Conquer Club

Feudal War [Quenched]

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

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Postby KEYOGI on Thu Jul 12, 2007 4:00 pm

The immaturity of some of the people on this forum astounds me. Andy beat me to it, but gimil posted the recommended updates so I would have moved this just now as well.

How about we make some progress now then hey? Stop the senseless bitching backwards and forwards.

On topic: I'm not too convinced the gameplay is going to be any good on this map to start with, the idea of all the neutrals creates a whole bunch of potentially bad outcomes. I wonder how the Suggestions & Bug Report forums going to cope when/if this is released. :wink:

Beyond the neutral issue though, I see some other pretty serious gameplay concerns... this coming from someone who claims to be no gameplay expert. Everyone starts with a castle so you would think it's pretty even for everyone from the get go. However, I feel Feudal Empire is overly strong. It has one border and can quickly be expanded to include a Village without increasing borders. Feudal Rebellion and Southern Conquerers also only have one border but are going to have a hard time expanding further to collect additional bonuses because they'll be competing over the same resource. The other three castles all have two borders and will be fighting over the same resources. Right there, I think we have a fairly significant balancing issue. This game is going to depend a lot on luck with the dice, so I think you should try and keep this as balanced as possible.

I have a number of graphical suggestions, but it's early days and there's time for those later.
Sergeant 1st Class KEYOGI
 
Posts: 1632
Joined: Tue Oct 10, 2006 6:09 am

Postby Coleman on Thu Jul 12, 2007 4:07 pm

I think increasing or decreasing the number of neutral armies in a given territory would help balance out these problems without altering a lot of the map.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby Kaplowitz on Thu Jul 12, 2007 4:50 pm

For the river just put in a simple texture. I made this in like 2 minutes:

Image

It isnt hard if i can do it! (and im sure you can make it better ;-) )
Image
User avatar
Private 1st Class Kaplowitz
 
Posts: 3088
Joined: Tue May 01, 2007 5:11 pm

Postby gimil on Fri Jul 13, 2007 6:53 am

KEYOGI wrote:The immaturity of some of the people on this forum astounds me. Andy beat me to it, but gimil posted the recommended updates so I would have moved this just now as well.


I think Telvannia was ebing sarcastic :wink:

KEYOGI wrote:On topic: I'm not too convinced the gameplay is going to be any good on this map to start with, the idea of all the neutrals creates a whole bunch of potentially bad outcomes. I wonder how the Suggestions & Bug Report forums going to cope when/if this is released. :wink:


Dont knock it until youve tried it :wink:

Like coleman says below most of the terrs will have lower nutral armies, about 1-2. But to help lower any one castles advantage any bonus terr will have MORE nutrals on it.

villages around 5-8
merc camp at least 10

KEYOGI wrote:Everyone starts with a castle so you would think it's pretty even for everyone from the get go. However, I feel Feudal Empire is overly strong. It has one border and can quickly be expanded to include a Villagewithout increasing borders. Feudal Rebellion and Southern Conquerers also only have one border but are going to have a hard time expanding further to collect additional bonuses because they'll be competing over the same resource. The other three castles all have two borders and will be fighting over the same resources. Right there, I think we have a fairly significant balancing issue. This game is going to depend a lot on luck with the dice, so I think you should try and keep this as balanced as possible.


Each village is the same distance from 2 castles which is pritty balanced. However after i tool a good look over it i noticed gimils empire (lol) is close to 2 villages. to solve this problem i will close off the east end wall. and move the castle so its closer to that wall. That then means i must mpve teh village also. This should helpbalance that out.

KEYOGI i see your problem with each empire having 2 boarders BUT there is no additonal bonuse to ahing your full empire (although im considering teh idea) so there should be less concern about that issue.

The south end of teh map definety requires some balancing put. Im considering closing on of teh wall passages for the imperial dynasty.

KEYOGI wrote:I have a number of graphical suggestions, but it's early days and there's time for those later.


Dont be shy share them :wink:
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 gimil on Fri Jul 13, 2007 6:54 am

unriggable wrote:How does it feel to no longer be confined to that forum?


I no longer feel like the big kid sitting with the young guns :wink:
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 cairnswk on Fri Jul 13, 2007 7:14 am

Gimil
This is a fab map. I have one concern:
Is this the large or small version?
I am having trouble with reading the text....even with glasses on.
Can it be increased in size?
Image
* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
User avatar
Private cairnswk
 
Posts: 11510
Joined: Sat Feb 03, 2007 8:32 pm
Location: Australia

Postby Telvannia on Fri Jul 13, 2007 7:23 am

gimil wrote:
KEYOGI wrote:The immaturity of some of the people on this forum astounds me. Andy beat me to it, but gimil posted the recommended updates so I would have moved this just now as well.


