Moderator: Cartographers
talk to andy to quench it and we'll playColeman wrote:If you get what you have on the bottom of Pg 7 done to the whole map with names can we play?
tell me what you want on it and i'll put it.gimil wrote:and in the sig i want a little more than
"special thanks: Gimil"
After all the trilogy was my idea![]()
I did develop the layout of feudal
oh and can someone give the original feudal thread a bit of attention? thanks
DiM...hi...i haven't read the thread, so please forgive if i am going over ground that is covered by others....i think this is your latest update....is it not?DiM wrote:here's another update. i've made some border modifications to balance the gameplay.
i've also added some army circles.

yep that's the latest update.cairnswk wrote: DiM...hi...i haven't read the thread, so please forgive if i am going over ground that is covered by others....i think this is your latest update....is it not?
just some obvservations...
* the border on the legend is thicker on the right and bottom than the top and left, is this some effect?
* the text on this large map is legible for me, but how will it be on the small version, if I am thinking this is the large verion?
* the army shields - does this map fit into the era of heraldry, i don't know so I am asking?
* the roads appear a bit softer in this map, although some of them still conflict with tert borders, are u planning to alter this conflict?
Apart from that, I haven't expressed before but I luv the glassiness of the water, i think it's fully sick!![]()
yep, really luv the water, in fact the whole map is looking kewl....except for the roads near the cornfield conflicting with the borders there.DiM wrote:yep that's the latest update.cairnswk wrote: DiM...hi...i haven't read the thread, so please forgive if i am going over ground that is covered by others....i think this is your latest update....is it not?
just some obvservations...
* the border on the legend is thicker on the right and bottom than the top and left, is this some effect?
* the text on this large map is legible for me, but how will it be on the small version, if I am thinking this is the large verion?
* the army shields - does this map fit into the era of heraldry, i don't know so I am asking?
* the roads appear a bit softer in this map, although some of them still conflict with tert borders, are u planning to alter this conflict?
Apart from that, I haven't expressed before but I luv the glassiness of the water, i think it's fully sick!![]()
1. hmm never notice the legend thing. it has the same effect all around so it should be equal but after further analyzing i realized it's because of the global lighting. in one place it's shade and in one it's highlight and that's why it appears thicker and thiner. the only thing i can do is remove the shade i guess.
2. for now i'm afraid to think of the small version and all the problems it will bring. i'll tackle those later.
3. army shields. yep it's a battle between medieval feuds. the army circles will change according to the story.
4. what exactly is the problem with the roads? do they make the borders hard to see? the borders are red with a creamy glow especially to make them stand out from the rest and be clear.
i'm gald you like the water. i also like it. i think it's my best water so far.

i'll see what i can do. maybe tone the roads down a bit. thanks for the input.cairnswk wrote:yep, really luv the water, in fact the whole map is looking kewl....except for the roads near the cornfield conflicting with the borders there.DiM wrote:yep that's the latest update.cairnswk wrote: DiM...hi...i haven't read the thread, so please forgive if i am going over ground that is covered by others....i think this is your latest update....is it not?
just some obvservations...
* the border on the legend is thicker on the right and bottom than the top and left, is this some effect?
* the text on this large map is legible for me, but how will it be on the small version, if I am thinking this is the large verion?
* the army shields - does this map fit into the era of heraldry, i don't know so I am asking?
* the roads appear a bit softer in this map, although some of them still conflict with tert borders, are u planning to alter this conflict?
Apart from that, I haven't expressed before but I luv the glassiness of the water, i think it's fully sick!![]()
1. hmm never notice the legend thing. it has the same effect all around so it should be equal but after further analyzing i realized it's because of the global lighting. in one place it's shade and in one it's highlight and that's why it appears thicker and thiner. the only thing i can do is remove the shade i guess.
2. for now i'm afraid to think of the small version and all the problems it will bring. i'll tackle those later.
3. army shields. yep it's a battle between medieval feuds. the army circles will change according to the story.
4. what exactly is the problem with the roads? do they make the borders hard to see? the borders are red with a creamy glow especially to make them stand out from the rest and be clear.
i'm gald you like the water. i also like it. i think it's my best water so far.
DiM, it just seems the lines criss-crossing everywhere...for me its an overkill of lines. is it possible to experiment with colours of borders and road colours so that the borders standout above the roads, if this is your intention (as i understand it)....don't mean to be offensive, but just saying what i see.

