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Posted: Sat Feb 02, 2008 6:22 pm
by DiM
Kaplowitz wrote:
Ice Elementals
cool. ice elementals it is. thanks.


so i'll change dwarfs with pit fiends and ice golems with ice elementals.

Posted: Sat Feb 02, 2008 6:28 pm
by Sir. Ricco
humm... I am a huge fan of Age of Magic, but this one doesn't seem to flow right. Also, who ever starts with Aoria I think will have a big advatage.

Posted: Sat Feb 02, 2008 6:28 pm
by Kaplowitz
DiM wrote:
gimil wrote:
Kaplowitz wrote:
gimil wrote: 1.Elfs I think elegent grassland again, more saturated than human.
1- when i think of elves, i think of thick forests.
Wood elf . . .

Im thinking high elfs :P
and i am thinking dark elves. you know, the evil brothers of the normal orlando bloom type elves.
High Elves
Elves are a tall, slim and regal built race. They are seen as a noble race, and tend to be beautiful or handsome in appearance. Elves are a paled skinned race. Elves are strong and agile in comparison with humans and are often seen as more intelligent and wiser. Elves have a longer life span than humans do. Elves build refined weapons that are seen as master craftsmanship by other races. They use Swords, bows and lances mainly they don't like using crossbows or gunpowder weapons.

Drows / Dark Elves

The Dark Elves or Drows are the same as there high elf cousins a tall noble looking race with pale skin and are slender but unlike High Elves which are masters of light magic's, dark elves practice dark sorcery, and have become very adept at it. Dark Elves live in great cities made of dark stone. Dark Elves are constantly at war with their High Elf kin. They use masterly crafted weapons but they carry repeating crossbows, which seem to be unique to them. Dark Elf females that follow the path of sorcery are called Witch Elves and are a warrior sisterhood. Dark Elves always seem to where dark colours such as blacks, deep purples and dark blues.


Wood Elves

Wood Elves are similar to High Elves and Drow they are a slender noble race with pale skin and often pointed ears. Wood elves live deep with the forests and are guardians of the natural world. Wood elves work with the forest they try not to damage the forest like other races do. Wood elves are extremely agile, there main method of attack is the bow, but they will use hand-to-hand fighting. Wood elves like to use stealth as there are fewer of them compared to the High Elves and Dark Elves. Wood Elves prefer not to wear armour this allows them to move more rapidly through forests though they tend to wear fabrics in greens and browns to match in with there surroundings, this helps them to move around unnoticed.


Im guessing Orlando was a wood elf. :?

imo: dark elf fits best.

Posted: Sat Feb 02, 2008 6:30 pm
by hulmey
Already 2 maps that look the same as this one. Its getting a little boring :?

No comment lol

Posted: Sat Feb 02, 2008 6:30 pm
by DiM
Sir. Ricco wrote:humm... I am a huge fan of Age of Magic, but this one doesn't seem to flow right. Also, who ever starts with Aoria I think will have a big advatage.
why? remember the neutral values of each terit will balance the gameplay. so yeah aoria will have a power rune next to it but that power rune will have a bigger neutral army on it.

Posted: Sat Feb 02, 2008 6:31 pm
by DiM
Kaplowitz wrote:
DiM wrote:
gimil wrote:
Kaplowitz wrote:
gimil wrote: 1.Elfs I think elegent grassland again, more saturated than human.
1- when i think of elves, i think of thick forests.
Wood elf . . .

Im thinking high elfs :P
and i am thinking dark elves. you know, the evil brothers of the normal orlando bloom type elves.
High Elves
Elves are a tall, slim and regal built race. They are seen as a noble race, and tend to be beautiful or handsome in appearance. Elves are a paled skinned race. Elves are strong and agile in comparison with humans and are often seen as more intelligent and wiser. Elves have a longer life span than humans do. Elves build refined weapons that are seen as master craftsmanship by other races. They use Swords, bows and lances mainly they don't like using crossbows or gunpowder weapons.

