[Abandoned] - Treasure Map

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the.killing.44
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by the.killing.44 »

RjBeals wrote:the ships look better - but I'm not sold yet. Howabout something like this?

Image

I knew you had posted in the wrong thread ;)

Anyway, I like those ships. And I agree with qwert, your borders look skiddish and sharp. I'm sure you can do something to fix that …

Other than that I have given you a lot of private feedback, so keep up the good work!

.44
Last edited by the.killing.44 on Thu Mar 05, 2009 7:26 pm, edited 1 time in total.
LED ZEPPELINER
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by LED ZEPPELINER »

[bigimg]http://i395.photobucket.com/albums/pp31/LED_ZEPPELINER/Treasuremapv205.jpg[/bigimg] just posting this so it is on this page, so people know what theyre looking at
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by RjBeals »

LED ZEPPELINER wrote:yes, that would be good, how exactly did u do that, what effects (if any


Already deleted the file. I just placed the image down a little smaller than you have. Filled it with a dark orange color. Used some outer black glow set to overlay, and then used my eraser with a grungy brush to erase just a bit of the ship. I dunno - most of the times i dont remember exactly what I do.

(edit) Killing- you're quick. I posted in the atlantis thread first on accident.
Image
LED ZEPPELINER
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by LED ZEPPELINER »

RjBeals wrote:
LED ZEPPELINER wrote:yes, that would be good, how exactly did u do that, what effects (if any


Already deleted the file. I just placed the image down a little smaller than you have. Filled it with a dark orange color. Used some outer black glow set to overlay, and then used my eraser with a grungy brush to erase just a bit of the ship. I dunno - most of the times i dont remember exactly what I do.

(edit) Killing- you're quick. I posted in the atlantis thread first on accident.

to bad, i am trying soemthing similar, just wondering, if i make the boats smaller, should i add more or stay with 5
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by john9blue »

- Having the borders the same thickness as the dotted lines would look good.
- The "X" in the instructions looks like an "H", might want to change font.
- Those grey ships you had earlier would have been good if they had been the same opacity as the skulls.
- I really like the bonuses font. If you can apply that elsewhere, and it's still legible, that would look good.
- Minor issues with the instructions: "Grendeliaexcept" is one word, with 2 spaces before it, "guard chest" should be "guard the chest", "ye win, avast!" instead of "ye win avast".
- As said earlier, Grendelia takes up too much space on the map. That's an issue that will probably be resolved in the Foundry, though. :)
Last edited by john9blue on Thu Mar 05, 2009 7:59 pm, edited 1 time in total.
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LED ZEPPELINER
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by LED ZEPPELINER »

john9blue wrote:- Having the borders the same thickness as the dotted lines would look good.
SHould this be 1px like the borders or 3px like the dashed lines
- The "X" in the instructions looks like an "H", might want to change font.
I'll try making it lowercase and seeing how that looks
- Those grey ships you had earlier would have been good if they had been the same opacity as the skulls. Having them all different
I have changed the ships
- I really like the bonuses font. If you can apply that elsewhere, and it's still legible, that would look good.
I tried but if it were to be small enought to fit anywhere it would be not readablee
- Minor issues with the instructions: "Grendeliaexcept" is one word, with 2 spaces before it, "guard chest" should be "guard the chest", "ye win, avast!" instead of "ye win avast".
Duley noted
- As said earlier, Grendelia takes up too much space on the map. That's an issue that will probably be resolved in the Foundry, though. :)
In process of fixing, redoing a lot of stuff
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The Neon Peon
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by The Neon Peon »

The Neon Peon wrote:
RjBeals wrote:* What Benn said earlier is true. I know it's a big deal now to change, but the map looks unbalanced. People will spend most of their time over on the right side, where the territories are all squeezed in together. This is a fictional map, so the region/territory placement could have been much better mapped out. I don't know what you can do at this point, but I thought it should be mentioned.

My suggestion as to what to do is to combine several squished territories.

