Moderator: Cartographers
cairnswk wrote:1. THE ALLIED should be THE ALLIES
cairnswk wrote:Flapcake...just a little couple of English/Grammar things i'd prefer to see...
1. THE ALLIED should be THE ALLIES
2. Same applies in lines 4 and 5 under that heading.
3. No man's land etc. etc should probably read...
"No man's land: all troops (N1 to N18) reset to 1 neutral at start of next turn." - no need to capitalise "All" or pluralise "starts"
4. Shell Holes (S1, S3, S4, S6) Can Bombard Nearest Fox Hole -> = One way bombard...
You got capitals for everything in that and as such it is inconsistent with the line above...the only capital needed is for "Shell" as in
"Shell holes (S1, S3, S4, S6) can bombard nearest fox hole (no punkt required) -> = one-way bombard"
...one-way is hyphenated according to the Oxford Dictionary.
5. From Dictionary.com
foxĀ·hole
noun
a small pit, usually for one or two soldiers, dug as a shelter in a battle area.
...although the Oxford Dictionary shows it as being one word...all i am saying is that you need to have consistency in how it is shown, and at present you have two versions ->Fox Hole. and Foxhole
6. There appears to be some inconsistency in the arrows used for indicators under the Bombardments sections...some are short and some are long
7. you could probably change the BY in the map and xml references to small "by"
Just some suggestions, sorry so picky...but you are looking for stamp?
I see there is a 888s map on page 6, but has anyone done anything towards the Colour Blind test.
Apart from that, great map and great artwork.
Il look at it.natty dread wrote:cairnswk wrote:1. THE ALLIED should be THE ALLIES
Or maybe you could just call them Entente & Central.
natty dread wrote:cairnswk wrote:1. THE ALLIED should be THE ALLIES
Or maybe you could just call them Entente & Central.
RedBaron0 wrote:...
Color blindness filter isn't as necessary here, since there isn't colored bonuses, but I didn't see any issues when I ran it through my filters.
natty dread wrote:I think you should denote bombardments with some kind of icons. It's very tedious to always check the legend for what you can bombard.
You have plenty of room to do this, so I see no reason why not make the interface of the map a bit more intuitive.
Create some kind of unique symbol for each artillery and aircraft, and match the regions they bombard with the same symbol. Then you can just write in the legend "artilleries & aircrafts bombard regions with matching icons".
Flapcake wrote:I respect your opinion, but I like it the way it is with text. I dont find it that hard to see what the plains and guns can hit.
I guess what you suggets is to make a tiny icon and insert at end of the text like: FOX 8 @
It could be done easy but im not a fan of that idea.
Player-friendliness - Any information you need to know to play a map should be easy to gather by looking at the map itself. The legend should be clear, concise and consistent; the map itself should be free of unnecessary or cumbersome rules that push it over the line separating complex from confusing.
Flapcake wrote:Changes: text in legend to correct (oxford) english
Gillipig wrote:I haven't posted in this map thread until now but I've kept an eye on it . Let me first say that it looks like I would expect a trench map would look like. Apart from the trench floor which looks way too clean and unrealistic. The real trenches were muddy partly covered in water and in pretty bad shape. Make it a bit more realistic would ya !
AndyDufresne wrote:Gillipig wrote:I haven't posted in this map thread until now but I've kept an eye on it . Let me first say that it looks like I would expect a trench map would look like. Apart from the trench floor which looks way too clean and unrealistic. The real trenches were muddy partly covered in water and in pretty bad shape. Make it a bit more realistic would ya !
Some grime could add to the aesthetics of it, if it easy enough to do.
--Andy
Flapcake wrote:Thx for your comments,
I already tryed many versions ago, with some blasted and dirty pathways, but as (who was it ) sayd, the pathways shows wich trench that can atack wich trench, and its must stay clear that way, to not confuse people to think the way is blocked, so no waterpools, no shell blasted walls, no dead bodys will float in the pathways, sorry for taking the drama out there. I could maby somehow throw some dirt in, il look at it
Gillipig wrote:Flapcake wrote:Thx for your comments,
I already tryed many versions ago, with some blasted and dirty pathways, but as (who was it ) sayd, the pathways shows wich trench that can atack wich trench, and its must stay clear that way, to not confuse people to think the way is blocked, so no waterpools, no shell blasted walls, no dead bodys will float in the pathways, sorry for taking the drama out there. I could maby somehow throw some dirt in, il look at it
If I would suggest anything it would be to make this map more chaotic. This type of warfare (trench) was particularly known for human misery and it's pointlessness. I think you should try to capture more of that in the map!
Flapcake wrote:Gillipig wrote:Flapcake wrote:Thx for your comments,
I already tryed many versions ago, with some blasted and dirty pathways, but as (who was it ) sayd, the pathways shows wich trench that can atack wich trench, and its must stay clear that way, to not confuse people to think the way is blocked, so no waterpools, no shell blasted walls, no dead bodys will float in the pathways, sorry for taking the drama out there. I could maby somehow throw some dirt in, il look at it
If I would suggest anything it would be to make this map more chaotic. This type of warfare (trench) was particularly known for human misery and it's pointlessness. I think you should try to capture more of that in the map!
he he ok, thats why dead bodys and stuff lies around, lets not make this so caotic that people get thet eys burn just watching the map, im goin to keep this clear and easy, its the gameplay and not caos thats importend here
Function trumps form - The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc...
Form must follow function - So important it's on the list twice! Expect to show some flexibility and be prepared to move away from complete geographical accuracy or historical authenticity: the look and theme of the map must be utterly subservient to gameplay and legibility.
natty dread wrote:Gameplay clarity is the highest priority here.
More from gameplay guidelines:Function trumps form - The style of the graphics should not detract from ease of play: borders should be clear, titles and numbers easy to read, colors easy to distinguish, etc...
Form must follow function - So important it's on the list twice! Expect to show some flexibility and be prepared to move away from complete geographical accuracy or historical authenticity: the look and theme of the map must be utterly subservient to gameplay and legibility.
Gillipig wrote:Don't come here with the rulebook, I know where to find it if I need it and I'm sure flapcake does too!
I'm trying to be creative and throw some ideas around with him. And the rulebook is the ultimate creativity killer!
natty dread wrote:Gillipig wrote:Don't come here with the rulebook, I know where to find it if I need it and I'm sure flapcake does too!
I'm trying to be creative and throw some ideas around with him. And the rulebook is the ultimate creativity killer!
Sorry but that's not how it works. The rules are not optional. You can't choose to ignore them no matter how much of a buzzkill you think they are. The rules are in place for a reason, and any mapmaker who wants to make maps in the foundry needs to follow them.
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