Conquer Club

Age of Realms: Mayhem [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Postby wcaclimbing on Tue Mar 18, 2008 9:12 pm

wcaclimbing wrote:Theres a small green area behind the lo'ln name. Looks to be part of the Age of Might textures. is that supposed to be there?

I edited right before you posted. did you see that part?
Image
User avatar
Private 1st Class wcaclimbing
 
Posts: 5598
Joined: Fri May 12, 2006 10:09 pm
Location: In your quantum box....Maybe.

Postby DiM on Tue Mar 18, 2008 9:12 pm

wcaclimbing wrote:Theres a small green area behind the lo'ln name. Looks to be part of the Age of Might textures. is that supposed to be there?


will solve. i have no idea what it is. there shouldn't be any texture from the other maps as all those layers are gone. will investigate when i get home and solve it.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby Itrade on Wed Mar 19, 2008 4:59 am

I'm loving the look of this map. It screams of awesome.
Image My set is a bone coat-of-arms and chandelier! How cool is that?
User avatar
Sergeant Itrade
 
Posts: 438
Joined: Fri Jan 06, 2006 2:14 am
Location: Malaysia

Postby DiM on Wed Mar 19, 2008 9:43 am

Itrade wrote:I'm loving the look of this map. It screams of awesome.


glad you like it mate. hopefully after the update bellow i'll get some stamps and we can move to final forge.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby DiM on Wed Mar 19, 2008 9:47 am

v10
* small version
* made the docks more visible
* made army circles more visible
* changed the bonus for humans from +4 to +2
* added the no automatic armies thing in the legend
* solved the weird greenish thing in the sanctuary island
* made the river between troglodytes and night elves thicker and more visible.

large
Image

small
Image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby wcaclimbing on Wed Mar 19, 2008 6:38 pm

in troglodytes on the small version, with the greyscale on the text, it is making it hard to read some of the names. they get lost in the texture behind them. Zui Mostly, but Xi a bit, also. you should brighten the text or darken the background just a bit so they stand out more.

Other than that, I think its about as good as it will ever be. no complaints from me (other than the one mentioned above).
Image
User avatar
Private 1st Class wcaclimbing
 
Posts: 5598
Joined: Fri May 12, 2006 10:09 pm
Location: In your quantum box....Maybe.

Postby DiM on Wed Mar 19, 2008 6:48 pm

wcaclimbing wrote:in troglodytes on the small version, with the greyscale on the text, it is making it hard to read some of the names. they get lost in the texture behind them. Zui Mostly, but Xi a bit, also. you should brighten the text or darken the background just a bit so they stand out more.

Other than that, I think its about as good as it will ever be. no complaints from me (other than the one mentioned above).


if you compare large version with small version you'll see the troglodytes names have a different gradient. on large it is horizontal on small it is vertical. i changed it cause the vertical gradient made the names hard to read on small. i find them very visible but i will also try and do something and make them even more visible.


btw on a general note i don't think it is a problem if the small and large are slightly different. i mean the most obvious change is that the legend has another shape because the text would have been to cramped in the large version shape.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Wow...

Postby badlouie on Sun Mar 23, 2008 11:49 am

This is my first venture into the map forum, and all i can say is Wow.

The map looks awesome...I wish i had the skills to set something like this up, but i don't! I'm glad you're putting in the effort & i can't wait to try out the map!
Private 1st Class badlouie
 
Posts: 51
Joined: Sat Jan 26, 2008 10:30 pm
Location: USA

Re: Wow...

Postby DiM on Sun Mar 23, 2008 3:34 pm

badlouie wrote:This is my first venture into the map forum, and all i can say is Wow.

The map looks awesome...I wish i had the skills to set something like this up, but i don't! I'm glad you're putting in the effort & i can't wait to try out the map!


welcome to the foundry, i hope you stick around.

and i'm glad you like the map.


