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- Modified: 9 years ago
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Post #61
Thanks for all the accuracy feedback.
This is really needed for a good story map.
I have a slight problem with land labels, my computer crashed some time ago and I lost the font used. It might be a while before I find it again, but if I can't find it, I will have to change the land label font in order to make the label changes.
The wall will be on the impassable key and made obvious, also the mountains everywhere bar Starfall have gaps around them and are not over region / territory border lines. I think that's the best I can offer for intuitiveness if the map is to be kept the same as the story map in style. Otherwise, I would have to drop all the graphics such as forests, mountains & hills and make it a 2D map with 3D mountains in Starfall as impassable.
The statement I would always use here is, "If you can see a territory / region border line you can cross it and attack"
I already cut the forest back in The Neck, compare 5 & 6. There is a clear path above the forest to Cape Kraken, plus "if you can see a territory line.... etc."
@supiachao Thanks for taking an interest in map development.
The sea labels are normally secondary labels just for authenticity & geography, plus gap fillers on Risk Game Boards. I can make them brighter and let's see what the feedback is when I do?
Nobody has mentioned the port anchors, so again, I will make them bigger and more primary coloured and let's see what the feedback is when I do?
Whenever possible on maps, I prefer to put the anchor (port graphic) on the sea almost touching the land, but sometimes we have to overlap them to make them intuitive. There was only one that wasn't intuitive enough on this map, Summerhall, because of the island not in the game-play, advisers weren't sure to which territory the island belonged and felt it important to distinguish the port to Summerhall and away from the island.
This is really needed for a good story map.
I have a slight problem with land labels, my computer crashed some time ago and I lost the font used. It might be a while before I find it again, but if I can't find it, I will have to change the land label font in order to make the label changes.
The wall will be on the impassable key and made obvious, also the mountains everywhere bar Starfall have gaps around them and are not over region / territory border lines. I think that's the best I can offer for intuitiveness if the map is to be kept the same as the story map in style. Otherwise, I would have to drop all the graphics such as forests, mountains & hills and make it a 2D map with 3D mountains in Starfall as impassable.
The statement I would always use here is, "If you can see a territory / region border line you can cross it and attack"
I already cut the forest back in The Neck, compare 5 & 6. There is a clear path above the forest to Cape Kraken, plus "if you can see a territory line.... etc."
@supiachao Thanks for taking an interest in map development.
The sea labels are normally secondary labels just for authenticity & geography, plus gap fillers on Risk Game Boards. I can make them brighter and let's see what the feedback is when I do?
Nobody has mentioned the port anchors, so again, I will make them bigger and more primary coloured and let's see what the feedback is when I do?
Whenever possible on maps, I prefer to put the anchor (port graphic) on the sea almost touching the land, but sometimes we have to overlap them to make them intuitive. There was only one that wasn't intuitive enough on this map, Summerhall, because of the island not in the game-play, advisers weren't sure to which territory the island belonged and felt it important to distinguish the port to Summerhall and away from the island.
Westeros & Essos 5 (click to show)
Westeros & Essos 6 (click to show)
Hyd yn oed er fy mod Cymraeg , dim ond yn siarad Saesneg, felly yr wyf yn gobeithio y bydd y cyfieithu yn gywir.