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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

Re: Empire Builder V.14 pg1+21 [I]

Postby DiM on Thu May 08, 2008 8:22 am

you might be interested in this:

DiM wrote:never underestimate the power of personalized brushes. create a shape of how you think a tree looks from above. let's say a star shape. now take that brush and set the background and foreground to 2 foliage colours (dark green and yellowy green) then do the following:

shape dynamics>
> size jitter 100%
> minimum diameter 0%
> angle jitter 0%
> roundness jitter 68%
> min roundness 25%


scatter> adjust as you please dependng on what you need

colour dynamics>
>fore/back 100%
> saturation 50%
the rest at 0%

and check smoothing.

then go ahead and paint what you need adjusting the brush size according to the height of the viewpoint.

after you paint put on some drop shadow and even bevel if it suits your need. but keep the bevel at a minimum.

here's a quick example. i didn't bother making a custom shape so i used a flower one. it looks rather bad on large trees but it works for small ones as the details are hard to spot.

Image
ā€œIn the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.ā€- Michio Kaku
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Thu May 08, 2008 9:00 am

oh cool, right on cue DiM ;)

ill have to try that and see what i can come up with in GIMP
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Re: Empire Builder V.14 pg1+21 [I]

Postby Mr. Squirrel on Thu May 08, 2008 8:33 pm

Earlier I was complaining that this map had no originality, but now that you are focusing more around the famine idea, I feel that it is becoming a whole new map. By drying up the map, you will make this really unique and it will be a lot more popular (in my opinion).

There is one thing that I think you really need to change. In the desert in the north, you have two starting points (nomad camp and elifan castle) but you only have one resource. Whoever starts in these two areas will constantly be at war with each other, making them, pretty much, lose the game. Add another resource, or move a starting point.

Also, I suggest moving around some of the villages. Coce castle starts with one right next to it, while Kift doesn't have one for many spaces. This also creates a HUGE disadvantage for some people.

Finally, I am still confused as to how the resources will work with the famine. (I know you have gone over it many times, but it still doesn't make sense to me.) Will each territory give me -1 or is it every three territories give me -1? Will the resources completely get rid of all negative bonuses, or will they only get rid of one negative? It is going to be very hard to explain this in the legend.

Finally, I'm sorry for any insulting comments I may have made to you before. :cry: If you continue with this new idea for the map, you will have a good one on your hands. Good luck!
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Fri May 09, 2008 8:18 am

Mr. Squirrel wrote:Earlier I was complaining that this map had no originality, but now that you are focusing more around the famine idea, I feel that it is becoming a whole new map. By drying up the map, you will make this really unique and it will be a lot more popular (in my opinion).


Thanks, and im gonna leave some grassy areas and replace others with more barren land


btw anybody know how to do barren land? cause im having a hard time with it....

There is one thing that I think you really need to change. In the desert in the north, you have two starting points (nomad camp and elifan castle) but you only have one resource. Whoever starts in these two areas will constantly be at war with each other, making them, pretty much, lose the game. Add another resource, or move a starting point.

Also, I suggest moving around some of the villages. Coce castle starts with one right next to it, while Kift doesn't have one for many spaces. This also creates a HUGE disadvantage for some people.


Hey! congratz on noticing something thats been bugging me for a while! =D>

I noticed that about the castles, and for a while i thought that having all the desert being 4 neutral (exept for the villages, which are always 5 neutral) then that might help, but recently i realized it wouldnt, so ive been trying to find a good spot to move the nomad camp to. And since this is now famine, im thinking of getting rid of the nomad camp, and adding a fortress outside of the wall

The villages are another thing, cause for some, their RIGHT THERE!! and others, their like 4 or 5 territories away! so yea ill move them

Finally, I am still confused as to how the resources will work with the famine. (I know you have gone over it many times, but it still doesn't make sense to me.) Will each territory give me -1 or is it every three territories give me -1? Will the resources completely get rid of all negative bonuses, or will they only get rid of one negative? It is going to be very hard to explain this in the legend.


Yea thats been the hardest to explain, im working on the wording and it occasionally confuses me. Basically its -1 on each normal territory in each area (any thats not a castle/nomad camp/resource/village), but if u hold a resource in that area then in that resources effect area there is no negative. So yea really hard to explain, but im working on it!

Finally, I'm sorry for any insulting comments I may have made to you before. :cry: If you continue with this new idea for the map, you will have a good one on your hands. Good luck!

