Clandemonium [GP,GX,XML,BETA]

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Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

ManBungalow wrote:Kab, try colourising sea #1 in a darker blue and see how it comes out.


I'll try it :)

ManBungalow wrote:If it's not too difficult for you, a graphical portrayal of the large map with 888 digits on would be appreciated


In the large map you don't have any (or just a few) limitations to where you can place the armies. Maybe it could be easier for you to just click the place you feel where the numbers best fit. (don't really know how you're doing this... but if you're using chip's Map XML Wizard that would be quite easy for you.....)
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MrBenn
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Re: Clandemonium-(V.51, P.52)

Post by MrBenn »

For the water, try some sort of depth shading; use darker blues for the deeper water and lighter blues for the shallower areas. In your mind try and see them as underwater mountains... Something like this is what I have in mind (but obviously blended in slightly better):
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MrBenn
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Re: Clandemonium-(V.51, P.52)

Post by MrBenn »

And the title/legend would definitely look better without the gap in it - I'm not convinced you've currently made the best use of the available space up top ;-)
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Blitzaholic
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Re: Clandemonium-(V.51, P.52)

Post by Blitzaholic »

yeti_c wrote:The Small maps legend in the top right is pretty tight to read - does that font need to be in bold - would it be clearer in a normal (what's the opposite of bold?!) type face?

Otherwise the look of this map has come on massively since I last came in here - congrats.

C.


thx yeti, Kab was a great choice for this, I loved his 3rd crusade work, it is what prompted me to work with him, he kindly obliged. =D>
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Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

-I've tried to add some depth to the seas.. something that I've been trying to do. Not really sure if this is what you were talking about Ben... :-s
(you can see 2 versions, one greener in the North and one with more blue on it in the South.)

-Also removed the gap in the legend board at Ben's request.

-Took care of that green 'bug' in the Deep Land area that Nobodies pointed out.

P.S. - Yeti, I'll try that font stuff in the small map once I get the large map going on

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_11_img.png[/bigimg]
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MrBenn
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Re: Clandemonium-(V.51, P.52)

Post by MrBenn »

The water down in the South looks absolutely fantastic! You may be able to tone down the slight ripple on the surface; particualarly on the area around the Pinnacle. I'm not a fan of the greener water by Deep Land; blue is definitely the colour ;-)
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jefjef
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Re: Clandemonium-(V.51, P.52)

Post by jefjef »

I still don't like/see what those lakes/ponds/holes in terts add to the map.

They detract from it imo.
This post was made by jefjef who should be on your ignore list.
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Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

MrBenn wrote:The water down in the South looks absolutely fantastic! You may be able to tone down the slight ripple on the surface; particualarly on the area around the Pinnacle. I'm not a fan of the greener water by Deep Land; blue is definitely the colour ;-)


sounds good to me, I'll keep the blue and give more transparecy to the surface ripple :)
Kabanellas
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Re: Clandemonium-(V.51, P.52)

Post by Kabanellas »

jefjef wrote:I still don't like/see what those lakes/ponds/holes in terts add to the map.

They detract from it imo.


yes Jef :), I remember now that you've already complained about those lakes. I must say that I really like them, and in my opinion, they add a more real feel to the terrain morphology.
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natty dread
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Re: Clandemonium-(V.51, P.52)

Post by natty dread »

Keep the lakes.
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Blitzaholic
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Re: Clandemonium-(V.51, P.52)

Post by Blitzaholic »

natty_dread wrote:Keep the lakes.


you like the lakes as well?
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natty dread
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Re: Clandemonium-(V.52, P.54)

Post by natty dread »

Yeah, the lakes are cool.
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Blitzaholic
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Re: Clandemonium-(V.51, P.52)

Post by Blitzaholic »

chipv wrote:You are one hell of a mapmaker, Kabanellas, I hope this is widely recognised, the map looks amazing.


thx chip, Kab has done a magnificant job.


Kab if you are open to this, could we consider naming them Landing Points instead of drop points? What you think amigo?
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Kabanellas
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Re: Clandemonium-(V.52, P.54)

Post by Kabanellas »

here it is Blitz.

Updated version - Sea on blue tones, more transparency on water

[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Clandemonium_11_img-1.png[/bigimg]
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jefjef
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Re: Clandemonium-(V.52, P.54)

Post by jefjef »

Why so much dark shadow in the water? Way more pronounced than the shadow on the rest of the map. That blue looks sharp btw.

That little pond looks like a pit. Doesn't even look like water.
This post was made by jefjef who should be on your ignore list.
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danfrank
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Re: Clandemonium-(V.52, P.54)

Post by danfrank »

From reading the legend i conclude that the clans ground will be the first meaningful position you may what to hold. With the plus three auto deploy, all clans have except legion and legends of war have 2 spaces to conquer to reach the clans ground putting them at a disadvantage. Is this done on purpose? :-s


On a positive note, nice trees or bushes, the best yet on this site ...
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army of nobunaga
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Re: Clandemonium-(V.52, P.54)

Post by army of nobunaga »

danfrank wrote:From reading the legend i conclude that the clans ground will be the first meaningful position you may what to hold. With the plus three auto deploy, all clans have except legion and legends of war have 2 spaces to conquer to reach the clans ground putting them at a disadvantage. Is this done on purpose? :-s


On a positive note, nice trees or bushes, the best yet on this site ...



I hope its done on purpose.

Ive followed this map for a while.

At first I rolled my eyes and thought "what a bunch of arrogant pricks" (sorry im always honest)

but this is maybe my 12th time looking at it.

And this may end up being one of the best maps in CC. I shit you not.


goodluck
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fumandomuerte
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Re: Clandemonium-(V.52, P.54)

Post by fumandomuerte »

I still feel like the map is representing a dead zone except for the water (nice job there) and the woods. What about adding some castles or villages like I suggested pages ago? something that represents that there actually exist army camps and hordes of horsemen running through the green fields...
My other dislike would be the metal pattern used on the legend, I'd like some wood instead.
Keep the hard work!

fm
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natty dread
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Re: Clandemonium-(V.52, P.54)

Post by natty dread »

I would also like to see buildings.
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Kabanellas
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Re: Clandemonium-(V.52, P.54)

Post by Kabanellas »

fumandomuerte wrote:What about adding some castles or villages like I suggested pages ago? something that represents that there actually exist army camps and hordes of horsemen running through the green fields...My other dislike would be the metal pattern used on the legend, I'd like some wood instead.
Keep the hard work!
fm


natty_dread wrote:I would also like to see buildings.


That would be cool if we were talking about a Feudal Epic kind of map - the action here is placed in the future not in the past. Being this, an unknown lost (probably inhabited) world, waiting to be conquered by clans (in the future - that would be using dimensional portals, mechs and spaceships instead of horses :) )
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natty dread
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Re: Clandemonium-(V.52, P.54)

Post by natty dread »

What, there can't be buildings in the future?
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Kabanellas
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Re: Clandemonium-(V.52, P.54)

Post by Kabanellas »

I said: ...probably inhabited...
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MrBenn
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Re: Clandemonium-(V.52, P.54)

Post by MrBenn »

I can see the point about the rest of the terrain appearing generally flat though :-k
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reptile
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Re: Clandemonium-(V.51, P.52)

Post by reptile »

looking great guys!
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fumandomuerte
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Re: Clandemonium-(V.52, P.54)

Post by fumandomuerte »

Kabanellas wrote:I said: ...probably inhabited...


Could there be ruins of older civilizations by any chance then? :mrgreen:
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