Pps. one more quick illustration of what I mean. Sorry for briefly turning the thread into an expose on sea zone color theory, but I’ve spent a kind of ridiculous amount of time thinking about it hehe, and haven’t had a chance to talk about this stuff in a while.
Below I attached two versions of the AA50 baseline, the first has a very dark ocean with all the land territories at roughly 50% gray. The second has a very light ocean, again with all the land territories at roughly 50% gray.
What I wanted to show was that, we can use a lot a variation above/below 50% value for land colors, (colors with values that are still very easy to differentiate from one another), but which are unlikely to ever be confused with the basic sea zone color value. This is why I like to save the mid-dark tones for the land territories, instead of wasting the 50% sweet spot in on the ocean, if that makes sense. I think the range between 20%-80% grey can give you a lot of variation in color value for land territories, just saving that last 10-20% at either end for the Ocean, depending on whether you like it light like Classic, or dark like Revised (the physical game boards I mean.) That way you have a lot of room to work the values in mid range, while still maintaining an overall map that reads easily at a glance, value-wise, with fewer pops. In my mind neutral/impassible territories should never draw the eye, but should kind of fade into the background, which is part of why the color values for the current WWII maps in tripleA kind of bug me. I think there was a better approach, but for whatever reason it keeps going back to the tripleA revised map aesthetic, which sadly was colored before I got involved in the project hehe.


Also one other quick note on baseline drafting that might be helpful. I’d take your basic baseline as far as you can before adding in the circular territories. When I made the domination map for tripleA I learned the hard way about including circles too soon, since it can be a pain to move or adjust their location later, if you change your mind about something or have to redraw the baseline borders again. Especially since its pretty easy to include them later when setting up the final draft. Might also be worth considering waiting to fill impassible territories for the last minute too, just in case, since that’s another one that can be a pain if you need to return to redraw something later. Just for the working baseline in tripleA I mean, I know the stuff above is more of a mockup.
Oh and Gimp is a pretty useful application to have on hand for messing with the baselines, and its free, if you like to do more complicated stuff like selecting or replacing colors quickly and don’t want to spring for adobe products. I drew the originals in MS paint if you can imagine, pixel by pixel, good grief, but I’d use Gimp now for most stuff since its basically photoshop for the cheap seats hehe.
Anyhow, you can definitely do a ton of stuff now with map details and skins later on than used to be the case, but I still think a really clean baseline with a nice read for the ocean is worth it.
Will keep an eye on things and check back as it gets further along.
Best,
Elk