the problem with that is you need to mark on the map how far they can bombard and its difficult to find a way to do this.Kaplowitz wrote:Maybe you could add archers in the castles for ranged attacks or something.
Top Score:2403natty_dread wrote:I was wrong
maybe on the keygimil wrote:the problem with that is you need to mark on the map how far they can bombard and its difficult to find a way to do this.Kaplowitz wrote:Maybe you could add archers in the castles for ranged attacks or something.
I tried this with the other feudal and it didnt mix to well.
DiM wrote:btw. main foundry?
AndyDufresne wrote:The idea of a trilogy is interesting, but before getting head first into it all, I suggest getting at least one map done, and testing the waters with that. Working on more than one seems counter, in my eyes. So I'd focus your efforts on the other Feudal Wars map.
--Andy
it was also elaborated that the other feudal map WASN'T part of the trilogy.KEYOGI wrote:DiM wrote:btw. main foundry?AndyDufresne wrote:The idea of a trilogy is interesting, but before getting head first into it all, I suggest getting at least one map done, and testing the waters with that. Working on more than one seems counter, in my eyes. So I'd focus your efforts on the other Feudal Wars map.
--Andy
Top Score:2403natty_dread wrote:I was wrong
yeah. agree with keyogi. i really don't see why this map should wait for the other feudal map to be quenched before it can be moved to the main. they have nothing in common except the theme. they are 2 different projects.gimil wrote:it was also elaborated that the other feudal map WASN'T part of the trilogy.KEYOGI wrote:DiM wrote:btw. main foundry?AndyDufresne wrote:The idea of a trilogy is interesting, but before getting head first into it all, I suggest getting at least one map done, and testing the waters with that. Working on more than one seems counter, in my eyes. So I'd focus your efforts on the other Feudal Wars map.
--Andy
gimil wrote:it was also elaborated that the other feudal map WASN'T part of the trilogy.
I'm not arguing a point in one way or another. There is a series of four Feudal Wars maps planned, the last three of them a trilogy. The example I provided sums it up really.KEYOGI wrote:Yes, the original is not part of the triology, but it's all one and the same. It's like The Hobbit and Lord of The Rings.
here are the facts. gimil started feudal wars. i helped. then we decided to do a trilogy totally unrelated to the original. this trilogy is one project and the other map is a separate project. i don't want all four maps to be quenched simultaneously i just want the three maps of the trilogy to be quenched shortly one after another.KEYOGI wrote:gimil wrote:it was also elaborated that the other feudal map WASN'T part of the trilogy.I'm not arguing a point in one way or another. There is a series of four Feudal Wars maps planned, the last three of them a trilogy. The example I provided sums it up really.KEYOGI wrote:Yes, the original is not part of the triology, but it's all one and the same. It's like The Hobbit and Lord of The Rings.
So the aim is to create four maps simultaneously and release them close together? Even when the original shows a major lack of interest?
Again, I'm not trying to prove a point or make an argument, just getting the facts straight.
i love you too teya. you're just like christmas for me.Teya wrote:I think size should be considered before any map leaves the ideas sub-forum. There are VERY clear guidelines on size but people ignore them. If their map wont be moved until it fits with the guidelines, it might stop people ignoring those guidelines.
DiM, the size of maps is something you ignore on a regular basis. You knew exactly what size your maximum should be but you still havent fixed it.
i've read that a few times and i could not find a single requirement this map does not meet so it 100% deserves to be moved to main foundry.The Map Ideas forum will be place where all new map ideas, new maps, and REVAMPS start. A map will start in this ‘Heating’ phase. When map production starts we will be looking for a few things:
a. the map, first and for most, must have some sort of clear plan of how production will go. Most of the time, this is pretty self-explanatory for basic maps, but as we are stepping into realms all the time in the Foundry with more and more complicated maps, it’s best to find a plan and make it work early, rather than trying to find one mid-way through production.
b. the map must have a working image (either of the small or large map). This working image must be beyond the ‘rough draft’ state. I.E. the working image can’t be a pencil/paper drawing or an MS paint image. We’d like to see at least two graphical updates while the map spends it’s time in this early stage of the Map Ideas forum. And from the ‘How to Make a Map Thread’ the image must follow these guidelines:
Quote:
Include a working legend with speculative bonuses, tentative border divisions, names, barriers, colors and textures, aesthetic images (I.E. compasses, picture designs, etc), and background image (I.E. ocean or something to discriminate the playing field).
A map should be ‘inherently unique either in game play, location, or style’ . Maps that aren't just the same tried and true formula from the Classic Map disguised will be more successful.
Every effort should be made to acquire express written consent for a map based on Copyrighted works. In the event that no response is given by the Copyright holders, the map can still be made, but must consist of completely original artwork.
Host the image using Photobucket.com or something similar. The type of image file must be PNG, GIF, or JPEG. You must design two versions (eventually) of the map: a small (up to 600 px wide), and a large (up to 800 px wide). Height is flexible, but it is recommended that you do not exceed 350 px on small maps and 600 px on large maps so that users will not need to scroll down to attack.
c. the map (or the post) must also include a few basic things for easy reference such as: number of countries currently on the map, the number of continents, descriptions of any unique features or areas, and the title of the map must indicate the page with the latest development of production (I.E. ‘Update – Pg 3, and please, no use of [brackets]: use (parentheses), --dashes--, or “quotes”).
d. the map must have some honest and interested discussion. If no one seems to support your idea or it lacks much appeal, it most likely won’t make it to the next stage.
Once a map has met these early guidelines it will be moved out of ‘Heating’ stage into the next and main stage of development into the Foundry.