Some Examples of small territories that seems squished into the map:
Skull Beach
FE
Dead
The Glue
LZ

While I generally oppose to making the territory count smaller, I think that doing something like that would greatly improve the map. You might get rid of the river running inland by "Far West." and extend the purple territories to it. That way they are larger.

P.S. If you want more territories, easy way is to add more ships and make the current ones a little smaller so you can do so. (although you are planning on changing ships either way, I hope.

Move the riddle text down a bit so there is not the wasted space at the bottom of the map.

Your name can be placed in a better location, I would think.

The title is bland and could use more work as well.

Vertical text should be closer together. "Skull Beach" is a good example.

Black Dog should connect to Okapogo in my opinion.

Sorry about commenting primarily on graphics.

You ignored this whole post of mine, it seems.
LED ZEPPELINER
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by LED ZEPPELINER »

The Neon Peon wrote:
The Neon Peon wrote:
RjBeals wrote:* What Benn said earlier is true. I know it's a big deal now to change, but the map looks unbalanced. People will spend most of their time over on the right side, where the territories are all squeezed in together. This is a fictional map, so the region/territory placement could have been much better mapped out. I don't know what you can do at this point, but I thought it should be mentioned.

My suggestion as to what to do is to combine several squished territories.

Some Examples of small territories that seems squished into the map:
Skull Beach
FE
Dead
The Glue
LZ

While I generally oppose to making the territory count smaller, I think that doing something like that would greatly improve the map. You might get rid of the river running inland by "Far West." and extend the purple territories to it. That way they are larger.

P.S. If you want more territories, easy way is to add more ships and make the current ones a little smaller so you can do so. (although you are planning on changing ships either way, I hope.

Move the riddle text down a bit so there is not the wasted space at the bottom of the map.

Your name can be placed in a better location, I would think.

The title is bland and could use more work as well.

Vertical text should be closer together. "Skull Beach" is a good example.

Black Dog should connect to Okapogo in my opinion.

Sorry about commenting primarily on graphics.

You ignored this whole post of mine, it seems.

no i didn't, i am still in the process of fixing everything, i changed the shape of Grendelia, and everything else needs to be changed now

Edit: i will post what i have so far if you want to see
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by LED ZEPPELINER »

[bigimg]http://i395.photobucket.com/albums/pp31/LED_ZEPPELINER/Treasuremapv207.jpg[/bigimg]
[spoiler=changes]1. New Gameplay
2. New Boats
3. New Shape of grendelia
4. Üglerstein territories bigger
5. New Wood[/spoiler]
Last edited by LED ZEPPELINER on Thu Mar 05, 2009 10:13 pm, edited 1 time in total.
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by The Neon Peon »

Ah, looks much better.

Sorry, thought you might have overlooked it. Was just making sure you saw it. :oops:
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by LED ZEPPELINER »

The Neon Peon wrote:Ah, looks much better.

Sorry, thought you might have overlooked it. Was just making sure you saw it. :oops:

thank you and its ok

just wondering, do the boats look okay, and is the gameplay ok?
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by The Neon Peon »

13 troops to take the X

Let's imagine a flat rate game where I take get a 10 set in round 4. I will take it, and if no one else happens to have a set... then everyone else reaches the X with 2 troops less than me. That seems to be uneven. The person who gets a 10 set in round 4 will win a heck of a lot of the time. You need to add more neutrals.

The boats look a lot better. Will comment on the graphics later on.
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by LED ZEPPELINER »

The Neon Peon wrote:13 troops to take the X

Let's imagine a flat rate game where I take get a 10 set in round 4. I will take it, and if no one else happens to have a set... then everyone else reaches the X with 2 troops less than me. That seems to be uneven. The person who gets a 10 set in round 4 will win a heck of a lot of the time. You need to add more neutrals.

The boats look a lot better. Will comment on the graphics later on.

ok, what would u suggest, i don't want it to much so people won't go for it
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by LED ZEPPELINER »

I was thinking of boosting X up, and making all of the other territories (maybe except the ports) 1's and killer, and the ports if i did not make them 1 and killer would just be normal 3
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by sailorseal »

Please make the whole X island have DMZs or people may win because their opponent had a failed attempt at taking X.
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by the.killing.44 »

sailorseal wrote:Please make the whole X island have DMZs or people may win because their opponent had a failed attempt at taking X.

