Well 12 castle's and 6 villages while keeping terr ratio the same compared to 8 and 4 at the same real estate has certain consequences.. feel free to do it betterKeefie wrote:I think the settings play an important part of how this map looks to the player. Many players maybe restricted to using the map set to 'small' At that size the map looks overwhelming busy and it's very hard to visually sort the wheat from the chaff. It is better when the map setting is set to 'Large'. I'm not sure how you would change things to accomodate the smaller map size.
FEUDAL LEGEND 4.0
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- SoN!c
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Re: FEUDAL LEGEND 3.03
Last edited by SoN!c on Thu Nov 20, 2025 3:57 pm, edited 1 time in total.

- Keefie
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Re: FEUDAL LEGEND 3.02B
I thought the idea of having a Beta tourny was to get map feedback before going live. So why the snarky comment when I'm giving my honest feedback ?SoN!c wrote:Well 12 castle's and 6 villages while keeping terr ratio the same compared to 8 and 4 at the same real estate has certain consequences.. feel free to do it betterKeefie wrote:I think the settings play an important part of how this map looks to the player. Many players maybe restricted to using the map set to 'small' At that size the map looks overwhelming busy and it's very hard to visually sort the wheat from the chaff. It is better when the map setting is set to 'Large'. I'm not sure how you would change things to accomodate the smaller map size.
Re: FEUDAL LEGEND 3.02B
I mean all maps over a certain number of territories get cluttered on the small version of the map and this will be the 5th largest map when it makes it live. It is a fair comment but I think it is still clear which territory is which. Which is what is neededKeefie wrote:I think the settings play an important part of how this map looks to the player. Many players maybe restricted to using the map set to 'small' At that size the map looks overwhelming busy and it's very hard to visually sort the wheat from the chaff. It is better when the map setting is set to 'Large'. I'm not sure how you would change things to accomodate the smaller map size.
plurple is not purple

- SoN!c
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Re: FEUDAL LEGEND 3.02B
You commented the visibility on the castles... we came asap with a solution asking feedback there... but what?Keefie wrote:I thought the idea of having a Beta tourny was to get map feedback before going live. So why the snarky comment when I'm giving my honest feedback ?SoN!c wrote:Well 12 castle's and 6 villages while keeping terr ratio the same compared to 8 and 4 at the same real estate has certain consequences.. feel free to do it betterKeefie wrote:I think the settings play an important part of how this map looks to the player. Many players maybe restricted to using the map set to 'small' At that size the map looks overwhelming busy and it's very hard to visually sort the wheat from the chaff. It is better when the map setting is set to 'Large'. I'm not sure how you would change things to accomodate the smaller map size.

- SoN!c
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FEUDAL LEGEND 3.04
3.04 with new win con (hold 8 castles to win) and new GFX on the legend


Re: FEUDAL LEGEND 3.04
This map looks fantastic!
- SoN!c
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Re: FEUDAL LEGEND 3.04
small size here:

""Feudal Legend takes the classic Feudal Epic experience and pushes it to legendary proportions. Featuring 12 castles, each balanced in the same percentage with equal territories and villages as Feudal Epic, Feudal Legend is built for pure competition and allows 12 players ensuring no advantages—only skill decides the outcome, turning each match into a true test of strategy, coordination, and dominance. Control the map, outplay your rivals, and secure 8 of the 12 castles to prove you deserve legendary status carving your name into a mighty row of Feudal Legend winners.""

""Feudal Legend takes the classic Feudal Epic experience and pushes it to legendary proportions. Featuring 12 castles, each balanced in the same percentage with equal territories and villages as Feudal Epic, Feudal Legend is built for pure competition and allows 12 players ensuring no advantages—only skill decides the outcome, turning each match into a true test of strategy, coordination, and dominance. Control the map, outplay your rivals, and secure 8 of the 12 castles to prove you deserve legendary status carving your name into a mighty row of Feudal Legend winners.""

