[Abandoned] - Official Feudal War Revamp

Abandoned and Vacationed maps. The final resting place, unless you recycle.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Re: [Official] Feudal War REVAMP[I,Gp] p.20

Post by gimil »

hecter wrote:I find the territory borders and paths to be so similar that they almost run together, and it's pretty hard on the eyes to differentiate them.


I noticed that issue as well. Im going to wait until the XML is fixed up for this before changing them. Any part of the path I can't run under the numbers will be tweeked so that they don't skew terr borders.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
cairnswk
Posts: 11510
Joined: Sat Feb 03, 2007 8:32 pm
Gender: Male
Location: Australia

Re: [Official] Feudal War REVAMP[I,Gp][VACATION]

Post by cairnswk »

gimil wrote:REVAMP take 2!

I have took the graphical style from Feudal Epic and applied it to the original feudal war because I would like something consistant between the two maps.

Tell me what you think.


The title looks good, even though it is squarish.

The issue i have is that it is very hard for these old eyes (4 of them) to read the region names on the map.
I know they are doubled in the mini-map, but they seem almost blurry. Perhaps a little shade of greenish-white. :)
Image
* Pearl Harbour * Waterloo * Forbidden City * Jamaica * Pot Mosbi
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Re: [Official] Feudal War REVAMP[I,Gp][VACATION]

Post by gimil »

cairnswk wrote:
gimil wrote:REVAMP take 2!

I have took the graphical style from Feudal Epic and applied it to the original feudal war because I would like something consistant between the two maps.

Tell me what you think.


The title looks good, even though it is squarish.

The issue i have is that it is very hard for these old eyes (4 of them) to read the region names on the map.
I know they are doubled in the mini-map, but they seem almost blurry. Perhaps a little shade of greenish-white. :)


I understand cairns, I don't much like the the green either. I was experimenting today but I haven't sound anything yet that I am happy with.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by gimil »

[bigimg]http://i25.photobucket.com/albums/c64/Gimil_01/FeudalWarsmall-3.jpg[/bigimg]

Changes:
-Added more shading to cliffs
-Made the terr names a little brighter
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
LED ZEPPELINER
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by LED ZEPPELINER »

i personally have never played feudal war, but this revamp makes me really want to play it good good good is what i have to say =D> =D> =D> =D> =D>
User avatar
endurance
Posts: 16
Joined: Sun Nov 04, 2007 4:19 pm

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by endurance »

interesting map..
lot of green... though..

interesting map..
lot of green... though..

maybe change the color scheme...

A lil more brown...or something...

Keep the color scheme of the current one at least.... but go with the new look of this one...

How do you design a map?
What steps does one take to get it done?

I think the bridges or wall like things are cool...

the header looks way too big... seems to lose part of the map behind it.

-e
Last edited by MrBenn on Mon Dec 29, 2008 8:19 pm, edited 1 time in total.
Reason: merging multiple posts
User avatar
Tisha
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by Tisha »

why so green? you don't like the coloring in the one currently out?
User avatar
TaCktiX
Posts: 2392
Joined: Mon Dec 17, 2007 8:24 pm
Gender: Male
Location: Rapid City, SD

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by TaCktiX »

I think that the territory lines, while there, aren't "present" enough. You might be going for the "overlay" look, which they do fantastically, but I'm used to the "deep bizarre furrow in ground" look, as are most everyone else who's played the map.

I still don't like the title squishing into the top of the map, particularly on the left side, but your call on that I suppose.

The trees in the south and middle do a little bit of good toward removing the Monotony of Green. Perhaps adding some more all over the map (more sporadic in the plains and the north, to keep with theme), with a little more color variation (dark greens, middle greens, the rare light green).

The villages look like they're getting struck by meteorites. I know it's supposed to be a smoke from village chimneys, but it doesn't work. Perhaps a more muted effect on more houses? That way it doesn't look like 2-3 rich families are stealing all the wood from the poor sods freezing their keysters off in the middle of winter.

On the long bridge, the water-trace effect is good, but I'd say it needs to be wider to simulate the water rushing around the bigger supports necessary to hold up such a bridge. The other bridges, I'd be more biased to have the water trace on the shores instead of the centers, as likely it's not a span long enough to require support in the center.

The gameplay is spot-on, so I'll merely congratulate you on a good-playing map.

Ha, Gimil got
Image
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by gimil »

Ok tack for you:

1. More trees dotted around the map.
2. Redone smoke in villages
3. Redone water effect on large bridge.

[bigimg]http://i25.photobucket.com/albums/c64/Gimil_01/FeudalWarsmall-4.jpg[/bigimg]
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by hecter »

Ooo, that is gorgeous, but I do think that the territory lines need to be more defined, perhaps if you were to make them a teeny bit more defined. At the moment it looks like they're one pixel thick, perhaps if you were to make them two pixels thick or had some kind of glow effect on them or something (I don't know what will make it look good, I'm just spewing random crap so take it with a grain of salt, just as long as they get more defined).
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by gimil »

hecter wrote:Ooo, that is gorgeous, but I do think that the territory lines need to be more defined, perhaps if you were to make them a teeny bit more defined. At the moment it looks like they're one pixel thick, perhaps if you were to make them two pixels thick or had some kind of glow effect on them or something (I don't know what will make it look good, I'm just spewing random crap so take it with a grain of salt, just as long as they get more defined).