DMZ? A DMZ is a "de-militarized" zone, not something like a killer neutral or a CC gameplay feature … I don't think you really know what you're talking about here … :roll:

but anyway the point is killers don't really have much stature here. Like someone said, it basically just comes down to whether the player makes it to X or not, because they'll still have the guys left in Grendelia behind the ports. What would be best would just to make a staggered neutrals, i.e. 3-4 on the ports, then a growing number as you get closer to X.

.44
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by sailorseal »

the.killing.44 wrote:
sailorseal wrote:Please make the whole X island have DMZs or people may win because their opponent had a failed attempt at taking X.

DMZ? A DMZ is a "de-militarized" zone, not something like a killer neutral or a CC gameplay feature … I don't think you really know what you're talking about here … :roll:

but anyway the point is killers don't really have much stature here. Like someone said, it basically just comes down to whether the player makes it to X or not, because they'll still have the guys left in Grendelia behind the ports. What would be best would just to make a staggered neutrals, i.e. 3-4 on the ports, then a growing number as you get closer to X.

.44

Agreed and maybe I meant killers I meant the ones that reset each turn
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by LED ZEPPELINER »

First off, i changed the gameplay yet again, the neutrals are increaasing in numbers, i will post it soonish

Secondly, I was just wondering whether or not I actually needed army cirlces, i prepared a few samples, just pared the color of the 88's that most matched it
[spoiler=88 samples]Image
Image
Image
Image
Image
Image[/spoiler]
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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by tlane »

I do not think you need army circles, but i would make sure the numbers fit in everywhere

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Re: [Adv] Treasure Map v20.7 pgs.1&23 [GP DISCUSSION]

Post by LED ZEPPELINER »

tlane wrote:I do not think you need army circles, but i would make sure the numbers fit in everywhere

tlane

ok, i went over the whole map with them and they all fit
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by LED ZEPPELINER »

RjBeals wrote:* The red "X" looks bad also. You should put more work into making it cooler, and blend it with the map better. Maybe even take your brush took and paint it. Now I can see you just used the same font and upped the font size.

Good Luck LZ.

I don't know whats wrong with it, should i just reduce the opacity or something
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Re: [Adv] Treasure Map v20.5 pgs.1&21 [GP DISCUSSION]

Post by the.killing.44 »

LED ZEPPELINER wrote:
RjBeals wrote:* The red "X" looks bad also. You should put more work into making it cooler, and blend it with the map better. Maybe even take your brush took and paint it. Now I can see you just used the same font and upped the font size.

Good Luck LZ.

I don't know whats wrong with it, should i just reduce the opacity or something

no, it just looks bad against the rest of the map. i'll show you what i whipped up in a sec.

.44
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Re: [Adv] Treasure Map v20.9 pgs.1&24 [GP DISCUSSION]

Post by LED ZEPPELINER »

v20.9
Image
new x
gameplay
88's
no army circles
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Re: [Adv] Treasure Map v20.9 pgs.1&24 [GP DISCUSSION]

Post by tlane »

it looks nice, maybe make the X a bit bigger but not much

This looks like it will be DRAFT worthy soon

tlane
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Re: [Adv] Treasure Map v20.9 pgs.1&24 [GP DISCUSSION]

Post by The Neon Peon »

The Title needs a lot of work.

Your sea routes should have equally long strokes which are equally distant from each other.
- Move everything down so that the "Old Port" connections is not crammed in
- Make that connection go above the word "Treasure" and connect to "Grand Peninsula" instead
- Connect "New Port" to "Eastern Peninsula" instead of "Grand Peninsula"
- The Havens should connect to "Tibbar" instead of "Long Point"
- Connect "Black Dog" to the connection from "Creeker" to "South Grendelia"

Those are mainly for gameplay, and then one or two that do not affect gameplay but make it more graphically appealing.

You still have too much vertical spacing between text.
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