I think Telvannia was ebing sarcastic :wink:


thanks for pointing that out, you are correct.

i have a idea for the gold mine, here it is:

Image

it is a cave, with a tract leading out with a little cart on it, the yellow lump next to it is meant to be the gold what has been mined, and there are also some little hut :D
User avatar
Sergeant 1st Class Telvannia
 
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Postby Coleman on Fri Jul 13, 2007 7:25 am

cairnswk wrote:Gimil
This is a fab map. I have one concern:
Is this the large or small version?
I am having trouble with reading the text....even with glasses on.
Can it be increased in size?

A way around this if you want the text to stay the same size it to add a highlight outline of a lighter shade around all the letters. It helps with small text.

Otherwise you will need a bigger font, even I find it hard to read.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Postby gimil on Fri Jul 13, 2007 7:28 am

Coleman wrote:
cairnswk wrote:Gimil
This is a fab map. I have one concern:
Is this the large or small version?
I am having trouble with reading the text....even with glasses on.
Can it be increased in size?

A way around this if you want the text to stay the same size it to add a highlight outline of a lighter shade around all the letters. It helps with small text.

Otherwise you will need a bigger font, even I find it hard to read.


teh font was a quick fix so get it moved ;)

Ill sort it a little later
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 gimil on Fri Jul 13, 2007 7:29 am

Telvannia wrote:i have a idea for the gold mine, here it is:

Image

it is a cave, with a tract leading out with a little cart on it, the yellow lump next to it is meant to be the gold what has been mined, and there are also some little hut :D


can you send me a copy with a transparent background and no grass?
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 Telvannia on Fri Jul 13, 2007 8:01 am

gimil wrote:
Telvannia wrote:i have a idea for the gold mine, here it is:

Image

it is a cave, with a tract leading out with a little cart on it, the yellow lump next to it is meant to be the gold what has been mined, and there are also some little hut :D


can you send me a copy with a transparent background and no grass?


in a bit, though it wont look the same, because i dont make them on new layers just draw them straight on.
User avatar
Sergeant 1st Class Telvannia
 
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Postby gimil on Fri Jul 13, 2007 8:04 am

i see lol well i can attemp to draw it on myself.
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 Fri Jul 13, 2007 8:06 am

gimil wrote:i see lol well i can attemp to draw it on myself.


it's not that hard. do it yourself.
“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 Fri Jul 13, 2007 8:10 am

DiM wrote:
gimil wrote:i see lol well i can attemp to draw it on myself.


it's not that hard. do it yourself.


i didnt say it was hard . . .

smart arse lol
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 Fri Jul 13, 2007 8:29 am

gimil wrote:
DiM wrote:
gimil wrote:i see lol well i can attemp to draw it on myself.


it's not that hard. do it yourself.


i didnt say it was hard . . .

smart arse lol


here's how i did it.

take a 1px brush and do the whole in the mountain with black. switch colour to gray and do the traks. 2-3 vertical lines with the 1px brush.

switch to black and do 3 rectangles. switch to yellow and fill those rectangles. add a bit of inner bevel and a bit of shadow and you got it.

Image

here's without shadow.
Image


i'm curious how telvannia did 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 Telvannia on Fri Jul 13, 2007 8:38 am

DiM wrote:here's how i did it.

take a 1px brush and do the whole in the mountain with black. switch colour to gray and do the traks. 2-3 vertical lines with the 1px brush.

switch to black and do 3 rectangles. switch to yellow and fill those rectangles. add a bit of inner bevel and a bit of shadow and you got it.

Image

here's without shadow.
Image


i'm curious how telvannia did it


I added the cave mouth in black and blurred it a bit.
added lines of brown going away from the cave mouth, the added the track to them with a single pixel wide grey line, blurred it a bit.
the i made a brown box outline, filled it with yellow, applied different shadows of yellow on to the gold, then shaded it with dodge and burn to make it look like a pile.
then i copied and pasted some of the buildings from village 2 in to make huts.
User avatar
Sergeant 1st Class Telvannia
 
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Postby gimil on Fri Jul 13, 2007 8:41 am

Telvannia wrote:
DiM wrote:here's how i did it.

take a 1px brush and do the whole in the mountain with black. switch colour to gray and do the traks. 2-3 vertical lines with the 1px brush.

switch to black and do 3 rectangles. switch to yellow and fill those rectangles. add a bit of inner bevel and a bit of shadow and you got it.

