[Abandoned] Gondwanaland

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Map border?

 
Total votes: 0

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Victor Sullivan
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Re: Gondwanaland [29/9/11] V10 pg8

Post by Victor Sullivan »

declan.west wrote:
Victor Sullivan wrote:Don't overdo it on the decaying regions. First, I'd suggest going back to the tar pits for the sole reason that it's confusing to have more than one icon mean the same thing, especially if they're explained in different sections of the map. Secondly, your decaying regions should not be adjacent to one another. Thirdly, the placement of Scavenger is very nice, but Tyrant definitely needs to be moved to a better spot, as TBK has already mentioned.

-Sully


does anyone have a good example of decaying regions? If not il probably just remove them

I say give it one more shot, using the parameters I've laid out. Jordan and Shluh are good candidates, I think, and you could probably throw 1 or 2 more elsewhere, if you wish.

-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

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firsal901
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Re: Gondwanaland [29/9/11] V10 pg8

Post by firsal901 »

I like the "tar pits" idea more. The "egg" territories can just be replaced with tar pits or dinos.
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The Bison King
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Re: Gondwanaland [29/9/11] V10 pg8

Post by The Bison King »

declan.west wrote:
Victor Sullivan wrote:Don't overdo it on the decaying regions. First, I'd suggest going back to the tar pits for the sole reason that it's confusing to have more than one icon mean the same thing, especially if they're explained in different sections of the map. Secondly, your decaying regions should not be adjacent to one another. Thirdly, the placement of Scavenger is very nice, but Tyrant definitely needs to be moved to a better spot, as TBK has already mentioned.

-Sully


does anyone have a good example of decaying regions? If not il probably just remove them

I'm your huckleberry

Image
Basically here's what I suggest. First off move Tyrant to where I moved him so that he is a border between 3 bonuses like Scavenger.

Second off the tar pits. I think simple is the best solution 3 is enough. Notice how I put them on territories that aren't bonus orders. I thought that would be over kill since that's what the T-rex's already do. Too much of that and it will encourage people not to fight but to stay huddled up. I put them on bottlenecks with in bonus regions. That will encourage players to grow faster. At least it should in theory since they can't sit on these easily defended regions, but it also doesn't make growing out to fill a bonus undesirable.

Yes I think this way would be quite good.
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declan.west
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Re: Gondwanaland [29/9/11] V10 pg8

Post by declan.west »

nice work on the map TBK
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Minister X
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Re: Gondwanaland [29/9/11] V10 pg8

Post by Minister X »

Just correcting some English...

Where you have "Tar pits cause you to loose one troop per tern" -- instead use "Tar pits cause you to lose one troop per turn". Also, just for an alternative, you might want to consider: "Tar pits cause the loss of one troop per turn". After all, they cause that loss for everyone, not just "you".

In the long description of Atlantis, there should be a comma after the word "beware".

Where you say "T-rex's reset..." you should lose the apostrophe. It's not possessive. I recommend replacing "T-rex's" with the word "Tyrranosaurs". I realize the apostrophe is sometimes used to make plurals where it might be awkward otherwise and I won't have a fit if you keep it, but it's a possessive and that's not what you really want there.

Also: begging should be beginning
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Victor Sullivan
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Re: Gondwanaland [29/9/11] V10 pg8

Post by Victor Sullivan »

"Tyrannosaurus Rex," technically. I would try to avoid using its plural form, as it isn't really proper. So perhaps something like, "The Tyrannosaurus Rex resets to 2 neutral at the beginning of your next turn."

-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

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declan.west
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Re: Gondwanaland [2/10/11] V11 pg9

Post by declan.west »

Version 11

changes:
killer neutral Tyrant moved to Nusa
hence Nusa has 1 less region and is now +3 not +4
Decaying region Tar pits at added
Nyngan added at the top of Terra Australis to accommodate decaying region. region stays +3
spelling
graphics

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TaCktiX
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Re: Gondwanaland [2/10/11] V11 pg9

Post by TaCktiX »

The way Bridges and Canoes are placed in the legend, it's possible to misinterpret them as also being impassables. Any chance of simply naming the section "Passable" or some-such?
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Victor Sullivan
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Re: Gondwanaland [2/10/11] V11 pg9

Post by Victor Sullivan »

TaCktiX wrote:The way Bridges and Canoes are placed in the legend, it's possible to misinterpret them as also being impassables. Any chance of simply naming the section "Passable" or some-such?

Technically, though, the canoes connect to Atlantis, not each other.

-Sully
[player]Beckytheblondie[/player]: "Don't give us the dispatch, give us a mustache ride."

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declan.west
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Re: Gondwanaland [2/10/11] V11 pg9

Post by declan.west »

Victor Sullivan wrote:
TaCktiX wrote:The way Bridges and Canoes are placed in the legend, it's possible to misinterpret them as also being impassables. Any chance of simply naming the section "Passable" or some-such?

Technically, though, the canoes connect to Atlantis, not each other.

-Sully

I could put the canoe near the text explaining them and leave the bridge under 'passable'
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Minister X
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Re: Gondwanaland [2/10/11] V11 pg9

Post by Minister X »

In the Linnean system species names are not capitalized; thus: Homo sapiens. And thus: Tyrannosaurus rex. (The first part, which is capitalized, is the genus.)
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Victor Sullivan
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Re: Gondwanaland [2/10/11] V11 pg9

Post by Victor Sullivan »

This is true.