Re: FEUDAL LEGEND 3.04
Thankfully that is only 11 players and there isn't a missing player in Cunningham 
plurple is not purple

- SoN!c
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Re: FEUDAL LEGEND 3.04
Baldrick (possibly died in 1649) always had a cunning planplurple wrote: Sat Jan 24, 2026 10:43 am Thankfully that is only 11 players and there isn't a missing player in Cunningham![]()
That's why he is the opposite of Blackadder

Re: FEUDAL LEGEND 3.04
I am still waiting for “FEUDAL BANANA”
- SoN!c
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Re: FEUDAL LEGEND 3.04
You are to sweet Totoro xD
Last edited by SoN!c on Fri Feb 27, 2026 2:35 am, edited 3 times in total.
- Swimmerdude99
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Re: FEUDAL LEGEND 3.04
I think if you did a transparent white box behind the village and castle names, and put them underneath the towns/halfway over the villages/castles they would be more legible.
- Swimmerdude99
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Re: FEUDAL LEGEND 3.04
I couldn't put a finger on exactly what felt hard to read on the map - but after taking a few turns, I think I figured it out.
The roads and the border separation lines need to be more different in color. Many territories look like they are split in half but they aren't separate territories.
I don't know what level of work changing that will be with how you did the art files and paths.
But gray for like cobblestone, or dark brown maybe for the roads and keep the borders the tan. Or switch to black borders and keep roads the same, or maybe try the old fuedal map styles of softer borders in green?
Secondly, I think numbers for the territs could be 25-35% larger for more legibility.
The roads and the border separation lines need to be more different in color. Many territories look like they are split in half but they aren't separate territories.
I don't know what level of work changing that will be with how you did the art files and paths.
But gray for like cobblestone, or dark brown maybe for the roads and keep the borders the tan. Or switch to black borders and keep roads the same, or maybe try the old fuedal map styles of softer borders in green?
Secondly, I think numbers for the territs could be 25-35% larger for more legibility.
- Swimmerdude99
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Re: FEUDAL LEGEND 3.04
I also would find it more visually appealing if the numbers were always either on the left of a coat of arms, to the right of it, above or below, etc. consistency would be nice on the eyes.
- SoN!c
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Re: FEUDAL LEGEND 3.04
I will fix this in the next update, thanks. There will be new coat of arms with the number in it.Swimmerdude99 wrote: Mon Feb 23, 2026 12:07 am I also would find it more visually appealing if the numbers were always either on the left of a coat of arms, to the right of it, above or below, etc. consistency would be nice on the eyes.
Roads will get a more sandy color.
- Swimmerdude99
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Re: FEUDAL LEGEND 3.04
Nice - looking forward to seeing it!
Edit: Now that I'm looking at it this morning - I actually think the roads might be a good color and what's confusing is the different weight/color for the borders? Like some are half white, then half faded, and some are partially three different levels of shading.
For example:
- the Futt area has a couple that are almost white, and others that are partially translucent.
- Gree'ol 14 has what looks like 3 shading depths/colors for the borders
- Xeu 6 and 7 are hard white/thick line, but the rest aren't
There are a couple more places, but I assume you will see what I mean with this update!
Edit: Now that I'm looking at it this morning - I actually think the roads might be a good color and what's confusing is the different weight/color for the borders? Like some are half white, then half faded, and some are partially three different levels of shading.
For example:
- the Futt area has a couple that are almost white, and others that are partially translucent.
- Gree'ol 14 has what looks like 3 shading depths/colors for the borders
- Xeu 6 and 7 are hard white/thick line, but the rest aren't
There are a couple more places, but I assume you will see what I mean with this update!
- SoN!c
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Re: FEUDAL LEGEND 3.05
So :
large version here:

and small:

large version here:

and small:

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- SoN!c
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Re: FEUDAL LEGEND 3.05
Complete overhaul so it's no longer 3.06 and so on but we start new with 4.0!
On a supersize legendary scale

On a supersize legendary scale

- SoN!c
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Re: FEUDAL LEGEND 4.0
and small 4.0:


- Swimmerdude99
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Re: FEUDAL LEGEND 4.0
This is a massiv improvement in theming. Well done!
Bottom black bar, could probably use a 95 transparent white or black background on it, to make it easier to read?
Bottom black bar, could probably use a 95 transparent white or black background on it, to make it easier to read?






