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Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Wed Sep 09, 2009 6:24 am
by Kabanellas
Rakio wrote:@Kaba
Although I wouldnt say there are anything wrong with your graphics.
Your map is unique and special as it is already.

thanks Rakio!! I really appreciate it

Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Wed Sep 09, 2009 6:34 am
by Rakio
Now that I look it again, I do have to say that your mountains are a bit off.
They arent bad per say but I dont think they fit in all too well with the rest of the map.
No idea what needs to be done though :/
Maybe just making them lighter or darker would be good.
But this just personal so it could go either way.
The real issue here is the too complex game play which several, including me have pointed out earlier.
How much do you think you are prepared to change?
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Wed Sep 09, 2009 7:27 am
by Kabanellas
not much I'd say.. I've just lost (spent) an incredible huge amount of time around this map, and I'm quite satisfied ,to say the least, with the results.
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Wed Sep 09, 2009 1:07 pm
by porkenbeans
I must say, that this map has come a long way in the short amount of time, since I first saw it.
Cab, you have done an excellent job wit it. I have even been referring to it in other threads. So, please don't take my continued kibitzing the wrong way. Just doing what I do. Trying to point out its weakest aspects, and provide some examples of possible improvements, that you may, or may not like. Note that all of my interest lies completely in the graphics. I have not even looked at the game play aspects. I will leave that to the more qualified among us.

Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Wed Sep 09, 2009 4:13 pm
by Kabanellas
Thanks Porken

actually there are some soft spots there in my opinion (I confess) - mountains not on the top of the list..... but the Elven city (and maybe the human village) could use some improvements, not sure from where to start there, though.
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Wed Sep 09, 2009 9:59 pm
by porkenbeans
OK Kab, How about this for an idea. Hold a mini-contest here in your thread for symbol designs. I will be happy to mention to my club members in the Map Guild that you are looking for some appropriate, kick-ass symbols for your map.
Hold up, I have even a better idea. You are invited to come join our group. I am the founder, so I can do that. lol.

Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Thu Sep 10, 2009 2:49 am
by Kabanellas
That seems a great idea!

Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Thu Sep 10, 2009 11:26 am
by porkenbeans
Super, I have listed you as a member. Please take some time to peruse the various threads that you will find in our group. feel free to offer suggestions to others, and by all means, feel free to list this map thread, and include a request for symbol ideas. The Map Guild was formed for the purpose of banding together experienced and not so experienced cartographers. The idea is "teamwork" will allow us to produce maps quicker than the regular Foundry can by itself.
Welcome to the Guild, see you there.

Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Thu Sep 10, 2009 12:14 pm
by Kabanellas
Porken, could you give the link to it?
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Thu Sep 10, 2009 12:58 pm
by porkenbeans
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Thu Sep 10, 2009 5:28 pm
by cairnswk
Guys, what's going on with the mountains and land edges.
They're even so dark now.
IMHO, they looked much better when they were less dense, they looked then like they were part of the map rather then painted no with a thick brush.
Sorry, don't mean to offend, but i think real dark stuff is a turn in the wrong direction.

Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Thu Sep 10, 2009 8:09 pm
by porkenbeans
cairnswk wrote:Guys, what's going on with the mountains and land edges.
They're even so dark now.
IMHO, they looked much better when they were less dense, they looked then like they were part of the map rather then painted no with a thick brush.
Sorry, don't mean to offend, but i think real dark stuff is a turn in the wrong direction.

I don't think that you are looking at his latest version. You have to go back a couple of pages to see it.
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Fri Sep 11, 2009 3:29 am
by cairnswk
porkenbeans wrote:cairnswk wrote:Guys, what's going on with the mountains and land edges.
They're even so dark now.
IMHO, they looked much better when they were less dense, they looked then like they were part of the map rather then painted no with a thick brush.
Sorry, don't mean to offend, but i think real dark stuff is a turn in the wrong direction.

I don't think that you are looking at his latest version. You have to go back a couple of pages to see it.
Is it not posted on Page 1? That is the version i am referrring to ... V11.
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Fri Sep 11, 2009 3:57 am
by Kabanellas
Yes it is. Well, we can't make everybody happy

but let me remind you that there's not such a big difference to previous versions concerning colours grades between all colours, this last versions just became overall slightly darker. It gives a more appealing and dramatic feeling to the map. -Thanks to Porken-
Re: The Dawn Of Ages - Version 12
Posted: Sat Sep 12, 2009 3:58 am
by Kabanellas
Version 12 ready:
Gateway mechanics have been clarified in the legend
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/Dawn_of_Ages_V12.jpg[/bigimg]
Re: The Dawn Of Ages - Version 11 - Please comment
Posted: Sat Sep 12, 2009 7:39 pm
by porkenbeans
Kabanellas wrote:Yes it is. Well, we can't make everybody happy

but let me remind you that there's not such a big difference to previous versions concerning colours grades between all colours, this last versions just became overall slightly darker. It gives a more appealing and dramatic feeling to the map. -Thanks to Porken-
Thank you Kab,
You don't know how much your appreciation is appreciated. Some people are not as willing as you are, to accept constructive criticism the right way. They tend to perceive it as an attack, instead of a helping hand, ...as it is intended.

Re: The Dawn Of Ages - Version 12
Posted: Sun Sep 13, 2009 4:00 pm
by thenobodies80
Maybe i waited too long...

