Famine V.19.3 pg1+35 [I] [Reworking]

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Continue, vacation, or abandon?

Poll ended at Wed Nov 12, 2008 2:23 pm

 
Total votes: 0

Obiwankeyoda
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Re: Empire Builder V.13 Pg 1+16

Post by Obiwankeyoda »

hey man, thx for the effort, but seriously, this is bullshit.
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gimil
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Re: Empire Builder V.13 Pg 1+16

Post by gimil »

Obiwankeyoda wrote:hey man, thx for the effort, but seriously, this is bullshit.


At least bryguy can use this to improve his map . . .

:roll:

Anyway im in a good mood :)

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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

yes ty gimil!
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InkL0sed
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Re: Empire Builder V.13 Pg 1+16

Post by InkL0sed »

Congrats
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

Obiwankeyoda wrote:hey man, thx for the effort, but seriously, this is bullshit.



oh yes ty so much for giving a reason for WHY its so bad :roll:


edit: thanks ink :)
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Sir. Ricco
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Re: Empire Builder V.13 Pg 1+16

Post by Sir. Ricco »

Good job on get this to the Foundry. Looking forward to what you can do with it. :)
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Kaplowitz
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Re: Empire Builder V.13 Pg 1+16

Post by Kaplowitz »

Posting for new page:
[bigimg]http://i238.photobucket.com/albums/ff55/bryguy336/EB-1.png[/bigimg]

PLEASE change the thing around Tray! I dont know what it is!

No gfx for the Ice Fishing? Maybe just a little hole with a guy fishing or something? Its the only resource without a special graphic.

Tayers Castle and Coce Castle cross over the border, not so bad...but it could be moved. Lotrey Castle is also underneath the text.

was "jako" meant to be lower case?

Some of the borders are especially "pixely"

Maybe you could lose the "cartoony" look that some have complained about by lowering the transparency on the borders? That might make it look better.


Congratz on making it to the Main Foundry! :) Next stop: Final Forge!
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bryguy
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

thanks kaplow

PLEASE change the thing around Tray! I dont know what it is!


its a steep hill that nobody can climb :)

No gfx for the Ice Fishing? Maybe just a little hole with a guy fishing or something?


ive been trying to figure out what to put there, but ill probably do that :)

was "jako" meant to be lower case?


its not lower case, its Jako not jako

Some of the borders are especially "pixely"


yea im gonna bring up a poll soon for how they want the borders (with pictures to show the options)

oh and i am gonna make them less pixely :)

Maybe you could lose the "cartoony" look that some have complained about by lowering the transparency on the borders? That might make it look better


could u elaborate on that plz?



and for about the castles, ill move them :D

and your right, next stop: Final Forge!

once I get done everything that i KNOW oak will want me to do
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Kaplowitz
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Re: Empire Builder V.13 Pg 1+16

Post by Kaplowitz »

bryguy wrote:
Maybe you could lose the "cartoony" look that some have complained about by lowering the transparency on the borders? That might make it look better


could u elaborate on that plz?


I meant to say lower the opacity, make them more transparent. Just to see how it looks?
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Torter_of_Worlds
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Re: Empire Builder V.13 Pg 1+16

Post by Torter_of_Worlds »

bryguy,

You have my support on this map - I love the conquest play style for 1 v. 1 play. I notice you are setting it up with 8 castles and a couple other interesting options of play that differ from Feudal War. When I have more time, I will look at your map in more detail and try to provide you with some constructive feedback.
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

Kaplowitz wrote:
bryguy wrote:
Maybe you could lose the "cartoony" look that some have complained about by lowering the transparency on the borders? That might make it look better


could u elaborate on that plz?


I meant to say lower the opacity, make them more transparent. Just to see how it looks?



sure ill play around with it :)
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

Torter_of_Worlds wrote:bryguy,

You have my support on this map - I love the conquest play style for 1 v. 1 play. I notice you are setting it up with 8 castles and a couple other interesting options of play that differ from Feudal War. When I have more time, I will look at your map in more detail and try to provide you with some constructive feedback.



thanks ToW, and yea in the beginning the biggest problem was that people thought that it was to much like feudal, but with those other interesting options (-1 for each territory without a resource, killer neutrals on FB1 FB3 & FB5, +1 for every to ships (+2 is the highest possible so far) and maybe some others that ive forgotten about)
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Re: Empire Builder V.13 Pg 1+16

Post by Torter_of_Worlds »

I don't fully understand the Fb1, 3, 5 revert to neutral thing. Does this mean if Player 1 is on FB1 and Player 2 is on FB3, then when Player 3 attacks and conquers FB5, FB1 and FB2 revert to neutral 1? I feel as though I made it too complicated. Please clarify? :D

Is there a +1 per two realm territories held bonus like Feudal?

Fishing boats slick idea; but I think bridges would make more since connecting different lands. Possibly have a "bridge" holding bonus for these. The legend indicates all fishing boats can attack one another - I don't like the lines connecting some but not all (I understand the lines on the map currently indicate where access to the boats from land is available).

Why distinguish between castles and one nomad camp - make them all castles? This would clean up the legend.

Possibly provide Kift Castle realm with a way to access the boats?

Also, the location of villages seems arbitrary. I say this of course without knowing the plan for neutral deployment.

Oh - that steep hill indicated by the blurry thing needs to be changed. Substitute that with water or something.