-Sully
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The Bison King
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Re: Gondwanaland [2/10/11] V11 pg9

Post by The Bison King »

I think this map is ready to be GP stamped personally.
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TaCktiX
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Re: Gondwanaland [2/10/11] V11 pg9

Post by TaCktiX »

Seeing no other complaints on this one:

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Onward, ho!
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iancanton
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Re: Gondwanaland [2/10/11] V11 pg9

Post by iancanton »

congrats on the stamp, declan!

although what u have is already good, if there's one thing i'd change, i'd move travi tarpit to orejon, so that the central africa player isn't given such a hard time by a natural hazard on a canoe-bordering region as well as being surrounded on all sides by potential opponents. that's just my personal preference.

tyrant and scavenger are placed in excellent positions to protect the larger bonuses in a temporary way.

perhaps use savannah, sahara, nubia or some other more imaginative names rather than south africa and central africa as bonus names.

ian. :)
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Re: Gondwanaland [2/10/11] V11 pg9

Post by RedBaron0 »

Out of the respect for being scientifically accurate.... The T-rex evolved well after the break up of Gondwanaland. And the T-Rex was also native to Asia and North America. (Laurasia)

Cryolophosaurus would be a decent name for a native, time period relevant therapod dinosaur. (Native to Antarctica) However for name recognition you might wanna go with Allosaurus, but it was most common in North America.
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obm311
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Re: Gondwanaland [2/10/11] V11 pg9

Post by obm311 »

hello, this is a friend of declan.west's, he asked me to post this message:

Around 3 weeks ago he was kicked from his games and abilities restricted, ie unable to post in any forum, unable to access his wall or message anybody. This means that he is unable to contact anyone to find the reason for the ban. Neither of us know the reason, as the only thing to go off is the text with in the games, "declan.west has been kicked for violating the rules".

Would anyone be able to help solve this issue, if not he decided just to give me the image of the map to post on this forum for him.
This is the reason there has been no update.

he says thanks for the gameplay stamp as well :)
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ender516
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Re: Gondwanaland [2/10/11] V11 pg9

Post by ender516 »

He should check his email on the account that he used to set up his CC account. There should be a message there explaining the reason for his ban, and he can communicate with the admins via e-ticket (see the Help menu at the top of the CC page).
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declan.west
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Re: Gondwanaland [2/10/11] V11 pg9

Post by declan.west »

hello everyone i'm back

V12
Image

tar pit at travi -> Orejon
T-rex's now cryolophosaurus' (graphic changed as well)
key changed (canoe + passable)

I have a few questions:
    I have done the colourblind tests and it looks fine to me, do I need to post those images?

    With the army numbers i have visited the post with the attachments, how do i download the attached images, i have just copied the image seen in the post but this gives a white background which is difficult to get rid of as methods i have tried have destroyed part of the numbers

    The XML wizard is declining the URL of my images and the file of my image that i am trying to upload so that i can try work on XML code, suggestions? i have started on typing it out if it doesn't work
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ender516
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Re: Gondwanaland [30/10/11] V12 pg10

Post by ender516 »

declan.west wrote:hello everyone i'm back

V12
Image

tar pit at travi -> Orejon
T-rex's now cryolophosaurus' (graphic changed as well)
key changed (canoe + passable)

I have a few questions:
    I have done the colourblind tests and it looks fine to me, do I need to post those images?

    With the army numbers i have visited the post with the attachments, how do i download the attached images, i have just copied the image seen in the post but this gives a white background which is difficult to get rid of as methods i have tried have destroyed part of the numbers

    The XML wizard is declining the URL of my images and the file of my image that i am trying to upload so that i can try work on XML code, suggestions? i have started on typing it out if it doesn't work
Colourblind test images are usually posted in the topic for all to judge.

Try using a screen shot, as opposed to copying the image, when trying to present the map with troop numbers.

Can you open your images in a browser using the URL that the XML wizard is refusing?
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declan.west
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Re: Gondwanaland [30/10/11] V12 pg10

Post by declan.west »

Red/green colour blind
Image
blue/yellow
Image

Thank you ender516, your answers helped a lot, though another problem:
Half way through XML wizard and the toolbar disappears (my map and army numbers number's are still there), i have not saved, is there any way of getting it back?
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declan.west
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Re: Gondwanaland [30/10/11] V12 pg10

Post by declan.west »

army number test (i know i missed one at Shluh)
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colour blind green/red
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ender516
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Re: Gondwanaland [30/10/11] V12 pg10

Post by ender516 »

I have never seen the Wizard toolbar disappear. Did it perhaps get scrolled offscreen somehow?
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The Bison King
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Re: Gondwanaland [30/10/11] V12 pg10

Post by The Bison King »

I think you should put a border around the map. Like the one you used in your signature.
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declan.west
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Re: Gondwanaland [30/10/11] V12 pg10

Post by declan.west »

ender516 wrote:I have never seen the Wizard toolbar disappear. Did it perhaps get scrolled offscreen somehow?


i'm not quite sure, but i have restarted so ill just save more often to make sure i'm safe if it happens again

The Bison King wrote:I think you should put a border around the map. Like the one you used in your signature.


yeah, ill see what it looks like. I have been trying to come up with a way to contain the Key so this might help
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