Is the better guys?
Poll ended at Sun Aug 31, 2008 1:14 am
Yes 13-72%
No 4-22%
THIS MAP ROCKS!!!!!! 1-5%
Total votes : 18
Moderator: Cartographers
Is the better guys?
Poll ended at Sun Aug 31, 2008 1:14 am
Yes 13-72%
No 4-22%
THIS MAP ROCKS!!!!!! 1-5%
Total votes : 18
Top Score:2403natty_dread wrote:I was wrong
sameDiM wrote:i'm amazed this is still active after 9 months
i agree that it needs more work, but im not always sure whatgraphics.
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 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.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
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.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.
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)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 can try fixing them, but I cant promise anything4. 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
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 want5. 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?
oops didnt realize you cant see that territory line there. Ill fix it (m17 is supposed to only attack as far as falis)6. weird cross borders. does M17 attack Frim? or M18 > Falis??
oops nope its not supposed to be able to attack there. Ill modify that7. small gap borders. does M13 attack Nav? cause there's a small gap there...
I knew it needed something! now that i know what it needs, ill do that8. 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.
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 top9. 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.
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/m11gameplay.
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
these are things I have been trying to think of what to do to fix. Any ideas would be welcome.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.
okay I can increase the bonuses4. 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.
Sincere thanks to DIM for writing all of this so I don't have to... some of these are the same issues that I brought up weeks/months ago. The graphics are, indeed, coming along on this map, but there are some fundamental issues with how it's going to play which are not being discussed much in this thread.DiM wrote: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
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.
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.
oh dude thats horribleThe Neon Peon wrote:I just had a solution I spent 30 minutes typing up that solved ALL of the possible unfairness by drop, then I did not notice that my internet had stopped and lost all of it. I will edit this post to retype it.
Done, it is double checked now. And I caught a small error. So, it was a good thing. By the way, I summarized the whole thing up. If you want an explanation for any of the steps, ask, I had it in the first version.bryguy wrote:oh dude thats horribleThe Neon Peon wrote:I just had a solution I spent 30 minutes typing up that solved ALL of the possible unfairness by drop, then I did not notice that my internet had stopped and lost all of it. I will edit this post to retype it.(yet slightly funny, sorry, i cant help it
)
hope you get it typed up again soon!!
whoahThe Neon Peon wrote:If you do tho following:
1. Get rid of M13
2. Move Elifan to Abens.
3. Make a territory in the mountain that connects Tray Village to Camt
4. Merge Opesto and Camt
5. Move Tayers to To'me. (Grain will need to have either a larger neutral or be moved someplace else)
5. Make Tray village a normal territory.
6. Move Lakri to Ye'tic
7. Make Anara a Village
8. Move Peas to Coles
9. Get rid of the border between Coce Castle and Iladi
Then all of this will happen:
1. All Castles are close to 2 other castles. (4 or 5 territories in between). Kift and Elifan are connected by the 1st 4 steps.
2. Castles with 4 territories in between have either a village or a resource as one of those territories (larger neutral)
3. Castles with 5 territories in between have no special territories as one of those territories.
Since those were the only differences among the castles, I think we have this solved. If you want to attack a castle that is not labeled as one of the two "near you," you will have to go through 6 territories and one of those will be a special territory.
NO EXCEPTIONS!!! It all works out. I double checked everything, it will follow these rules.
huh, i like the idea of tunnelsDiM wrote:actually this won't solve all problems.
yes each castle will be close to 2 other castles BUT what happens in an assassin game where your assassin is 4 terits away from you but you are 15+ terits from your target (Elifan to Lotrey)?
also some locations will at a big advantage. for example coce castle. remove it's connection to iladi and that island becomes a fortress. the guy that starts with coce will have no contenders for the Tir village and the corn resource. while elifan and ryos will basically fight for the firt village.
add this advantage to an assassin game where elifan must kill lotrey and coce must kill tyry and you'll see how elifan has no chance to win because he has to fight for bonuses with another castle and he must also travel a lot to get to his target.
what you need on this map is some way to cut distances and make each castle roughly the same distance to all other castles. kinda like the ports in the AoR map. perhaps make some tunnels or teleporting altars or something.


lol i would if i couldn00blet wrote:Wait...this might end?
I must humbly suggest:
NO!
This map is great. No quitting, and no breaks for you bryguy! Finish it tonight!