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Posted: Sun Feb 03, 2008 4:43 pm
by fireedud
ok, I have 2 questions:


1. why aren't there any power runes on Sanctuary Isle?

2. What made you pick the symbols you currently have for the runes?

Posted: Sun Feb 03, 2008 4:47 pm
by DiM
fireedud wrote:ok, I have 2 questions:


1. why aren't there any power runes on Sanctuary Isle?

2. What made you pick the symbols you currently have for the runes?


1. because the sanctuary gets his bonus from the blood waters. which apparently i forgot to mention in the legend :lol: it's +1 for every blood water.
2.
humans - sword
troglodytes - rock
ice elementals - ice shard
dark elves - blood bow
orcs - axe
pit fiends - devil's trident

Posted: Sun Feb 03, 2008 4:52 pm
by fireedud
ok I get it except, how does life=sword

and how does rage= ax?

Posted: Sun Feb 03, 2008 4:56 pm
by DiM
fireedud wrote:ok I get it except, how does life=sword

and how does rage= ax?


well first i wanted to put a cross for the humans but then i figured some people might get offended so decided on a paladin sword. and paladin=life

as for the orcish axe well they are pretty enraged when they're swinging their axes in the air and crushing enemy skulls :P

if you can suggest a better name/icon i will change it.

Posted: Sun Feb 03, 2008 9:22 pm
by fireedud
ok now it makes sense.


But I think you need to do something about the forest = blood bow thing; however, it might work well leaving it be. So basically forget that I said this.


I think the ice shards need to be sharper.

Posted: Sun Feb 03, 2008 9:53 pm
by hecter
I don't like the blood water territories... Too... Sharp. If you could make the edges a bit softer...

Posted: Sun Feb 03, 2008 10:09 pm
by DiM
hecter wrote:I don't like the blood water territories... Too... Sharp. If you could make the edges a bit softer...


what version are you looking at?

they have already been liquefied and blended better. compare latest version with original version

Posted: Sun Feb 03, 2008 10:17 pm
by edbeard
are you going to use some legend space to explain what the Power Runes are. Like you explained resource pairs in the previous versions.

Right now one could think that a Power Rune would be just one of the pair.


I'm sure you've thought about this already but just to be sure.



I didn't see you expressly say this, but the same six castles are going to be where players start and the Sanctuary starts as neutral right?

Posted: Sun Feb 03, 2008 11:17 pm
by wcaclimbing
DiM wrote: it's +1 for every blood water.


Wouldn't that be just ridiculously inconvenient and of no use to anyone? Because (unless i am greatly mistaken) every dock on the map can 1-way to the blood waters, taking away your bonuses very easily. So, you put enough armies on there to protect it from attacks, but as soon as you start your turn you get that +1, but all those defending armies get decayed into 1s....

Sounds like its not worth it at all.

Sanctuary

Posted: Mon Feb 04, 2008 4:53 am
by turtleman
DiM I love you! I want to play it now, please say we can play it now? :oops:

Re: Sanctuary

Posted: Mon Feb 04, 2008 7:29 am
by KoE_Sirius
turtleman wrote:DiM I love you! I want to play it now, please say we can play it now? :oops:

I second that. :)...Nice banner turtleman

Posted: Mon Feb 04, 2008 7:38 am
by DiM
edbeard wrote:are you going to use some legend space to explain what the Power Runes are. Like you explained resource pairs in the previous versions.

Right now one could think that a Power Rune would be just one of the pair.


I'm sure you've thought about this already but just to be sure.



I didn't see you expressly say this, but the same six castles are going to be where players start and the Sanctuary starts as neutral right?


a power rune is an icon (sword, ice shard, blood bow, etc) and each of these terits is marked by a blue glowing army shield. well, just like in previous versions a glowing blue army shield is in the legend to show you what a power rune is. and if one thinks a power rune is just one terit, then one would be right as it doesn't say anywhere that you need a pair.
it just says castle+power rune = +2 so each power rune is worth +2

the sanctuary and the six castles are starting points so this map will be for 7 players. notice how they all have the same shield.

Posted: Mon Feb 04, 2008 7:41 am
by DiM
wcaclimbing wrote:
DiM wrote: it's +1 for every blood water.


Wouldn't that be just ridiculously inconvenient and of no use to anyone? Because (unless i am greatly mistaken) every dock on the map can 1-way to the blood waters, taking away your bonuses very easily. So, you put enough armies on there to protect it from attacks, but as soon as you start your turn you get that +1, but all those defending armies get decayed into 1s....

