Moderator: Cartographers
natty_dread wrote:I was wrong
Kaplowitz wrote:*looks for something to suggest, but quickly gets frustrated*
The army dots look awesome, but it took me a while to see them at all. Could you make them a little more prominent?
t-o-m wrote:i think that this map has now lost all feel of depth. you dont feel the natural impassables as much as the current version (the one in live play)
you dont feel that ur castle is higher than the rest of the terits, thigns like that
natty_dread wrote:I was wrong
Kaplowitz wrote:*looks for something to suggest, but quickly gets frustrated*
The army dots look awesome, but it took me a while to see them at all. Could you make them a little more prominent?
natty_dread wrote:I was wrong
TaCktiX wrote:I think one issue with the one currently in play, and this revamp, is just like t-o-m alluded to. Assuming that the impassables are walls built by the opposing kingdoms to keep intruders out, they don't look like walls, they look like one of those rock walls from a Robert Frost poem. Making them a bit thicker and adding some shadow (identical to the castle shadow) should recreate that illusion of border walls.
And that's the only problem I can see at all. There's a ton of subtle improvements in this map that make it already worthy to replace the one presently in play.
natty_dread wrote:I was wrong
lord voldemort wrote:im not sure about barbarians...
like the 2 10's are there but u only need to really break 1 to be effective. cause u can quite easily go around. so the other 10 is really doing nothing at all if that makes sense.
in all the other kingdoms there is a need as such to break the 10s open eventually barbarians you wouldnt ever need to really..
natty_dread wrote:I was wrong
General Mayhem wrote:I would darken or thicken the main wall slightly.
Would help visually such as on the imperial corner
natty_dread wrote:I was wrong
gimil wrote:lord voldemort wrote:im not sure about barbarians...
like the 2 10's are there but u only need to really break 1 to be effective. cause u can quite easily go around. so the other 10 is really doing nothing at all if that makes sense.
in all the other kingdoms there is a need as such to break the 10s open eventually barbarians you wouldnt ever need to really..
A commont strategy is to break one 10 until your in a good position and need to break another one anyway. By the time your in the position to break another there should be more than enought troops so that it isnt an issue.
lord voldemort wrote:agreed but what im saying is that currently breaking the second 10 in barbarian is completely pointless....u only need to break one to get to the exact same place.
each other kingdom if u break the other 10 u get to a different point on the map....if that makes sense....i know u didnt wanna change gameplay. but perhaps the other 10 outs near the 10's for rebel and feudal and u close off feudal 7 with a wall. just throwing out ideas...cause imo barbarian 7 is completely useless as the 10...
natty_dread wrote:I was wrong
gimil wrote:Oh and tack i challenge you to come up with better cliffs.
natty_dread wrote:I was wrong
Torter_of_Worlds wrote:Gimil,
I would like to suggest a change in Rebel Territories. Notice every other castle allows a player to attack 3 castles with locking themselves in. Granted, you could always leave one neutral left next to the castle; however, this still leads to an interesting deploy dilemma that other castles are not faced with.
Let me know your thoughts
natty_dread wrote:I was wrong
natty_dread wrote:I was wrong
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