Day of Infamy

Day of Infamy

Better Map Overviews
HaafuGee  [developer] 25 Nov, 2017 @ 3:12am
Crete Feedback/Suggestions
Comments
- Minoos, Sofok and Ahmok are taken from street signs on in those areas.
- Fun fact: A objective is called Apartments and B objective is called Barracks.
- Homeless is homeless because there's a mattress bent against the wall.
- Sofok has four regions (as seen from Fountain): left, right, cellar, upper.

Current concerns
- Afterthought isn't a very good callout.
- The part of the Fort wall that can be entered probably needs a name.
Last edited by HaafuGee; 26 Nov, 2017 @ 11:28pm
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Showing 1-9 of 9 comments
Ciaran 26 Nov, 2017 @ 2:10am 
How about the O.K. Coral or Holdout/Holdup for the Schreck building? Everyone goes there as a last stand to try and hold out :)

Stairs or Entry for Afterthought? Entry because that's the gateway from the West of the map into the East area with the radio e.t.c. Gateway? Border?

Entry for the fort wall if you don't use it for Afterthought? Hole for fort wall?

For the legibility, the map feels a little cluttered? I'd say this is just because of the nature of Crete, being close quarters and all. The details and labels are great man, there's just a lot of them.

Maybe this here might work for font? Could make everthing feel less cluttered maybe too.

https://thegraphicsfairy.com/wp-content/uploads/blogger/-BqNICgp4XQ0/T-yCVS6XwOI/AAAAAAAASeg/lHEjG9eXkXk/s1600/Ville-de-Paris-GraphicsFairy-sm.jpg

One of these here (not Harrington)?

http://www.vectorian.net/img/fonts/fonts-ms-office.png
Last edited by Ciaran; 26 Nov, 2017 @ 2:34am
HaafuGee  [developer] 26 Nov, 2017 @ 3:15am 
Schreck is actually referring to a little cubby (which is actually a better name now that I think of it) next to the building itself.

Afterthought is weird because it doesn't really have any defining features. It's been stuck on as an afterthought, so Gateway and Entry don't quite fit.

I'll have a play around with the font and see what happens. I think the colour palette is also really mucky and that contributes a lot to it.
Ciaran 26 Nov, 2017 @ 3:42am 
Originally posted by HaafuGee:
Schreck is actually referring to a little cubby (which is actually a better name now that I think of it) next to the building itself.

Afterthought is weird because it doesn't really have any defining features. It's been stuck on as an afterthought, so Gateway and Entry don't quite fit.

I'll have a play around with the font and see what happens. I think the colour palette is also really mucky and that contributes a lot to it.

Ah I see, didn't know that, sweet :)

Yeah, maybe colouring the buildings in a little might help. You'll figure it out!
HaafuGee  [developer] 26 Nov, 2017 @ 5:34am 
Pre-release Preview
https://i.imgur.com/hSSlNNM.png
- Construction to Construct
- Briefcase to Case
- Schreck to Cubby
- Added Radio for D building (has a radio tower behind it)
- Added area shading for buildings
- Changed callout font and fills for better visibility

Now I see what you mean by colouring in the buildings -- it's so much easier to see the overall layout. You're a lifesaver man. I'll do it for every map.
Ciaran 26 Nov, 2017 @ 6:26am 
Originally posted by HaafuGee:
Pre-release Preview
https://i.imgur.com/hSSlNNM.png
- Construction to Construct
- Briefcase to Case
- Schreck to Cubby
- Added Radio for D building (has a radio tower behind it)
- Added area shading for buildings
- Changed callout font and fills for better visibility

Now I see what you mean by colouring in the buildings -- it's so much easier to see the overall layout. You're a lifesaver man. I'll do it for every map.

Very nice mate!

Yeah, you can see the clear routes through the map faster now. Makes seeing flanking routes, sniper spots, possible enemy positions and all that jazz easier. For me anyway! Play it by ear and see how people like it :)
Last edited by Ciaran; 26 Nov, 2017 @ 6:57am
Ciaran 27 Nov, 2017 @ 4:09am 
Hey mate, was just looking at Crete again and was thinking you could colour in the whole of the fort wall down to Broken & Castle? The same colour as the other buildings or black for no entry.
This would make the wall feel more solid on the map, but show easier too the potential entry/exit points?

Also, colouring in the walls at Fort but leaving the archways (or not), and open yard inside white would help make that spot feel more solid too perhaps? Colouring up to the underground entrance just at the North of Fort Street would be nice also?
Last edited by Ciaran; 27 Nov, 2017 @ 4:55am
HaafuGee  [developer] 27 Nov, 2017 @ 5:11am 
I can see what you mean by the colouring, but the main issue is that there's a lot of levels involved. I can't colour Broken in the no entry black, since you can walk on top of it. My intent was to show that you can be on top but also within those areas.

I guess the choice is between the current shading, which has more information, or the aesthetic shading, which gives a better general feel. I'll decide later I guess.
Ciaran 27 Nov, 2017 @ 5:18am 
Originally posted by HaafuGee:
I can see what you mean by the colouring, but the main issue is that there's a lot of levels involved. I can't colour Broken in the no entry black, since you can walk on top of it. My intent was to show that you can be on top but also within those areas.

I guess the choice is between the current shading, which has more information, or the aesthetic shading, which gives a better general feel. I'll decide later I guess.

Yeah man, it's a balance for sure.

I know what you mean by trying to show multiple levels.

If you coloured in the Broken area of the wall the same colour as the buildings you can enter (not black) it would still show you can get on top? Like the Northern part of the wall is? Perhaps a different colour just to show an area up high, but that might not look too good.

PS. I hope i'm not bothering or annoying you with all this, just interested in all this kinda stuff and trying to help if I can!
Last edited by Ciaran; 27 Nov, 2017 @ 5:26am
HaafuGee  [developer] 27 Nov, 2017 @ 6:04am 
The specific area I'm thinking about is the area north of Camo, because it has four layers: basement, ground, within the wall and top of wall. I think I will colour in the rest of the wall for the sake of consistency though.

You're not bothering me at all man, I need your opinions.
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