Onward and Upward!
Have a nice day
Nobodies

Re: The Dawn Of Ages - Version 12 [D]
Posted: Sun Sep 13, 2009 4:35 pm
by Kabanellas
Great!!
Hope we deliver with this one

Re: The Dawn Of Ages - Version 12 [D]
Posted: Sat Sep 19, 2009 8:18 am
by pikkio
congratulations for the stamp!
i don't read all the topic, so excuse me if i will say something that you had already discussed about.
i think that you can try to make less dark the reefs cause they pop up too much in my opinion.
why some icons are in monochrome and some other not? i don't know (sorry again..) if you think to make all icons in full drawn, but i hope it cause it will be very cool! the point is that at now i don't like this mixed style cause it don't work well (have no sense, seems an incoherence, and make a little confusion about what is only background and what are icons) and looks not good enough.
in my opinion the solution are 2: make all icons in monochrome and only the background images in full drawn, or make all (icons and background) in full drawn. i'm with the second.

keep the good working!
Re: The Dawn Of Ages - Version 12 [D]
Posted: Sat Sep 19, 2009 2:46 pm
by Kabanellas
Thanks Pikkio
Well, the icons and symbols are all monochrome, except the arrows (that translate movement) and the Sea Dragon which is in a sepia-brownish color.
Re: The Dawn Of Ages - Version 12 [D]
Posted: Sun Sep 20, 2009 9:20 am
by pikkio
ummm.. i think that i can't explane well what i wanted..
i will try again, sorry for my difficulties with english..
i mean that icons like elves town or raiders inn are full drawn, and other like warriors training ground or horsemens training ground are in drak-light. with monochrome i mean negative coloured, coloured like a shadow.. i'm sorry but i really don't know what is the correct word in english..

Re: The Dawn Of Ages - Version 12 [D]
Posted: Sun Sep 20, 2009 11:08 am
by the.killing.44
pikkio wrote:ummm.. i think that i can't explane well what i wanted..
i will try again, sorry for my difficulties with english..
i mean that icons like elves town or raiders inn are full drawn, and other like warriors training ground or horsemens training ground are in drak-light. with monochrome i mean negative coloured, coloured like a shadow.. i'm sorry but i really don't know what is the correct word in english..

Silhouette. And he's right.
Also, I think the gates could look nicer if you actually tried to make them gates into the rocks…[lonnegan]y'falla?[/lonnegan]
Hmm…not a fan of Papyrus, like said before "maybe cause I'm tired of seeing it everywhere"—in any case the b in "Vanaheim bay" should be capitalized.
Really not much else I see—the title could be a bit bigger but the graphics are really great. Methinks the gameplay will be the hardest part of getting her finished

Re: The Dawn Of Ages - Version 12 [D]
Posted: Tue Sep 22, 2009 3:21 am
by iancanton
one of the most beautiful, and complex-looking maps, that i've seen!
i'm taking my time to try to understand it. why does raider's haven have 5 neutrals? what's the symbol on skull peninsula that looks like a triangle?
ian.

Re: The Dawn Of Ages - Version 12 [D]
Posted: Tue Sep 22, 2009 4:46 am
by Kabanellas
Pikkio – ok, I think I got what you mean.. I’ll try to sort something out...
Killing – the gate symbols are just meant to be a (abstract) representation. To make them pop out from the rocks, getting a more real feeling would mean that I’d have to make them a lot smaller, scaling them down to the size of the mountains. I will capitalize the ‘b’
Ian – Thanks a lot for the support.
Raider’s Haven has 5 neutrals as a result of all the calculations that me and Andrew have done with his adapted calculator.
(I’m posting the calcs below) – there you can see that Raiders Haven has 1 terr – 1 defending terr – 2 attacking terrs - 1 neighbour – and finally 5 neutrals, making a result of 0,51 (if we drop those neutrals to 4 the result would drop to 0,44 – disabling the need for it to hold any bonus)
I can’t find that triangle in Skull Peninsula... is it the eyes of the skull you’re talking about?
[bigimg]http://i998.photobucket.com/albums/af105/Kabanellas/DOA_Calc.png[/bigimg]
Re: The Dawn Of Ages - Version 12 [D]
Posted: Wed Sep 23, 2009 3:04 pm
by iancanton
Kabanellas wrote:Raider’s Haven has 5 neutrals as a result of all the calculations that me and Andrew have done with his adapted calculator.
Kabanellas wrote:I can’t find that triangle in Skull Peninsula... is it the eyes of the skull you’re talking about?
yes! now that i've found it in the legend, it makes sense.
lt_oddball wrote:legend . + 1 tr. auto-deploy --->save space and be clear---> +1 troop auto-deply
or make at least "trp" for troop.
why not eliminate both the spaces and the hyphen, to give
+1 troop autodeploy?
AndrewB wrote:I think that one way to reduce the number of symbols is to use the same symbol for all the training grounds. That will get rid off 5 different symbols.
i'm thinking of a development of this idea: not the same symbol for the training grounds, but a symbol to identify something as a settlement easily, without having to look at the legend every time - perhaps elven town, orks' camp and the other settlements can each be surrounded by a circular wooden defensive palisade wall (the palisade in the link below is not circular, but it gives an idea of what i mean).
http://www.spartacus.schoolnet.co.uk/NORQtonbridge.htmcan sea dragon attack hellnor and vice versa?
ian.
