
Ok guys done a few things. Cant remeber what all the issues are so here is what ive done. Hit me with everything you guys got

Top Score:2403natty_dread wrote:I was wrong
Only a tad, if at all. I like that there are things about this map that are barely visible...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?
I don't get that feel at all...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
Top Score:2403natty_dread wrote:I was wrong
I like the subtleness of them, they keep the landscape visableKaplowitz 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?
Top Score:2403natty_dread wrote:I was wrong
Those "walls" are cliffsTaCktiX 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.
Top Score:2403natty_dread wrote:I was wrong

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: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..
Top Score:2403natty_dread wrote:I was wrong
Thanks for the comment ill see what I can do.General Mayhem wrote:I would darken or thicken the main wall slightly.
Would help visually such as on the imperial corner
Top Score:2403natty_dread wrote:I was wrong
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.gimil wrote: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: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..

Well the only gameplay changes I wanted to make where minor balancing ones. What your proposing is more or less an overhaul. Which Im not doinglord 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...
Top Score:2403natty_dread wrote:I was wrong
Compare your two images...gimil wrote:Oh and tack i challenge you to come up with better cliffs.




Top Score:2403natty_dread wrote:I was wrong
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.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


Top Score:2403natty_dread wrote:I was wrong

Top Score:2403natty_dread wrote:I was wrong