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  1. #1
    Community Leader Guild Sponsor Gidde's Avatar
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    I love the planets, they're all very cool. I do have one tiny suggestion though -- the orbit lines are popping out to me as much as the planets are, which seems off. You might think about decreasing the opacity on the orbit rings so that the planets catch your eye before the rings do.

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    Quote Originally Posted by Gidde View Post
    I love the planets, they're all very cool. I do have one tiny suggestion though -- the orbit lines are popping out to me as much as the planets are, which seems off. You might think about decreasing the opacity on the orbit rings so that the planets catch your eye before the rings do.
    I was debating that myself. Thanks.

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    Update:
    - Added labels for several of the inner worlds.
    - Muted the orbital rings.
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    Last edited by nolgroth; 10-12-2009 at 06:09 PM.

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    As far as visual goes, it looks good. However, I don't think I could ever bring myself to use it in a game. Even with Sci-Fi level technology, colonizing a planet that close to the sun is not going to be feasible, at least not to my mind. Radiation levels would be insane, and the extreme hot/cold cycle wouldn't help much either.

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    The setting is pure Space Opera so the radiation deal is pretty much solved with rubber science force fields. For that matter, the temperature could also be handled by the same explanation.

    I am toying with this idea of somehow demonstrating space stations and such. That would help indicate that the "colony" close to the sun is a mobile research station that keeps itself parked on the dark side of the planet. Working with straight visuals and no accompanying text can be a challenge in and of itself.

    Edit: And this map is still in very early stages. It is built upon many, many layers that allow me to manipulate where exactly a planet and it's label goes.

    Thanks for the feedback.

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