Moderator: Cartographers
yeti_c wrote:BTW - don't like the cliff next to Feudal Empire...
The corner bit near river looks a bit gappy...
Consider colouring up the "empire" numbers a bit more too.
C.
natty_dread wrote:I was wrong
Ogrecrusher wrote:I always thought they WERE stone walls!
yeti_c wrote:BTW - don't like the cliff next to Feudal Empire...
gimil wrote:New shinny cliffs.
TaCktiX wrote:So are these better cliffs for you gimil?
gimil wrote:Ill try darkening the cliffs first
bryguy wrote:Ogrecrusher wrote:I always thought they WERE stone walls!
wow where have you been? have u not seen people saying this:yeti_c wrote:BTW - don't like the cliff next to Feudal Empire...gimil wrote:New shinny cliffs.TaCktiX wrote:So are these better cliffs for you gimil?gimil wrote:Ill try darkening the cliffs first
so as you can see, its obviously cliffs
natty_dread wrote:I was wrong
Kaplowitz wrote:If you had all been in the original Feudal War thread, i think they used to be walls....didnt want to search through the 40 pages.
natty_dread wrote:I was wrong
natty_dread wrote:I was wrong
daydream wrote: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
hehe, this is the only issue appart from the Realm of Might one that is being fixed already i have ever had with this map. basically, on all other castles i can follow a strict path that will bring me to all 2's, but will always let me fort back to the castle to effectively use the autodeploy in the next turn and still leave me a path to all left over 2's, if you understand what i mean? its not an unsolvable problem, but for that reason i dont like being dropped on rebel, unless i have feudal as well.
edit: i just searched, and saw that i ahve played more than 350 feudal games. i think this speaks for how excelent i think your work is. thank you very much for this great map, and all the enjoyment (and points) it has brought me.
daydream wrote:daydream wrote: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
hehe, this is the only issue appart from the Realm of Might one that is being fixed already i have ever had with this map. basically, on all other castles i can follow a strict path that will bring me to all 2's, but will always let me fort back to the castle to effectively use the autodeploy in the next turn and still leave me a path to all left over 2's, if you understand what i mean? its not an unsolvable problem, but for that reason i dont like being dropped on rebel, unless i have feudal as well.
edit: i just searched, and saw that i ahve played more than 350 feudal games. i think this speaks for how excelent i think your work is. thank you very much for this great map, and all the enjoyment (and points) it has brought me.
you seem to have missed this, just thought i would bring it to your attention, since earlier you had asked Torter to explain what he meant
natty_dread wrote:I was wrong
daydream wrote: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
hehe, this is the only issue appart from the Realm of Might one that is being fixed already i have ever had with this map. basically, on all other castles i can follow a strict path that will bring me to all 2's, but will always let me fort back to the castle to effectively use the autodeploy in the next turn and still leave me a path to all left over 2's, if you understand what i mean? its not an unsolvable problem, but for that reason i dont like being dropped on rebel, unless i have feudal as well.
MrBenn wrote:daydream wrote: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
hehe, this is the only issue appart from the Realm of Might one that is being fixed already i have ever had with this map. basically, on all other castles i can follow a strict path that will bring me to all 2's, but will always let me fort back to the castle to effectively use the autodeploy in the next turn and still leave me a path to all left over 2's, if you understand what i mean? its not an unsolvable problem, but for that reason i dont like being dropped on rebel, unless i have feudal as well.
You could redraw the borders slightly, so that RT2 borders RT6, and so that RT3 no longer borders RT7... does that make sense?
natty_dread wrote:I was wrong
natty_dread wrote:I was wrong
oaktown wrote:this suggestion would be a purely aesthetic change... I don't really like the location of the signatures - kind of makes the legend a bit messy and they throw your eye off since they don't lie up with the other text... what if the three sigs were at the bottom of terits barb 1, 1,and 7?
And here's a general question about the play of the map which just occurred to me, since I am currently playing this map for the first time (and if this has been put to rest already you can just ignore me completely): it strikes me as a bit odd that you can collect a bonus for holding territories within a kingdom even if you don't control the castle. Seems like in a true feudal kingdom it is the guy at the top who is collecting taxes/tribute. But now you can control six territories of farmland in, say the Great Kingdom and collect a +3 bonus even if you aren't the Monarch of that kingdom.
It's an exceptionally fun map to play, by the way... it helps that I'm winning my game of course.
natty_dread wrote:I was wrong
natty_dread wrote:I was wrong
lolTelvannia wrote:I was strolling though the foundry when I noticed to my horror that I had not comment on this yet. So I decided to fit ...
And, back on topic, Gimil I think Telvannia is spot on here.Telvannia wrote:The legend really does not seem to fit this map, maybe if you make it look like it was carved out from some stones, or something similar.
mibi wrote:If this is a revamp then how come you still have that same crappy title and legend. Christ that thing is ugly. There are actually too many graphical issues to name.
mibi wrote:If this is a revamp then how come you still have that same crappy title and legend. Christ that thing is ugly. There are actually too many graphical issues to name.
natty_dread wrote:I was wrong
gimil wrote:mibi wrote:If this is a revamp then how come you still have that same crappy title and legend. Christ that thing is ugly. There are actually too many graphical issues to name.
I like how you are always helpful and suggestive, bravo to you
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