DiM wrote:i'm amazed this is still active after 9 months

same
But there have been some periods where it hasnt been active... like whenever Im redoing graphix
graphics.
although improved since i last saw this map i'm still not convinced and i think it needs lots more work before it can obtain a badge.
i agree that it needs more work, but im not always sure what
1. poor shadows give the impression of floating. the castles (tayers and tift) seem to float on the land and the land seems to float on the mud
I can reduce their shadows and move them some. I for some reason gave them a bigger drop shadow, I dont remember why now, but I can reduce it. Also, Ill move them since I placed them on a spot that later got a shadow on it anyways.
Also on the mud, I have been continually working on fixing that, so far with now luck. Ill keep trying tho.
2. the green circles are supposed to be trees? not only that they don't seem real but they seem copy pasted from one place to another. and it's just 1 tree? it's bigger than a house. in nature you won't see identical things. randomize the brush, randomise the colour, reduce the size and make tree groups not single huge trees.
Yea their supposed to be trees. And yea they do seem alot alike, cause I made them all the exact same way with the exact same colors. I can try redoing them. And I realized recently that they were huge. I can make them smaller, and randomize the color, as well as make some groups.
3. the mud doesn't look like mud at all. it looks more like a carpet. the uniform colour and texture makes it look fake. why not make areas with dry mud areas with damp mud, add cracks or little spots of muddy water
I know that I call it mud, but now on thinking of it its actually more of a "recently dried up riverbank". Ill try alternating colors slightly, as well as adding those things you listed (dry mud areas with damp mud, cracks, spots of muddy water)
4. pumpkins peas beets, etc look almost identical and aren't visible at a glance. perhaps a slight change is needed but it's not really that important
I can try fixing them, but I cant promise anything
5. some mud terit aren't clearly defined. for example does M1 go all the way around the island or does it end at the bridge? same for M18, does it stretch all the way to Napt?
sorry, I had just assumed that it was obvious that the mud territories ended at the first big bridge. I could try to make it more obvious if you want
6. weird cross borders. does M17 attack Frim? or M18 > Falis??
oops didnt realize you cant see that territory line there. Ill fix it (m17 is supposed to only attack as far as falis)
7. small gap borders. does M13 attack Nav? cause there's a small gap there...
oops nope its not supposed to be able to attack there. Ill modify that
8. bridges look more like highways rather than bridges. they're too neat and clean. judging by the colour it seems they're made of stone. in this case you should add a cobble stone texture.
I knew it needed something! now that i know what it needs, ill do that
somebody i think mentioned adding a texture to it before, but i couldnt figure out what type of texture it needed
9. the legend is completely bland. it has no feeling whatsoever and it would be better suited on top of the map. this way people will have to scroll less.
yea I know its bland, Ive been trying to fix that. And sure, Ill move it to the top. Also, I have been having trouble thinking of what type of legend to do, parchment? pictures (like oasis)? Ill keep experimenting and Ill move it to the top
gameplay.
i don't know what the neutral values will be so te comments on gameplay will be short.
1. some castles are unreachable. the 3 islands in bottom left corner are totally separated from the rest of the map. this means the map is unplayable as nobody will be able to win
Actually its supposed to be that you can get there through the mud territories, thats why Im working on fading out the water and adding territory lines between M4-M5 and m14/m15-m10/m11
2. most of the mud terits are useless in my opinion. actually the only mud terit i would be bothered to take is M13 in order to get from Kift castle to Nav faster. all others will never be attacked.
3. some castles are too close to eachother while others are so faaaaar away. this means in an assassin game it will all come down to initial drop because you have no means of fast travelling on the map.
these are things I have been trying to think of what to do to fix. Any ideas would be welcome.
4. the bonuses are too damn low and i really don't see any incentive to expand unless all the non important terits have a neutral value of 1. but in this case some castles will have just 4-5 neutrals between eachother.
okay I can increase the bonuses