Drows / Dark Elves

The Dark Elves or Drows are the same as there high elf cousins a tall noble looking race with pale skin and are slender but unlike High Elves which are masters of light magic's, dark elves practice dark sorcery, and have become very adept at it. Dark Elves live in great cities made of dark stone. Dark Elves are constantly at war with their High Elf kin. They use masterly crafted weapons but they carry repeating crossbows, which seem to be unique to them. Dark Elf females that follow the path of sorcery are called Witch Elves and are a warrior sisterhood. Dark Elves always seem to where dark colours such as blacks, deep purples and dark blues.


Wood Elves

Wood Elves are similar to High Elves and Drow they are a slender noble race with pale skin and often pointed ears. Wood elves live deep with the forests and are guardians of the natural world. Wood elves work with the forest they try not to damage the forest like other races do. Wood elves are extremely agile, there main method of attack is the bow, but they will use hand-to-hand fighting. Wood elves like to use stealth as there are fewer of them compared to the High Elves and Dark Elves. Wood Elves prefer not to wear armour this allows them to move more rapidly through forests though they tend to wear fabrics in greens and browns to match in with there surroundings, this helps them to move around unnoticed.


Im guessing Orlando was a wood elf. :?

imo: dark elf fits best.
woohoo i win :P

Posted: Sat Feb 02, 2008 6:32 pm
by DiM
hulmey wrote:Already 2 maps that look the same as this one. Its getting a little boring :?

No comment lol
people keep complaining the map doesn't look the same and you come and say it looks the same :lol: :lol: :lol:

Posted: Sat Feb 02, 2008 6:34 pm
by Sir. Ricco
DiM wrote:
Sir. Ricco wrote:humm... I am a huge fan of Age of Magic, but this one doesn't seem to flow right. Also, who ever starts with Aoria I think will have a big advatage.
why? remember the neutral values of each terit will balance the gameplay. so yeah aoria will have a power rune next to it but that power rune will have a bigger neutral army on it.
Yea, thats true. In the last one, I felt like Figye was a little off balance. :wink:
Check my games played list. The last ones are almost all Age of Magic. :D

Posted: Sat Feb 02, 2008 6:35 pm
by Sir. Ricco
DiM wrote:
hulmey wrote:Already 2 maps that look the same as this one. Its getting a little boring :?

No comment lol
people keep complaining the map doesn't look the same and you come and say it looks the same :lol: :lol: :lol:
I like how its the same. Its still a popurlar map. :D

Posted: Sat Feb 02, 2008 6:35 pm
by Lone.prophet
he says it has exactly the same shape so its the same not the visual appearence which now IMO is anywhere where it should be

Posted: Sat Feb 02, 2008 6:36 pm
by DiM
Sir. Ricco wrote:
DiM wrote:
Sir. Ricco wrote:humm... I am a huge fan of Age of Magic, but this one doesn't seem to flow right. Also, who ever starts with Aoria I think will have a big advatage.
why? remember the neutral values of each terit will balance the gameplay. so yeah aoria will have a power rune next to it but that power rune will have a bigger neutral army on it.
Yea, thats true. In the last one, I felt like Figye was a little off balance. :wink:
Check my games played list. The last ones are almost all Age of Magic. :D
you mean it was advantaged or disadvantaged?

Posted: Sat Feb 02, 2008 6:37 pm
by Sir. Ricco
disadvantaged

Posted: Sat Feb 02, 2008 6:39 pm
by DiM
Sir. Ricco wrote:disadvantaged
really? i won many times from fygie. it's main advantage is the openness. it has so many alternatives to expand. it is the only one that has visibility to both entrances to the sanctuary, it has ports on 2 oceans and can reach the third easily via the ice cap. very open.

Posted: Sat Feb 02, 2008 6:40 pm
by gimil
Neo glow = Bright/strong glow. Half of your boarders look like some fluresent light bulb that you would see outside some brothel in a red light district or night club.

***Deleted Image***

Posted: Sat Feb 02, 2008 6:43 pm
by DiM
gimil wrote:Neo glow = Bright/strong glow. Half of your boarders look like some fluresent light bulb that you would see outside some brothel in a red light district or night club.