PS: on monday i'll post another update and hopefuly we can move on.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby DiM on Mon Mar 24, 2008 10:41 am

v11

done:
solved the small version text readability in the troglodites terits
made various other elements more visible in the small version.

to do:
get stamps
start xml


large
Image

small
Image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby gimil on Mon Mar 24, 2008 11:06 am

1 minor idea, since lava solidifys (sp?) in water could some on the land be reshaped to show this? maybe even a connection to the santuary instead of the port :)
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Corporal 1st Class gimil
 
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Location: United Kingdom (Scotland)

Postby DiM on Mon Mar 24, 2008 11:30 am

gimil wrote:1 minor idea, since lava solidifys (sp?) in water could some on the land be reshaped to show this? maybe even a connection to the santuary instead of the port :)



the port also connects to other ports so i can't add that connection.

as for the solidifying lava i guess i can add that but i'm not sure how spectacular it would be after all it would mean just adding a few lumps of solidified lava. like so:

Image
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby gimil on Mon Mar 24, 2008 12:04 pm

Meh just an idea, I remeber when the volcano in either greenland or iceland (cant remeber which) it created a lava path that almost closed off one of the countries biggest ports from the main ocean.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Corporal 1st Class gimil
 
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Location: United Kingdom (Scotland)

Postby DiM on Mon Mar 24, 2008 12:08 pm

gimil wrote:Meh just an idea, I remeber when the volcano in either greenland or iceland (cant remeber which) it created a lava path that almost closed off one of the countries biggest ports from the main ocean.


iceland.

and yes it is possible for lava to create bridges but that wouldn't fit the gameplay.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby oaktown on Tue Mar 25, 2008 11:08 pm

DiM wrote:to do:
get stamps
start xml

alright already, start your damn xml. :)

Another piece of art, DiM.
Image
Image
User avatar
Captain oaktown
 
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Postby DiM on Wed Mar 26, 2008 2:13 am

oaktown wrote:
DiM wrote:to do:
get stamps
start xml

alright already, start your damn xml. :)

Another piece of art, DiM.
Image


thanks mate. xml is already started. :D
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]

Postby fireedud on Thu Mar 27, 2008 9:05 pm

Great map Dim.

It may be just me, but I feel that the glow in the water surrounding the continents are too strong, perhaps toning them down will help if anybody feels this way.

Also, since the post count per page changed, you have the wrong page number in the title, not sure if their changing back though.
me have no sig
Cook fireedud
 
Posts: 1704
Joined: Fri Mar 02, 2007 10:06 pm

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]

Postby pepperonibread on Thu Mar 27, 2008 9:14 pm

Someone suggested a while ago to add a glow to the lava. A slight reddish glow might be cool, if you haven't already tried it.
Image
User avatar
Corporal pepperonibread
 
Posts: 954
Joined: Sun Jan 28, 2007 4:33 pm
Location: The Former Confederacy

Postby Unit_2 on Sat Mar 29, 2008 12:18 am

Nice work of art again DiM, though is that red stuff under the territorys routes or just lava routes? and can you attack though them? if you can/can't it doesnt say in the instructions.
Image
User avatar
Cook Unit_2
 
Posts: 1834
Joined: Sun Jan 14, 2007 12:59 pm
Location: Pennsylvania, U.S.A, North America, Earth, Milky Way, Universe.

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]

Postby DiM on Mon Mar 31, 2008 6:24 am

fireedud wrote:Great map Dim.

It may be just me, but I feel that the glow in the water surrounding the continents are too strong, perhaps toning them down will help if anybody feels this way.

Also, since the post count per page changed, you have the wrong page number in the title, not sure if their changing back though.


changed the page number as for the water "glow", that's actually just representing shallow water near the shores. it's normal for the water to get darker as you move away from the shore.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]

Postby DiM on Mon Mar 31, 2008 6:26 am

pepperonibread wrote:Someone suggested a while ago to add a glow to the lava. A slight reddish glow might be cool, if you haven't already tried it.


i'd rather not. after all the lava isn't very glowing and it would clutter even more the area.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]

Postby gimil on Mon Mar 31, 2008 8:11 am

Seems were just nitpicking here:

Image
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Corporal 1st Class gimil
 
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Location: United Kingdom (Scotland)

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]

Postby DiM on Mon Mar 31, 2008 9:52 am

gimil wrote:Seems were just nitpicking here:

Image



thanks gimil. :mrgreen:
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]

Postby gimil on Mon Mar 31, 2008 9:53 am

I thought what te hell. you deserve it :P
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
Corporal 1st Class gimil
 
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Location: United Kingdom (Scotland)

Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]

Postby DiM on Mon Mar 31, 2008 2:47 pm

gimil wrote:I thought what te hell. you deserve it :P



lol, and i can't edit the first post because of the big images :(
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users