Thanks, sorry for insulting u to :)
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Mon May 12, 2008 2:14 pm

OK guys, its gonna be a while until the update (just in case you've been waiting restlessly), here are the reasons:

1) Need to figure out something for the map
2) Need to figure out an awesome new name for the map, otherwise it might as well just be plain boring 'Famine!' or 'Insert an awesome name here that goes along with Famine!'
3) Probably will end up having to do another make over to fit with the new famine idea
4) Im learning how to give it an awesome looking makeover while working on this:

viewtopic.php?f=127&t=22320&start=138

so yea it might be a while
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Re: Empire Builder V.14 pg1+21 [I]

Postby InkL0sed on Mon May 12, 2008 4:25 pm

I think you might as well put this on vacation while you figure it out.
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Re: Empire Builder V.14 pg1+21 [I]

Postby Kaplowitz on Mon May 12, 2008 5:01 pm

InkL0sed wrote:I think you might as well put this on vacation while you figure it out.

I dont think he needs vacation, i think he justs need to make some decisions.

As for graphics, you can easily change the tone of the map by changing the colors slightly. Also, i would suggest taking out the wall. Just try to make death and famine the main theme. To me, it seems as if the map is about eight, very rich kings who are at war, but the Innocent peasants are the ones who lose their lives in the end (which is basically the Middle Ages). Maybe even throw in a quote or something.

Here is something really quick to show how you can change the mood of the map by changing the hue:
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Mon May 12, 2008 5:19 pm

Kaplowitz wrote:
InkL0sed wrote:I think you might as well put this on vacation while you figure it out.

I dont think he needs vacation, i think he justs need to make some decisions.

As for graphics, you can easily change the tone of the map by changing the colors slightly. Also, i would suggest taking out the wall. Just try to make death and famine the main theme. To me, it seems as if the map is about eight, very rich kings who are at war, but the Innocent peasants are the ones who lose their lives in the end (which is basically the Middle Ages). Maybe even throw in a quote or something.

Here is something really quick to show how you can change the mood of the map by changing the hue:
Click image to enlarge.
image


what tone did u use? cause i love the look of the grass with it! and also what is the font u used for the title? and i like the quote =D>

Thanks kap, that should speed it up for the next update, and also, look at the bottom of my tutorial, and see the current picture, and tell me if you think i should put my mountain in it

edit: oh yea and by the way, a while back somebody mentioned that the farther along the map got, the more blurry it got. Ive realized why. For some reason, the more i save my work in GIMP, it blurs it slightly. So after a while, it starts to add up and make the map look really blurry
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Re: Empire Builder V.14 pg1+21 [I]

Postby Kaplowitz on Mon May 12, 2008 5:34 pm

I dont remember the exact tone, but i just took the whole map, went to Hue/Saturation, and changed it to something i liked.
The font is called Blood of Dracula, and i got it on http://www.1001freefonts.com
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Mon May 12, 2008 5:55 pm

Kaplowitz wrote:I dont remember the exact tone, but i just took the whole map, went to Hue/Saturation, and changed it to something i liked.
The font is called Blood of Dracula, and i got it on http://www.1001freefonts.com


ok cool thanks, ill see if i can get it to work with GIMP, and ill mess around with the hue/saturation
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Re: Empire Builder V.14 pg1+21 [I]

Postby zimmah on Tue May 13, 2008 8:45 am

congratiolations bry, your map looks great in the first post, though i must say the post of Kaplowitz has some good stuff in it too, the grass looks great and the quote is some nice addition to fill up the 'black hole' you left by changing the legend.

i think your map is getting pretty good really

i think it's almost time to balance out the neutrals and such too.
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Tue May 13, 2008 9:23 am

zimmah wrote:congratiolations bry, your map looks great in the first post, though i must say the post of Kaplowitz has some good stuff in it too, the grass looks great and the quote is some nice addition to fill up the 'black hole' you left by changing the legend.

i think your map is getting pretty good really

i think it's almost time to balance out the neutrals and such too.


Cool thanks :) and i also agree that kaps has some good stuff in it, like i especially like the grass color in it and the text of the title, but i cant get the font to work...... eh oh well. And i agree his quote is good, and with the title/quote there, i would have more room in the legend for bonuses and stuff

and yea about the neutrals, with me getting rid of the nomad camp and adding a castle/fortress ouside of the desert/almost on the desert, im gonna have to rethink my neutrals. So yea im working on it :D


also, somebody i forget who mentioned something about the villages needing to be changed (i think), if so, head on over to here:

viewtopic.php?f=127&t=22320&start=138

and tell me if any of those villages look good (scroll to the bottom of the post, and good luck getting there :lol: )

also, if u guys want, head on over there anyways just to tell me if i should use anything from it on this


oh and i need ideas for a new title! so far we have 2:

Famine!
Eight Kings Crisis

although I dont know if kap was kidding around when he put on that title...
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Re: Empire Builder V.14 pg1+21 [I]