Image

here's without shadow.
Image


i'm curious how telvannia did it


I added the cave mouth in black and blurred it a bit.
added lines of brown going away from the cave mouth, the added the track to them with a single pixel wide grey line, blurred it a bit.
the i made a brown box outline, filled it with yellow, applied different shadows of yellow on to the gold, then shaded it with dodge and burn to make it look like a pile.
then i copied and pasted some of the buildings from village 2 in to make huts.


if you filter a bit of noise onto the gold then itll look more like a pile rather than a single block
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 Fri Jul 13, 2007 8:45 am

Telvannia wrote:
DiM wrote:here's how i did it.

take a 1px brush and do the whole in the mountain with black. switch colour to gray and do the traks. 2-3 vertical lines with the 1px brush.

switch to black and do 3 rectangles. switch to yellow and fill those rectangles. add a bit of inner bevel and a bit of shadow and you got it.

Image

here's without shadow.
Image


i'm curious how telvannia did it


I added the cave mouth in black and blurred it a bit.
added lines of brown going away from the cave mouth, the added the track to them with a single pixel wide grey line, blurred it a bit.
the i made a brown box outline, filled it with yellow, applied different shadows of yellow on to the gold, then shaded it with dodge and burn to make it look like a pile.
then i copied and pasted some of the buildings from village 2 in to make huts.


lol those were houses? i thought those were the carts. my God that pile of gold is bigger than those 2 houses. i want to be there :lol:

i actually did not do any housing there. i just did 3 carts filled with gold.
“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 Telvannia on Fri Jul 13, 2007 8:50 am

DiM wrote:
Telvannia wrote:
DiM wrote:here's how i did it.

take a 1px brush and do the whole in the mountain with black. switch colour to gray and do the traks. 2-3 vertical lines with the 1px brush.

switch to black and do 3 rectangles. switch to yellow and fill those rectangles. add a bit of inner bevel and a bit of shadow and you got it.

Image

here's without shadow.
Image


i'm curious how telvannia did it


I added the cave mouth in black and blurred it a bit.
added lines of brown going away from the cave mouth, the added the track to them with a single pixel wide grey line, blurred it a bit.
the i made a brown box outline, filled it with yellow, applied different shadows of yellow on to the gold, then shaded it with dodge and burn to make it look like a pile.
then i copied and pasted some of the buildings from village 2 in to make huts.


lol those were houses? i thought those were the carts. my God that pile of gold is bigger than those 2 houses. i want to be there :lol:

i actually did not do any housing there. i just did 3 carts filled with gold.


Sorry i moved into the cave about 5 minutes ago, it is all my gold.

if you want you can come round a visit me, might give you some fools gold.

gimil do you still want a version of my mine?
User avatar
Sergeant 1st Class Telvannia
 
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Postby gimil on Fri Jul 13, 2007 8:50 am

yes please tel

:)
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 yeti_c on Fri Jul 13, 2007 9:01 am

Tel's is better I reckon. (Sorry DiM)!

C>
Image
Highest score : 2297
User avatar
Lieutenant yeti_c
 
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am

Postby Telvannia on Fri Jul 13, 2007 9:17 am

here is a new one
with:
Image

and without background:
Image
User avatar
Sergeant 1st Class Telvannia
 
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Postby gimil on Fri Jul 13, 2007 9:19 am

thanxs tel.

Anyway teh more important discussion right now it balanceing gameplay.

I need feedback on this atm
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 Fri Jul 13, 2007 9:20 am

yeti_c wrote:Tel's is better I reckon. (Sorry DiM)!

C>


no problem. :roll:


Telvannia wrote:here is a new one


could you make the houses bigger and the gold smaller??

it's kinda strange to see a gold lump bigger than the house and bigger than the cave entrance. :wink:
“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 Telvannia on Fri Jul 13, 2007 9:22 am

DiM wrote:
Telvannia wrote:here is a new one


could you make the houses bigger and the gold smaller??

it's kinda strange to see a gold lump bigger than the house and bigger than the cave entrance. :wink:


if gimil would prefer it that way i can easily change it, but for now i need to get on with my map :P
User avatar
Sergeant 1st Class Telvannia
 
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users