Moderator: Cartographers
Victor, what's with this late obsession with movement?Victor Sullivan wrote:IMO, now that I look further into the structure of the map, you need more movement, or at least make the Empire lands more accessible by other Empire lands. My suggestion would be to drop the autodeploy on the Barracks and instead make it able to bombard adjacent Empire lands (NOT including the castles). I also suggest a bombarding killer neutral in the middle area that bombards all Empire lands (again, not including castles). This will allow the map to stride away from Feudal and it will open up the map more.

natty_dread wrote:Victor, what's with this late obsession with movement?

Can you please pm (or post it here) me the formula you used to arrive at this result?natty_dread wrote: your map will look 156.2% better.
It's two maps, including this one, dear. And my reasoning is sound for both cases, Mr. Stiff-Britches. I feel like you're the old man stuck in his waysnatty_dread wrote:Victor, what's with this late obsession with movement?Victor Sullivan wrote:IMO, now that I look further into the structure of the map, you need more movement, or at least make the Empire lands more accessible by other Empire lands. My suggestion would be to drop the autodeploy on the Barracks and instead make it able to bombard adjacent Empire lands (NOT including the castles). I also suggest a bombarding killer neutral in the middle area that bombards all Empire lands (again, not including castles). This will allow the map to stride away from Feudal and it will open up the map more.
I suppose, but that's certainly not conducive to taking out your opponents - you still have to move across the board to conquer your opponents' castles.natty_dread wrote:Giving bombardment for Barracks wouldn't be a good idea - it would allow players to take Barracks and then just stack & bombard for spoils in spoil games.
More openness. I figure more bombardment powers for the center one, maybe allow it to bombard all non-special territories, or something. Basically I want to get the gameplay moving away from Feudal and make it more its own map.natty_dread wrote:The other bombardment, ok I guess, but I don't really see what it is supposed to accomplish? Care to elaborate?
It's two maps, including this one, dear. And my reasoning is sound for both cases, Mr. Stiff-Britches. I feel like you're the old man stuck in his waysVictor Sullivan wrote:Victor, what's with this late obsession with movement?
Have you ever played feudal war with flat rate spoils?I suppose, but that's certainly not conducive to taking out your opponents - you still have to move across the board to conquer your opponents' castles.natty_dread wrote:Giving bombardment for Barracks wouldn't be a good idea - it would allow players to take Barracks and then just stack & bombard for spoils in spoil games.
If you want the map to move away from feudal, why do you suggest bombardment for the barracks, allowing for the same kind of stagnant stacking gameplay as in feudal?More openness. I figure more bombardment powers for the center one, maybe allow it to bombard all non-special territories, or something. Basically I want to get the gameplay moving away from Feudal and make it more its own map.natty_dread wrote:The other bombardment, ok I guess, but I don't really see what it is supposed to accomplish? Care to elaborate?

In next update I may add those links.DJ Teflon wrote:The links between kingdoms look good to me, although it will take some work to make the routes and impassables clear.
I'm guessing each kingdom will have equal access to the farm-lands? (this area would also be a route to attack other kingdoms, although a long-ish route).
OK, here is the map when armies are on it, this is without circles: And this is with circles: Obviously in the one without circles you can not see Green and Gray armies on territories that are colored green!natty_dread wrote:You don't have that dark parts in there. Most of your territories are pretty light.
The army circles do not fit the semi-realistic style of your map. They clutter it up, and cover up the nice graphics you have. If you remove them, your map will look 156.2% better.
I'm not going to add any bombard feature to this map, if a player wants card, then he must move out, but I'm going to add links to bordering empires, so it may add more ways for going out.Victor Sullivan wrote:IMO, now that I look further into the structure of the map, you need more movement, or at least make the Empire lands more accessible by other Empire lands. My suggestion would be to drop the autodeploy on the Barracks and instead make it able to bombard adjacent Empire lands (NOT including the castles). I also suggest a bombarding killer neutral in the middle area that bombards all Empire lands (again, not including castles). This will allow the map to stride away from Feudal and it will open up the map more.
Quick answer - PhotoshopMrBenn wrote:Quick question - what graphics software are you using to develop your map?
Oh, and [moved] into the drafting room for now
I already added losing conditions to it, look at first post where I wrote:natty_dread wrote:I do agree that some twist to the gameplay is needed to bring it apart from Feudal though. Perhaps losing conditions could be utilized? Or maybe some innovative bonuses.
But about bonuses as I said I don't want to make it a complex bounces map, like Age Of Realms maps that I still could not realize them!4. Every player must have at least 1 castle or he will be eliminated.
I want it be somehow that everybody learns it with 2 or 3 times playing and then playing of the map would goes for experiences and strategies, not complexity ...
Remove the circles, and make the green a bit lighter and less saturated.ISN2 wrote: Obviously in the one without circles you can not see Green and Gray armies on territories that are colored green!
And in the one with circles, if armies are 3 digits, then it will look bad, like F21 ...
So any suggestions now? I remove circles and do some kind of glow under armies or I change the green areas color (That will make map's beauty's lower) or still work with circles?