Sounds like its not worth it at all.


no no. it is a trick because while each blood water can be attacked one way from any port, the sanctuary has direct access to all of them. i will further explain this in the legend once i get to doing it.

Re: Sanctuary

Posted: Mon Feb 04, 2008 7:43 am
by DiM
KoE_Sirius wrote:
turtleman wrote:DiM I love you! I want to play it now, please say we can play it now? :oops:

I second that. :)...Nice banner turtleman


guys, chill, no love declarations or people might get the wrong ideas :lol:

i'm glad you like it and hopefully it will be available as soon as possible.

Posted: Mon Feb 04, 2008 9:44 am
by DiM
could i get a move to the foundry? or at least a stamp? or an advanced idea tag? i mean this map has more posts more views and more updates than some of the maps in the foundry. :roll:

anyway. going to roast me some meat for lunch then i'll work on an update on the legend.

Posted: Mon Feb 04, 2008 10:34 am
by Keredrex
I love the Idea and direction nyou are going with this map......I think the background is TOOO Busy... maybe tone it down a little .... It is hard to read the territs

Also... not sure if you already explained this but ...Castle/Sanctuary = +4..... Does that mean Castle OR Sanctuary or do you need both

Posted: Mon Feb 04, 2008 10:45 am
by DiM
Keredrex wrote:I love the Idea and direction nyou are going with this map......I think the background is TOOO Busy... maybe tone it down a little .... It is hard to read the territs

Also... not sure if you already explained this but ...Castle/Sanctuary = +4..... Does that mean Castle OR Sanctuary or do you need both


the background is intended to be busy but i'm working on readability.

as for the castle/sanctuary thing it's easy. the map supports up to 7players. each player will start with a castle or the sanctuary and each castle or sanctuary gives you +4 autodeploy.

the "/" is read as "or"

so castle or sanctuary gives +4

Posted: Mon Feb 04, 2008 11:37 am
by gimil
DiM can you a more understandable description of the unique features on the 1st page? After this is coleman doesnt appear today ill move this for you :)

I do have worries about colemans absence :(

Posted: Mon Feb 04, 2008 11:41 am
by DiM
gimil wrote:DiM can you a more understandable description of the unique features on the 1st page? After this is coleman doesnt appear today ill move this for you :)

I do have worries about colemans absence :(


done

as for coleman missing the good news is he isn't. he posted yesterday in the next-gen gamers map.

Posted: Mon Feb 04, 2008 1:05 pm
by rebelman
:oops: :oops: just saw this thread now as I had stopped posting in the foundry / visiting the foundry lately for a combination of reasons irrelevant to this map and thread but now that I'm back (thanks to my prodder) I will give my detailedthoughts on this map shortly just want to read the thread fully first to make sure I'm not going back over old ground.

Posted: Mon Feb 04, 2008 1:21 pm
by DiM
rebelman wrote::oops: :oops: just saw this thread now as I had stopped posting in the foundry / visiting the foundry lately for a combination of reasons irrelevant to this map and thread but now that I'm back (thanks to my prodder) I will give my detailedthoughts on this map shortly just want to read the thread fully first to make sure I'm not going back over old ground.


will wait patiently. :P

Posted: Mon Feb 04, 2008 1:36 pm
by gimil
DiM wrote:
gimil wrote:DiM can you a more understandable description of the unique features on the 1st page? After this is coleman doesnt appear today ill move this for you :)

I do have worries about colemans absence :(


done

as for coleman missing the good news is he isn't. he posted yesterday in the next-gen gamers map.


oh, lol.

Thats good to know then :)

Posted: Mon Feb 04, 2008 1:41 pm
by sanosuke
as a new player to the Age of Realms maps, I gotta say this looks great. Love the bonuses too. Great job DiM, can't wait to play it.

Posted: Mon Feb 04, 2008 2:43 pm
by DiM
sanosuke wrote:as a new player to the Age of Realms maps, I gotta say this looks great. Love the bonuses too. Great job DiM, can't wait to play it.


glad you like it. it's always nice to hear words of appreciation :D

Posted: Mon Feb 04, 2008 2:44 pm
by DiM
gimil wrote:
DiM wrote:
gimil wrote:DiM can you a more understandable description of the unique features on the 1st page? After this is coleman doesnt appear today ill move this for you :)

I do have worries about colemans absence :(


done

as for coleman missing the good news is he isn't. he posted yesterday in the next-gen gamers map.


oh, lol.

Thats good to know then :)


ok the features are put in the first post. how about a move? :?