Laurent,
A thought just occurred to me as to why Superpower uses red and blue to denote intensity in their maps (remember the game that sparked the idea). What they are doing is moving the hues of red and blue, lockstep, in an inverse fashion. It's kind of obvious in hindsight.
For example:
If blue is 255 then red is 0
When you move blue 20 points towards 0, then red moves 20 points towards 255.
This is the reason their 'medium intensity' is purple (I suggested yellow origionally). So, if we set the filter to show on every sqare, blue (R0,G0,B255) would indicate no chance of riots, purple (R127,G0,B127) would indicate 50% chance, and Red (R255,G0,B0) would indicate 100% chance of riots. In this way, red should always be bad and blue good.
I would really like the intensity map to show up on every square as suggested above. I personally think it would look better than the current way you've done it, where only one square shows up here and there in red. I think it would also be a tad more informative.
A thought just occurred to me as to why Superpower uses red and blue to denote intensity in their maps (remember the game that sparked the idea). What they are doing is moving the hues of red and blue, lockstep, in an inverse fashion. It's kind of obvious in hindsight.
For example:
If blue is 255 then red is 0
When you move blue 20 points towards 0, then red moves 20 points towards 255.
This is the reason their 'medium intensity' is purple (I suggested yellow origionally). So, if we set the filter to show on every sqare, blue (R0,G0,B255) would indicate no chance of riots, purple (R127,G0,B127) would indicate 50% chance, and Red (R255,G0,B0) would indicate 100% chance of riots. In this way, red should always be bad and blue good.
I would really like the intensity map to show up on every square as suggested above. I personally think it would look better than the current way you've done it, where only one square shows up here and there in red. I think it would also be a tad more informative.
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