I edited right before you posted. did you see that part?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?
Age of Realms: Mayhem [Quenched]
Moderator: Cartographers
Forum rules
Please read the Community Guidelines before posting.
Please read the Community Guidelines before posting.
- wcaclimbing
- Posts: 5598
- Joined: Fri May 12, 2006 10:09 pm
- Location: In your quantum box....Maybe.
- Contact:
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
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.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?
“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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
glad you like it mate. hopefully after the update bellow i'll get some stamps and we can move to final forge.Itrade wrote:I'm loving the look of this map. It screams of awesome.
“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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
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

small

* 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

small

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

- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
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.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).
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
Wow...
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!
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!
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Wow...
welcome to the foundry, i hope you stick around.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!
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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
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

small

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

small

“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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
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:

“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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
iceland.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.
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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
thanks mate. xml is already started.oaktown wrote:alright already, start your damn xml.DiM wrote:to do:
get stamps
start xml
Another piece of art, DiM.
“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
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]
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.
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
- pepperonibread
- Posts: 954
- Joined: Sun Jan 28, 2007 4:33 pm
- Location: The Former Confederacy
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]
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.
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]
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.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.
“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
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+41 [I][Gp]
i'd rather not. after all the lava isn't very glowing and it would clutter even more the area.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.
“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
- gimil
- Posts: 8599
- Joined: Sat Mar 03, 2007 12:42 pm
- Gender: Male
- Location: United Kingdom (Scotland)
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]
Seems were just nitpicking here:


What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]
gimil wrote:Seems were just nitpicking here:
thanks gimil.
“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
- gimil
- Posts: 8599
- Joined: Sat Mar 03, 2007 12:42 pm
- Gender: Male
- Location: United Kingdom (Scotland)
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]
I thought what te hell. you deserve it 
What do you know about map making, bitch?
Top Score:2403natty_dread wrote:I was wrong
- DiM
- Posts: 10415
- Joined: Wed Feb 14, 2007 6:20 pm
- Gender: Male
- Location: making maps for scooby snacks
Re: Age of Realms - Age of Mayhem - V11 S+L - pg1+28 [I][Gp]
gimil wrote:I thought what te hell. you deserve it
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




