DJ Teflon wrote:Did you have a look at my gameplay scribbles porkenbeans?
Yes I did, Take a look at my post that followed it.
I believe that mapmaking follows a natural course. Maps evolve differently, most start with an idea, be it Graphically or gameplay wise. Then it is batted back and forth between the two, as it progresses into a finished product. Each one changes with every return.
I liked some of your ideas and so I batted this last image back to you. The ball is now back in your court. I look forward to see what you come up with. Remember, nothing is in stone, and I can change anything with the respect to the graphics.
Main change = using the tunnels to create an underground network - with includes lots of one way tunnels and entrances within the castle.
Minor changes (some of them) - extra entrances to each large tower (as well as the one-way entrances from the tunnels inset). The area between the canon tower and main castle becoming a village - surrounded by a wall.
If start positions are adopted then - either distant ships in insets which can enter the bay by any region would be cool (8, or preferably 9 ships needed) - or the alternative idea below with ships seperated by rocks (forgot to show one-way attack out from ships on the diagram) and then meeting at neutral killer whirlpools (a la Danelaw) - I included 16 starts to help ensure a balance. Really, I should have moved the island to the middle for balance (with 8 starts either side).
I've labelled the bay and beach regions with E & W - one idea might be for one tower to be able to bombard the east, and the other the west - however, one bombarding water regions and the other land regions would be cooler I think.
My diagram is shorter in the downward direction to try to create room for an underground inset, key, bonus box etc. There is scope perhaps for a little more trimming.
Similarly, room could be created on the right-hand side (where perhaps ships insets could live).
Possible further amendments (on top of making the island central) include broken walls beyond the moat - adds extra impassables to break-up those areas, and, interestingly would make the areas between the moat and outer walls protected from bombardment from the main tower (but not the castle outer wall regions).
I can happily re-do the above diagrams, especially since the first could do with thicker pen being used and the second is very messy
Nice work dj. I am going to take my time to study this. In the meantime would it be possible to see this in full size 840x800. Also if there is going to be insets of any kind, that means that the current map image will need to be shrunk. We are limited to 840 wide x 800 tall. Here is the problem that we might run in to. If we shrink the image to make room for an inset, some of the territs will become too small. Remember this is the large version, and we will have to make a small map as well.
I like what I see from browsing it briefly. I will take a few days to study it in depth. It would help me if I had a full size version that matches my working draft to scale.
I'll have a look when I get home shortly - I think I should be able to post bigger images, the original scan was massive and I think I saved it before scaling down to what I posted above.
Possible further amendments (on top of making the island central) include broken walls beyond the moat - adds extra impassables to break-up those areas, and, interestingly would make the areas between the moat and outer walls protected from bombardment from the main tower (but not the castle outer wall regions).
I can happily re-do the above diagrams, especially since the first could do with thicker pen being used and the second is very messy
In most castle siege movies, the people attacking the walls usually get done over pretty well. Perhaps you could portray this with decaying neutrals around the outer wall?
But the graphics are a sore contrast between digitally created and realism. You should use a less obvious photoshop texture for the castle floors and ought to use a photographs of real boats or something. The brick is decent, but it looks strange all cobbled together like that.
The text would be better with a black glow rather than a drop shadow. The drop shadow just looks out of place.
Speaking of shadows... the castle doesn't have one.
Did the Merlin thing get dropped? I'd like to see that instituted. Maybe he could have some special one-way attacks and he'd have an auto-deploy as his bonus? Also, I don't understand the point of C4 - C6. They don't have cannons (which I assume one-way bombard certain territories?).