Postby Kaplowitz on Tue May 13, 2008 9:26 am

I wasnt kidding about the title, but i think you can think of a better one.
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Tue May 13, 2008 11:05 am

Kaplowitz wrote:I wasnt kidding about the title, but i think you can think of a better one.


yea im working on thinking of one, but im having a title block #-o

and im almost finished with my tutorial, so ill have more time to work on the unnamed map
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Re: Empire Builder V.14 pg1+21 [I]

Postby zimmah on Wed May 14, 2008 8:43 am

Clash of Kings
Eight Kingdoms
Famine Crisis

or something?
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Wed May 14, 2008 10:04 am

zimmah wrote:Clash of Kings
Eight Kingdoms
Famine Crisis

or something?


oh i like the clash of kings and famine crisis


once we get a good list of names, ill choose my favorite, and put up a poll
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Wed May 14, 2008 12:07 pm

just to let u guys know, here are where the villages are now gonna be (wanna make sure u guys approve):


Tray
Renx
Firt
Tac (eh, new territory near nitu)
Cors

that good?

also, the new castle is at ryos
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Re: Empire Builder V.14 pg1+21 [I]

Postby Kaplowitz on Wed May 14, 2008 3:16 pm

bryguy wrote:just to let u guys know, here are where the villages are now gonna be (wanna make sure u guys approve):


Tray
Renx
Firt
Tac (eh, new territory near nitu)
Cors

that good?

also, the new castle is at ryos

Just make the map and post it. Then we can critique everything ;)
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Re: Empire Builder V.14 pg1+21 [I]

Postby bryguy on Wed May 14, 2008 3:28 pm

Kaplowitz wrote:
bryguy wrote:just to let u guys know, here are where the villages are now gonna be (wanna make sure u guys approve):


Tray
Renx
Firt
Tac (eh, new territory near nitu)
Cors

that good?

also, the new castle is at ryos

Just make the map and post it. Then we can critique everything ;)



ok, i have it up behind this page as i type, ill try to post it say in the next 10-30 minutes
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Re: Empire Builder V.15 pg1+ [I]

Postby bryguy on Wed May 14, 2008 3:44 pm

V.15
V15 [clicky]
Click image to enlarge.
image


Things You Need To Know

7 Continents
8 Starting Points
(I think) 107 Territories

Changes:

Added more/moved villages
Took out trees for now
Made some of the text in the legend less blurry
Changed the look of the villages
Made a couple of lines simpler (
Removed the title
Changed the boat sizes
Think i made the boat army circles less blurry
Added a castle at Ryos
Added 2 more territories
Took out nomad camp
Replaced nomad camp with Cena'rul'es
Modified the desert
Took out the wall
Changed the grass color
Think thats it


Points of Discussion:

Got any good ideas for a new title?
Are the villages ok?
Is the new ammount/placements of villages ok?
Is the new castle placement ok?
Are the boat sizes ok?
Should I start on the small anytime soon?
and of course, anything else u want to discuss :D
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Re: Empire Builder V.15 pg1+23 [I]

Postby Kaplowitz on Wed May 14, 2008 4:11 pm

1- i dont think the colors changed enough, i couldnt tell. It just doenst make me think of starving people. Honestly, with the nice land, castles, and sources of water, i feel as if i could live there. If people have farms and such, they can eat. Make everything brown except for the resources, the peoples' small patches of fertile land that are their last hope. You need a darker tone, as this is supposed to be a depressing time.

2-You obviously need something to fill that huge space. I think it would be perfect to have a little story there to set the scene, but if you want a quote like the one i showed you would work fine.

3- I hate the borders. They are inconsistent, and in my opinion ugly. If you can, try to redraw the borders as anti-aliased vectors, and then lower the opacity to like 50%.

4-Maybe you could incorporate some religion. I think you should try to make this like the middle ages, where Christianity controlled everything. This was due to the poverty of the villagers, who had nothing to turn to other than hope.

I cant think of much else, but i think the map needs a huge theme change to set it apart from other conquest maps, and make it unique.

Keep up the good work, and dont give in to people who say to give up. :) I look forward to your next update.
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Re: Empire Builder V.15 pg1+23 [I]

Postby bryguy on Wed May 14, 2008 5:58 pm

Kaplowitz wrote:1- i dont think the colors changed enough, i couldnt tell. It just doenst make me think of starving people. Honestly, with the nice land, castles, and sources of water, i feel as if i could live there. If people have farms and such, they can eat. Make everything brown except for the resources, the peoples' small patches of fertile land that are their last hope. You need a darker tone, as this is supposed to be a depressing time.