1. Each player starts the game on 1 or 2 castles depending on number of players.
2. Each castle has 4 armies at start and has a +1 deployment bonus.
3. Players get 1 army per every 3 territories. The minimum army getting is 3 armies (Like normal maps).
4. There is a barracks territory in each empire bordering the castle with 4 naturals on it. The barracks territory has an auto deploy bonus of 4 per turn.
5. All other empire territories will start with 2 naturals on them except 2 bordering territories with other empires that will start with 12 naturals.
6. Having every 3 empire territories will have a +2 bonus.
7. Having every 5 empire territories will have a +4 bonus.
8. Having every 6 empire territories will have a +5 bonus.
Note: castle and barracks are counted as empire territories too.
9. Every player must have at least 1 castle or will be eliminated.
10. The farmlands in middle of map will have low number of naturals on them, 2 or 4 except some important ones that will have more naturals.
11. There are territories in farmlands named "Grail Caravan", "Silk Villages", "Viller Camp" and "Tent" that will start with 12 naturals on each and will have an auto deploy of 8 each turn.
12. Out ways of each empire will start with 12 naturals at start.
No problemISN2 wrote:Quick answer - PhotoshopMrBenn wrote:Quick question - what graphics software are you using to develop your map?
Oh, and [moved] into the drafting room for now![]()
And thanks for moving to the "drafting room" : )

I didn't draw mountains, hills, trees, the small water hole, castles and tents in the map myself, their base draw are from one of "Ubi Soft" and "Infinite Interactive" games "Warlords IV" that "Ubi Soft" has no longer copyright over them and 4 or 3 years ago I asked for permission from "Infinite Interactive" by email to use them and they accepted if I use them for "Non-Commercial Use", and I did a lot of changes in them in these years and they are my versions actually ...MrBenn wrote:No problemISN2 wrote:Quick answer - PhotoshopMrBenn wrote:Quick question - what graphics software are you using to develop your map?
Oh, and [moved] into the drafting room for now![]()
And thanks for moving to the "drafting room" : )
I'm intrigued to know how you've drawn your trees and mountains... can you assure me that you've not just copied and pasted them from somewhere else? If you've drawn them yourself, then I'd really appreciate knowing how you've done it as they're really well drawn
CC maps are not "non-commercial use". Making some changes to them doesn't make them your property, either.ISN2 wrote:I didn't draw mountains, hills, trees, the small water hole, castles and tents in the map myself, their base draw are from one of "Ubi Soft" and "Infinite Interactive" games "Warlords IV" that "Ubi Soft" has no longer copyright over them and 4 or 3 years ago I asked for permission from "Infinite Interactive" by email to use them and they accepted if I use them for "Non-Commercial Use", and I did a lot of changes in them in these years and they are my versions actually ...

So you are saying a map that I'm making for here that I have no profit in it is not "Non-Commercial"?natty_dread wrote:CC maps are not "non-commercial use". Making some changes to them doesn't make them your property, either.ISN2 wrote:I didn't draw mountains, hills, trees, the small water hole, castles and tents in the map myself, their base draw are from one of "Ubi Soft" and "Infinite Interactive" games "Warlords IV" that "Ubi Soft" has no longer copyright over them and 4 or 3 years ago I asked for permission from "Infinite Interactive" by email to use them and they accepted if I use them for "Non-Commercial Use", and I did a lot of changes in them in these years and they are my versions actually ...
It will be better for your personal development as an artist/graphic designer to draw everything from scratch, anyway.
This is indeed true - the issue is that CC is a commercial site, and that by association map images may also be used for commercial purposesnatty_dread wrote:CC maps are not "non-commercial use". Making some changes to them doesn't make them your property, either.ISN2 wrote:I didn't draw mountains, hills, trees, the small water hole, castles and tents in the map myself, their base draw are from one of "Ubi Soft" and "Infinite Interactive" games "Warlords IV" that "Ubi Soft" has no longer copyright over them and 4 or 3 years ago I asked for permission from "Infinite Interactive" by email to use them and they accepted if I use them for "Non-Commercial Use", and I did a lot of changes in them in these years and they are my versions actually ...
It will be better for your personal development as an artist/graphic designer to draw everything from scratch, anyway.

You do profit from making the map... you get a years worth of premium, $25 in value.ISN2 wrote: So you are saying a map that I'm making for here that I have no profit in it is not "Non-Commercial"?
If answer is yes then I think I need to redraw it all from first ...

AhMrBenn wrote:This is indeed true - the issue is that CC is a commercial site, and that by association map images may also be used for commercial purposesnatty_dread wrote:CC maps are not "non-commercial use". Making some changes to them doesn't make them your property, either.ISN2 wrote:I didn't draw mountains, hills, trees, the small water hole, castles and tents in the map myself, their base draw are from one of "Ubi Soft" and "Infinite Interactive" games "Warlords IV" that "Ubi Soft" has no longer copyright over them and 4 or 3 years ago I asked for permission from "Infinite Interactive" by email to use them and they accepted if I use them for "Non-Commercial Use", and I did a lot of changes in them in these years and they are my versions actually ...
It will be better for your personal development as an artist/graphic designer to draw everything from scratch, anyway.
We had similar issues with the Castle Lands Map which originally used sprites from elsewhere - all the features on that map had to be completely redrawn before we published it
1. I didn't see anywhere telling if someone makes a map, they get premium ...natty_dread wrote:You do profit from making the map... you get a years worth of premium, $25 in value.ISN2 wrote: So you are saying a map that I'm making for here that I have no profit in it is not "Non-Commercial"?
If answer is yes then I think I need to redraw it all from first ...
That aside, CC uses the maps for profit, so the usage is not non-commercial, no matter if the mapmaker profits from it or not.
edit. fastposted by Mr B

It leads to both, like all other empires connections to outside, that's why I placed the bridge in middle of border line ...natty_dread wrote:Don't worry about the mountains... mountains are the hardest part of a map, ask any mapmaker.
You'll have plenty of time to hone them into perfection in the graphics workshop. Gameplay should be the main focus now.
Btw, that one river with three bridges on it... which territory does that bridge from F04 lead to? It's a bit ambiguous.
Ok... 1) it is unclear, because usually bridges only connect 2 territories to each other, so it would probably confuse players and 2) what's the point of having that river in the first place, since those bridges make it the same as not having a river there at all?ISN2 wrote: It leads to both, like all other empires connections to outside, that's why I placed the bridge in middle of border line ...
