Since you mentioned it, I had to look it up:[Example: Type-H Hunter deckplans from White Dwarf #70 (pg 27 - Dead or Alive).]
Same nits here!Since you mentioned it, I had to look it up:
First impression: pretty nice.
Pros: I like the detail, It shows a lot of info on the ship in a small space.
Cons (mostly nit picks): Prints should be white lines on a blue background or blue lines on a white background ... blue lines on a blue background means that you need to slow the machine down to burn off that background.
Too much of the side view is covered to really appreciate what the ship looks like.
Personally like the fuel areas, but that's a really good point - they do need some better visual separation.I prefer the fuel area to be filled solid to make it clearer where people go and where they can't.
Ditto again. The typical cartoonish look of the tiles is another turn off for me.To the OP question:
I can tell you easier what I don't like ...
I am not a fan of the Campaign Cartographer tiles look. Lots of people really like that, but I find the texture on texture on texture look lacks the hierarchy of lines that I enjoy in a good work of art.
I am not a fan of the MgT type empty grid rooms with crude symbols. It answers basic questions about the location of spaces, but I want more than a grid for wargames with miniatures.
Sorry, no multiple choice 'poll', per se - its a pretty broad question.Was there supposed to be a poll attached, with choices to vote on? If so, I don't see it.
I am not a fan of the MgT type empty grid rooms with crude symbols. It answers basic questions about the location of spaces, but I want more than a grid for wargames with miniatures.
If you will permit me a moment of over-sensitivity:The original GDW style was similar, and is the style I aim for. Furniture moves around, and not very many of us are real architects to be able to convey the real size of some of these spaces.
my complaint with that particular aesthetic is that it conveys very little sense of the character of the spaces within the ship. A section through a space will often reveal features that cannot be clearly expressed in the plan ... like a high or low ceiling or a 'split-level' space. When I create a ship, I enjoy thinking about those sort of details and how to convey the character and TL of a room. I admire the work of others who push the boundaries and, in doing so, urge me to try harder to 'keep up'.
The original GDW style was similar, and is the style I aim for. Furniture moves around, and not very many of us are real architects to be able to convey the real size of some of these spaces.