Regards,

ToW
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

Torter_of_Worlds wrote:I don't fully understand the Fb1, 3, 5 revert to neutral thing. Does this mean if Player 1 is on FB1 and Player 2 is on FB3, then when Player 3 attacks and conquers FB5, FB1 and FB2 revert to neutral 1? I feel as though I made it too complicated. Please clarify? :D
it means that if conquered (they start neutral) then the neutral killer resets it to 1 (if not possible then back to 3) so that nobody can keep other people from going anywhere by keeping like 100 guys there


Is there a +1 per two realm territories held bonus like Feudal?
NO


Fishing boats slick idea; but I think bridges would make more since connecting different lands. Possibly have a "bridge" holding bonus for these. The legend indicates all fishing boats can attack one another - I don't like the lines connecting some but not all (I understand the lines on the map currently indicate where access to the boats from land is available).
maybe make a giant bridge territory that connects the island on the left, island in the lower corner, and continent on the right? and the bridge can attack all boats/the boats can all attack each other/the boats can all attack the bridge?


Why distinguish between castles and one nomad camp - make them all castles? This would clean up the legend.
I did that because it doesnt seem logical to have 2 castles that close in such an enclosed area. Course, maybe I should just move the nomads to just outside the wall, leave the oasis, and have all the desert territs (excluding castle/village) 4?


Possibly provide Kift Castle realm with a way to access the boats?
I originally had a boat there (before the graphix update) but had to remove it to expand the menu to make more room for more info


Also, the location of villages seems arbitrary. I say this of course without knowing the plan for neutral deployment.
i will respond to this once u tell me what arbitrary means


Oh - that steep hill indicated by the blurry thing needs to be changed. Substitute that with water or something.
idk i may replace it with water, we'll see
Regards,

ToW
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Unit_2
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Re: Empire Builder V.13 Pg 1+16

Post by Unit_2 »

The lines on the south are VERY pixely, fix ti please.
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InkL0sed
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Re: Empire Builder V.13 Pg 1+16

Post by InkL0sed »

Bryguy:
Arbitrary = random
Torter_of_Worlds
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Re: Empire Builder V.13 Pg 1+16

Post by Torter_of_Worlds »

Thanks Ink

Also - the territories are too "squiggly" in my opinion. In other words, straight lines, or simple curves; I feel like I am staring at a Fourier Series problem - if I add them all up do I get a straight line like I wish? lol, ok...enough math humor...sorry.

All the time I have for now.

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Herakilla
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Re: Empire Builder V.13 Pg 1+16

Post by Herakilla »

i agree with torter, attempt to use more simple borders or straight edges maybe. a good excuse to have the squiggly borders is rivers perhaps but i would rather see the lines be less squiggly and more of just a simple curve or straight line. bamboo jack has borders that are more simple than yours but sometimes i lose myself in the connections lol
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

orriginally for the graphix update the borders were all really straight, which gimil and DiM got after me about >_< so i changed them to like this, ill see what i can do tho
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

ok so


To Do

Move villages and make the less random (yes they were random before, except for the one in lower left and the one in the desert)
Modify borders and put up a poll with options on how u want them
Maybe replace the thing around tray village (i think thats what i titled it....)
Make it a little clearer about the killer neutral fishing boats
Adjust some of the land connecting lines
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Kaplowitz
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Re: Empire Builder V.13 Pg 1+16

Post by Kaplowitz »

bryguy wrote:ok so


To Do

Move villages and make the less random (yes they were random before, except for the one in lower left and the one in the desert)
Modify borders and put up a poll with options on how u want them
Maybe replace the thing around tray village (i think thats what i titled it....)
Make it a little clearer about the killer neutral fishing boats
Adjust some of the land connecting lines
Change the strange hill thing (please?)
Adjust castle positions
See what it looks like with the borders having a lower opacity
Put a graphic on Ice Fishing
Bow down to Kaplowitz
Get to Final Forge

missed some?
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bryguy
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

Kaplowitz wrote:
bryguy wrote:ok so


To Do

Move villages and make the less random (yes they were random before, except for the one in lower left and the one in the desert)
Modify borders and put up a poll with options on how u want them
Maybe replace the thing around tray village (i think thats what i titled it....)
Make it a little clearer about the killer neutral fishing boats
Adjust some of the land connecting lines
Change the strange hill thing (please?)
Adjust castle positions
See what it looks like with the borders having a lower opacity
Put a graphic on Ice Fishing
Bow down to Kaplowitz u wish :lol:
Get to Final Forge

missed some?


thanks i did miss them. Putting up a poll now on how people want the borders, choices will be

Regular
50% Opacity
Blurred
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Kaplowitz
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Re: Empire Builder V.13 Pg 1+16

Post by Kaplowitz »

I think to fix the hill thing, you just need to do the other side. It doesnt have to look great, just has to be recognizable.

I mean look at this:
[bigimg]http://i25.tinypic.com/ml5x5y.jpg[/bigimg]
It took a minute or two, and im sure you can do a much better job. :) Its just you need the other side of the hill to make it more recognizable. I dont really know how else to explain it, so i posted a pic.

Im sure you'll make it great :) ;)
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bryguy
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Re: Empire Builder V.13 Pg 1+16

Post by bryguy »

Poll options:

Regular
Image

Blurred
Image

50% Opacity
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btw kap, i cant do that unless i can re-download the photoshop 30 day free trial (which if i could do and get it to work, trust me i would!!)
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Kaplowitz
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Re: Empire Builder V.13 Pg 1+16

Post by Kaplowitz »

I like the last one the best.

And its a shame you cant fix it....
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