Borders arn't finalised (graphically) Once I have my gameplay stamp I will be redrawing better quality boarders for the graphics.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by hecter »

gimil wrote:
hecter wrote:Ooo, that is gorgeous, but I do think that the territory lines need to be more defined, perhaps if you were to make them a teeny bit more defined. At the moment it looks like they're one pixel thick, perhaps if you were to make them two pixels thick or had some kind of glow effect on them or something (I don't know what will make it look good, I'm just spewing random crap so take it with a grain of salt, just as long as they get more defined).


Borders arn't finalised (graphically) Once I have my gameplay stamp I will be redrawing better quality boarders for the graphics.

Ah, right, sorry, forgot :oops:
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
User avatar
rishaed
Posts: 1052
Joined: Fri Jul 20, 2007 8:54 pm
Location: Somewhere in the Foundry forums looking for whats going on!

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by rishaed »

are you going to keep the amount of troops b/c i believe all the villages should have the same number of armies on them maybe 5 or something like that it's the average from the original feudal war. :)
aage wrote: Maybe you're right, but since we receive no handlebars from the mod I think we should get some ourselves.

Image
User avatar
oaktown
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by oaktown »

I have the same comment here as I did in the Feudal II, and I can see that others have had it before me: while the elements are softer and the overlook map prettier, the key elements (borders, army counts) lack definition, making the original map a bit easier to play. But I think this is well on its way. =D>
User avatar
The Neon Peon
Posts: 2342
Joined: Sat Jun 14, 2008 12:49 pm
Gender: Male

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by The Neon Peon »

Ca you please increase the length of the border between Barb 6 and Lake 6? There is no point to keeping it that small.
danfrank
Posts: 611
Joined: Mon Dec 24, 2007 1:19 am

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by danfrank »

Nope original graphics are better.. plain and simple... This pastel look takes away from the demensions of the original map. also the lake ministello is just that a lake why is it running into the river now..
Image
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by gimil »

danfrank wrote:Nope original graphics are better.. plain and simple... This pastel look takes away from the demensions of the original map. also the lake ministello is just that a lake why is it running into the river now..


Natural lakes have a river running into them and out of them. Only artifical lakes don't connect to rivers.
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
User avatar
hecter
Posts: 14632
Joined: Tue Jan 09, 2007 6:27 pm
Gender: Female
Location: Tying somebody up on the third floor
Contact:

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by hecter »

Now that he mentions it, the map does look rather 2D... The cliffs look less like cliffs and more like walls jutting out from the ground.
In heaven... Everything is fine, in heaven... Everything is fine, in heaven... Everything is fine... You got your things, and I've got mine.
Image
User avatar
gimil
Posts: 8599
Joined: Sat Mar 03, 2007 12:42 pm
Gender: Male
Location: United Kingdom (Scotland)

Re: [Official] Feudal War REVAMP[I,Gp] p.21

Post by gimil »

Putting the revamp on vacation until Feudal Epic is done!
What do you know about map making, bitch?

natty_dread wrote:I was wrong


Top Score:2403
danfrank
Posts: 611
Joined: Mon Dec 24, 2007 1:19 am

Re: [Official] Feudal War REVAMP[I,Gp][Vacation]

Post by danfrank »

WOOHOO GREAT IDEA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Image
User avatar
sailorseal
Posts: 2735
Joined: Sun May 25, 2008 1:49 pm
Gender: Male
Location: conquerclub.com

Re: [Official] Feudal War REVAMP[I,Gp][Vacation]

Post by sailorseal »

I beg you Gimil, continue this soon, I know it's only vacation but don't let it become permanent...
User avatar
Koganosi
Posts: 1597
Joined: Wed Jun 27, 2007 1:06 pm
Gender: Male
Location: Netherlands

Re: [Official] Feudal War REVAMP[I,Gp][Vacation]

Post by Koganosi »

Stop the revamp. It is perfect. If you wanne revamp it only chance the coulours. Just work on the sequel of it. Wich they are doing now. Go there gimil. For now your spoiling the game play.

urs

koganosi.
Image
knubbel
Posts: 117
Joined: Thu Sep 11, 2008 10:29 pm

Re: [Official] Feudal War REVAMP[I,Gp][Vacation]

Post by knubbel »

To be honest I really don't like this new draft. The current map is much better! The new graphics are not that clear!
User avatar
killed2
Posts: 69
Joined: Sun Sep 06, 2009 9:03 am
Location: here, whether "here" be here, there, or everywhere

Re: [Official] Feudal War REVAMP[I,Gp][Vacation]

Post by killed2 »

my opinion: I don't like it. I LOVE the current fedual war and do not want to see it changed. however, i do not know much about how revamps work. As long as it does not replace the current version and the current version remains as a map then I am OK with it. If it will replace it, I have to say that I am for the main part against it. I think that it is the look about the realm of might being seperated that just doesn't look as good, if you can change that then I will probably change my mind on this map.

LIKE THE GRAPHICS

DONT LIKE THE WHOLE "GENERAL LOOK" OF IT
User avatar
porkenbeans
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: [Official] Feudal War REVAMP[I,Gp][Vacation]

Post by porkenbeans »

Oh hey, I did not know that you were thinking about a revamp, when I pm'ed you with my idea. I would have just gone ahead and posted the idea here.
[bigimg]http://i665.photobucket.com/albums/vv12/porkenbeans/Feudalmockup-1.png[/bigimg]
Image
Post Reply

Return to “Recycling Box”