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Naked Maps

Posted: Sat Apr 26, 2014 2:38 pm
by Mad Russian
Would there be anyone out there interested in naked maps? No hexes or grid?

Good Hunting.

MR

Image

RE: Naked Maps

Posted: Sat Apr 26, 2014 3:11 pm
by wodin
Yes..some games I have the grid turned off..others I don't. Depends on the map art work I suppose. However an option to turn on and off the grid is always cool.

RE: Naked Maps

Posted: Sat Apr 26, 2014 3:15 pm
by SwampYankee68
Personally, in this game I would leave the hexes on anyways..

RE: Naked Maps

Posted: Sat Apr 26, 2014 4:58 pm
by WildCatNL
Depends on the art style, and what people use the grid for.

For Western Europe theater Hexdraw maps, the art clearly indicate the size of a hex, and a grid isn't necessary to indicate the scale / zoom level. For a featureless desert map (think NTC FtIrwin) or maps covered by large forests (Vietnam), a grid would be welcome.

For estimating distance, which is what I use the grid for, the hex grid never worked for me. The FP:G 1km grid works better for that purposes.

Moving the grid from the art-work to the game UI would help a lot to cover all cases and needs.

William

p.s. the example map is missing the "BUCHOLZ" label for the largest city on the map, right of center (SE of Steinbeck).

RE: Naked Maps

Posted: Sun Apr 27, 2014 11:55 am
by O.Schmidt
I need hexes!

RE: Naked Maps

Posted: Sun Apr 27, 2014 12:12 pm
by zakblood
i also like the hexes tbh :)

RE: Naked Maps

Posted: Tue Apr 29, 2014 10:20 pm
by Xenomorph
My favorite is the type of grid that only shows the corners of the hexagons. I used to not care even slightly about map aesthetics but then saw a game that had an absolutely gorgeous map that only used those partial hexes. I thought "why aren't all games like this?". I find that the better the graphics the easier it is to immerse yourself in the game. I'll also say (and I know you guys have said you appreciate constructive criticism) that when initially searching for a new game I did an image search on google. I skipped right past FCRS many times bc I found the map graphics so not to my taste. Almost a huge mistake but obviously I luckily did take a closer look eventually. I only mention this bc I'm wondering how many folks did exactly this and didn't come back. I suppose this falls under the heading "you only get one chance to make a first impression".

RE: Naked Maps

Posted: Wed Apr 30, 2014 7:08 am
by Mad Russian
Map graphics are as varied as the games we play.

I don't know what the percentage breakdown is for the different categories. We've seen comments ranging from the maps look really good to they are dirt poor. In the area of graphics especially the term, 'you can't please everyone' is an absolute. Only with multiple different styles of maps can we accomplish that. Unfortunately that doesn't happen when you release a game. That happens after the community supports it.

Good Hunting.

MR

RE: Naked Maps

Posted: Wed Apr 30, 2014 11:06 am
by DoubleDeuce
I just want clearly readable, functional maps. While I think map prettiness would probably help sell the game, its not something I think should be at the top of the developers "To Do" list especially if it takes time away from testing, bug fixing and new feature coding. And that's my 2 cents.

RE: Naked Maps

Posted: Wed Apr 30, 2014 10:57 pm
by Xenomorph
ORIGINAL: Double Deuce

While I think map prettiness would probably help sell the game, its not something I think should be at the top of the developers "To Do" list especially if it takes time away from testing, bug fixing and new feature coding. And that's my 2 cents.

Agree with that. Excepting for the notion that more players = more modders.

RE: Naked Maps

Posted: Thu May 01, 2014 8:10 am
by wodin
Again have the grid as a layer if possible that can be turned on or off. I also agree that it all depends on the art style aswell plus if it is still easy to work out distances.

RE: Naked Maps

Posted: Thu May 01, 2014 9:26 am
by CapnDarwin
Independent grids/hexes that you can turn off and on would have to wait for 2.1 or later. That would need to be coded in to the map editor and game engine.