line I can try a darker shade (or maybe just you should increase your monitor contrast
)
Danyael wrote:i can follow the paths nicely but i think that a stroke is not necessarily the best way to way them pop out with keeping the clean look of everything
maybe try a black glow instead this will make it stick out a little better so you don't have to be inches from the screen
sorry I'm not sure to understand what you mean by trying a black glow is it around the actual brown roads
if that's it sound good to tryDanyael wrote:by the way Nice clean look i like it
thanks
Re: AUSTERLITZ [D,Gp] v05 27may2009
Posted: Sat Jun 06, 2009 11:09 am
by Danyael
pamoa wrote:Danyael wrote:i can follow the paths nicely but i think that a stroke is not necessarily the best way to way them pop out with keeping the clean look of everything
maybe try a black glow instead this will make it stick out a little better so you don't have to be inches from the screen
sorry I'm not sure to understand what you mean by trying a black glow is it around the actual brown roads
if that's it sound good to try
yes the "actual brown road" sorry i don't know i can't tell the colour but that is what i meant