2-You obviously need something to fill that huge space. I think it would be perfect to have a little story there to set the scene, but if you want a quote like the one i showed you would work fine.

3- I hate the borders. They are inconsistent, and in my opinion ugly. If you can, try to redraw the borders as anti-aliased vectors, and then lower the opacity to like 50%.

4-Maybe you could incorporate some religion. I think you should try to make this like the middle ages, where Christianity controlled everything. This was due to the poverty of the villagers, who had nothing to turn to other than hope.

I cant think of much else, but i think the map needs a huge theme change to set it apart from other conquest maps, and make it unique.

Keep up the good work, and dont give in to people who say to give up. :) I look forward to your next update.


1) ok ill keep working on the colors, I just wanted to start with the grass

2) Yea I was thinking a quote, but if somebody could help me come up with a good story line (im not writing inclined...) then ill put a story there

3) When I was working on them earlier I noticed how inconsistent they were. Ill mess around with the borders again.

4) I dont really know how I could incorporate religion into the map, but ill look into it :D
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Re: Empire Builder V.15 pg1+23 [I]

Postby zimmah on Wed May 14, 2008 7:29 pm

bryguy wrote:
Kaplowitz wrote:1- i dont think the colors changed enough, i couldnt tell. It just doenst make me think of starving people. Honestly, with the nice land, castles, and sources of water, i feel as if i could live there. If people have farms and such, they can eat. Make everything brown except for the resources, the peoples' small patches of fertile land that are their last hope. You need a darker tone, as this is supposed to be a depressing time.

2-You obviously need something to fill that huge space. I think it would be perfect to have a little story there to set the scene, but if you want a quote like the one i showed you would work fine.

3- I hate the borders. They are inconsistent, and in my opinion ugly. If you can, try to redraw the borders as anti-aliased vectors, and then lower the opacity to like 50%.

4-Maybe you could incorporate some religion. I think you should try to make this like the middle ages, where Christianity controlled everything. This was due to the poverty of the villagers, who had nothing to turn to other than hope.

I cant think of much else, but i think the map needs a huge theme change to set it apart from other conquest maps, and make it unique.

Keep up the good work, and dont give in to people who say to give up. :) I look forward to your next update.


1) ok ill keep working on the colors, I just wanted to start with the grass

2) Yea I was thinking a quote, but if somebody could help me come up with a good story line (im not writing inclined...) then ill put a story there

3) When I was working on them earlier I noticed how inconsistent they were. Ill mess around with the borders again.

4) I dont really know how I could incorporate religion into the map, but ill look into it :D


1) although the grass looks nice, that's exactly the problem, since the people are dying of starvation, but there is plenty of water and grass, doesn't make much sence. so i'd suggest placing a lot of 'dirt' on it. and the rivers should be dry, or almost dryed out.

also, since you removed the wall, and since i know you are able to make some quite realistic mountains, i think i'd be a good idea to add a mountain range somwhere between Opesto and Camt towards Tyrin. (also because otherwise the desert would have quite easy acces to 3 villages, if you add a mountain range that will be solved) also, i think you should consider replacing grapes with something more resistant to bad weather, maybe berries or something, since i think grapes are not really suited to survive in bad weather/landscape conditions.

2) quote will do, story line would be good also but i think a quote will be better

3) they look good to me, but if you can make them any better it's fine.

4) maybe i'll think of something, don't know anything at the moment.

5) don't have anything new to add at this moment
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Re: Empire Builder V.15 pg1+23 [I]

Postby bryguy on Thu May 15, 2008 6:52 am

ok i think i just figured out a way to make it more plausible for 'dirt' (or if u want for this, u can call it 'mud' ;) )

ok basically, I removed the part of the giant river that goes around coce (the one that breaks of from the main part) and basically just (using a fuzzy brush) put 'mud' there, cause otherwise its also not that realistic to have that much water near a desert. Also, I could remove the river/lake thats at zim'mah to nav (or bir to teh if u prefer) and also put mud there. And also if you guys wanted, the mud could still have territories, but you could only attack the mud, not attack from the mud. And Ill work on adding a mountain in that area, or along the grass/desert border area. But be forwarned, that will probably mean taking out a couple of territories. Oh and ill have to add a darker line for where the oasis stops working.... So yea I was coming up wit that as I typed.
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Re: Empire Builder V.15 pg1+23 [I]

Postby zimmah on Thu May 15, 2008 7:45 am

bryguy wrote: Also, I could remove the river/lake thats at zim'mah to nav (or bir to teh if u prefer) and also put mud there.


shit, you'll throw mud at me :evil:

just kidding :lol:

btw, taking out a couple of territories won't be too bad, there are a lot already anyways
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