***Deleted Image***

woo. peep show. :lol:

ok i guess i could make the borders less neon-like.
i assume you're talking about borun sanctuary and xi borders.

Posted: Sat Feb 02, 2008 6:48 pm
by gimil
DiM wrote:
gimil wrote:Neo glow = Bright/strong glow. Half of your boarders look like some fluresent light bulb that you would see outside some brothel in a red light district or night club.

***delete iamge***

woo. peep show. :lol:

ok i guess i could make the borders less neon-like.
i assume you're talking about borun sanctuary and xi borders.
Exactly, finally progrees:P

I also dont like all the different colors for some of the terr names. Its playing a part in making the map over caotic.

I like the terr names for:
  • 1.Aeoria
    2.Mua
    3.Ghyr
The rest however i dont like

Posted: Sat Feb 02, 2008 6:53 pm
by DiM
gimil wrote:
DiM wrote:
gimil wrote:Neo glow = Bright/strong glow. Half of your boarders look like some fluresent light bulb that you would see outside some brothel in a red light district or night club.

***delete iamge***

woo. peep show. :lol:

ok i guess i could make the borders less neon-like.
i assume you're talking about borun sanctuary and xi borders.
Exactly, finally progrees:P

I also dont like all the different colors for some of the terr names. Its playing a part in making the map over caotic.

I like the terr names for:
  • 1.Aeoria
    2.Mua
    3.Ghyr
The rest however i dont like
hey i never said i'm not willing to change things.

so aoria mua and ghyr are good.

sanctuary stays. i want the red. those are evil lyches surrounded by blood waters.

however dark elves rock golems and pit fiends can be changed. i'll see how.

Posted: Sat Feb 02, 2008 7:11 pm
by gimil
Ill await an update before further bitching commences :)

Posted: Sat Feb 02, 2008 7:14 pm
by Shanba
A random newbie's two cents:

The Elven lands' dark green jars with the neon yellow for the borders which also jars with the blue for the glows of the runes. Similarly, with the rock golems, you have this grey, stonelike texture with these weird fluorescent green lines running across it. Things get lost among this swirling medley of bright glowing things - the runes of both are easy to miss, the river is missable, even the villages and castles are missable.

The dwarves, also, are quite strange. The random orange dashes don't look much like anything, the different shades of green seem to float on top of each other (as does the orange) for no real reason, and, tbh, I don't associate green and orange with dwarves.

The purple, black and white is OK for the sanctuary, but the purple across the ocean is fairly ugly and not really very smooth. Maybe sort of evil tendrils instead? I'm not sure what the sanctuary is meant to look like either, maybe make it more bonelike? The borders too?

These continents also clash with the other three: the human lands, the orcs and the ice golems: these are more sedate, more relaxed, with less going on. The random green specklings on the orcs don't look quite right, but the ice is very pretty and the green specks work well there as well as on the human continent. The water is also very nice, as are the little boats - it occurs to me, though, that if you're going for a chaotic battle feel, maybe some of the boats should be attacking each other? Maybe distinct styles for each species' boat? Actually, that stands for many of the buildings, too: you could make each species look distinct by making their buildings more unique, giving them more of a "dwarf" feel, or an "orc" feel.

Other than that, I'm sure it's awesome :D

Posted: Sat Feb 02, 2008 7:17 pm
by gimil
Shanba wrote:A random newbie's two cents:

The Elven lands' dark green jars with the neon yellow for the borders which also jars with the blue for the glows of the runes. Similarly, with the rock golems, you have this grey, stonelike texture with these weird fluorescent green lines running across it. Things get lost among this swirling medley of bright glowing things - the runes of both are easy to miss, the river is missable, even the villages and castles are missable.

The dwarves, also, are quite strange. The random orange dashes don't look much like anything, the different shades of green seem to float on top of each other (as does the orange) for no real reason, and, tbh, I don't associate green and orange with dwarves.

The purple, black and white is OK for the sanctuary, but the purple across the ocean is fairly ugly and not really very smooth. Maybe sort of evil tendrils instead? I'm not sure what the sanctuary is meant to look like either, maybe make it more bonelike? The borders too?

These continents also clash with the other three: the human lands, the orcs and the ice golems: these are more sedate, more relaxed, with less going on. The random green specklings on the orcs don't look quite right, but the ice is very pretty and the green specks work well there as well as on the human continent. The water is also very nice, as are the little boats - it occurs to me, though, that if you're going for a chaotic battle feel, maybe some of the boats should be attacking each other? Maybe distinct styles for each species' boat? Actually, that stands for many of the buildings, too: you could make each species look distinct by making their buildings more unique, giving them more of a "dwarf" feel, or an "orc" feel.

Other than that, I'm sure it's awesome :D
You my dear friend are welcome back to the foundry at any time with comments like this :)

Posted: Sat Feb 02, 2008 7:20 pm
by DiM
Shanba wrote:A random newbie's two cents:

The Elven lands' dark green jars with the neon yellow for the borders which also jars with the blue for the glows of the runes. Similarly, with the rock golems, you have this grey, stonelike texture with these weird fluorescent green lines running across it. Things get lost among this swirling medley of bright glowing things - the runes of both are easy to miss, the river is missable, even the villages and castles are missable.

The dwarves, also, are quite strange. The random orange dashes don't look much like anything, the different shades of green seem to float on top of each other (as does the orange) for no real reason, and, tbh, I don't associate green and orange with dwarves.

The purple, black and white is OK for the sanctuary, but the purple across the ocean is fairly ugly and not really very smooth. Maybe sort of evil tendrils instead? I'm not sure what the sanctuary is meant to look like either, maybe make it more bonelike? The borders too?

These continents also clash with the other three: the human lands, the orcs and the ice golems: these are more sedate, more relaxed, with less going on. The random green specklings on the orcs don't look quite right, but the ice is very pretty and the green specks work well there as well as on the human continent. The water is also very nice, as are the little boats - it occurs to me, though, that if you're going for a chaotic battle feel, maybe some of the boats should be attacking each other? Maybe distinct styles for each species' boat? Actually, that stands for many of the buildings, too: you could make each species look distinct by making their buildings more unique, giving them more of a "dwarf" feel, or an "orc" feel.

Other than that, I'm sure it's awesome :D
the borders and names colours issues you mentioned should be solved int eh image i'll post bellow.

the purple across the ocean is actually blood. as for the tentacles you mentioned i was just thinking the same when i did the borders in version 2. hope you like it.

the fighting boats idea is very nice, although i'm not sure how much detail i can put there. we're talking about a few pixels. so drawing people fighting and canons shooting is impossible.

Posted: Sat Feb 02, 2008 7:27 pm
by Kaplowitz
DiM wrote:sanctuary stays. i want the red. those are evil lyches surrounded by blood waters.
I love the way the borders look like evil tentacles :D

Posted: Sat Feb 02, 2008 7:29 pm
by DiM
V2

changed dwarfs to pit fiends
changed ice golems to ice elementals
changed borders for golems, pit fiends and lyches
changed colours ot the text in the rock gollems, pit fiends and dark elves terits.

i still need to replace the pit fiend rune.

edit// forgot the image:

Image

Posted: Sat Feb 02, 2008 7:31 pm
by Kaplowitz
DiM wrote:V2

changed dwarfs to pit fiends
changed ice golems to ice elementals
changed borders for golems, pit fiends and lyches
changed colours ot the text in the rock gollems, pit fiends and dark elves terits.

picture?

Posted: Sat Feb 02, 2008 7:37 pm
by DiM
Kaplowitz wrote:
DiM wrote:V2

changed dwarfs to pit fiends
changed ice golems to ice elementals
changed borders for golems, pit fiends and lyches
changed colours ot the text in the rock gollems, pit fiends and dark elves terits.

picture?
edited above. forgot it :lol: