Age of Realms: Magic [Quenched]

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

ok here is version 2.

i've added the connecting ice caps but coleman does have a point with the assassin game. imbalance could come from this. what does everybody think?

i've also added the decay and frostbite explanations in the legend, which by the way will be a bitch in the small version. please don't make me add anything else. :(

Image
“In 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.”- Michio Kaku
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

Some more ideas:

Maybe stone dock and bridges (seen a few posts back)
Maybe resource trio to make it seem more developed.
Remove a few villages due to depopulation from the cold.
Add a few more uncrossable regions, (eg make them really high neutrals, make them blocked by ice, make the decay rate really hight) maybe make these areas in the middle of nowhere.
Maybe move everything closer to castles, but more ports a lot less useful so people have to slog across the snow and though the neutrals.
Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.
Could you connect to the two mines to show that work has gone on between the two maps and they have connected tunnels.
Maybe add berry to something as a pair, to show the lack of food
Remove the greenery in Aoria it looks a bit odd in the white world.


Im out of ideas again, but im sure i will get more. :lol:
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

Actually seeing it I've grown less worried about it. You just need to be smart about which docks to get and who to stop from killing their target.

What this will add to fog is that you can no longer just take one dock and see all the other docks.
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

gimil wrote:
mibi wrote:nice work DiM, the icey graphics look good and are a good change of pace. Reminds me of Warcraft. The icebergs are a nice touch.

Aside from the graphics tho... i think the gameplay needs to be a bit different then the Might one.... i think you need more than just the sanctuary twist.


An argument ive already started.

Hopefully he will let me change that :D


gimil, the borders stay, the gameplay will be changed by other means but leave the borders alone, please. there's no reason to change them. other ideas for gameplay change are welcome though.
“In 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.”- Michio Kaku
dominationnation
Posts: 4234
Joined: Sat Jan 13, 2007 10:20 am

Post by dominationnation »

I think that all the territorys on the section with the sanctuary should get -2 if thats possible. That way its kind of like since the spell is there it harms the armies. Like this way the sanctuary can fight back.

also can aosa attack sler? because the legend makes it look as if there is no open river there. You can though right?
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

My thoughts in Red and Bold

Telvannia wrote:Some more ideas:

Maybe stone dock and bridges (seen a few posts back)
Yes
Maybe resource trio to make it seem more developed.
...maybe
Remove a few villages due to depopulation from the cold.
No, the villages are safe from the frost deaths. :D
Add a few more uncrossable regions, (eg make them really high neutrals, make them blocked by ice, make the decay rate really hight) maybe make these areas in the middle of nowhere.
...maybe
Maybe move everything closer to castles, but more ports a lot less useful so people have to slog across the snow and though the neutrals.
Ports just got less useful with the ice blocking
Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.
OH crap the new ice made it so some castles have a hard time winning with the sanctuary. :shock:
Could you connect to the two mines to show that work has gone on between the two maps and they have connected tunnels.
??? ... maybe. Although I don't know many iron mines that eventually cross paths with gold mines in reality.
Maybe add berry to something as a pair, to show the lack of food
Agree Replace a farm perhaps.
Remove the greenery in Aoria it looks a bit odd in the white world.
AGREE


Im out of ideas again, but im sure i will get more. :lol:
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

Hmmm - my only problem with the ice blockades are that the southern most castles are now a lot further away from the Sanctuary...

C.
Image
Highest score : 2297
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

dominationnation wrote:also can aosa attack sler? because the legend makes it look as if there is no open river there. You can though right?
Yes
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

Maybe also a tunnel through the mountains is a good idea...

C.
Image
Highest score : 2297
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

Telvannia wrote:Some more ideas:

Maybe stone dock and bridges (seen a few posts back)


stone dock and brisges, why not? they're doable, it's jsut that stone is grey and will be hard to see on the whole white blueish background.

Telvannia wrote:Maybe resource trio to make it seem more developed.


resource trio? not sure, it would make the map more complex and it would require more legend space.

Telvannia wrote:Remove a few villages due to depopulation from the cold.


what villages? and wouldn't that make things rather unbalanced?

Telvannia wrote:Add a few more uncrossable regions, (eg make them really high neutrals, make them blocked by ice, make the decay rate really hight) maybe make these areas in the middle of nowhere.


everything that's not castle resource or village has decay so everything between the important terits is a big frozen wasteland that kills your troops.

Telvannia wrote:Maybe move everything closer to castles, but more ports a lot less useful so people have to slog across the snow and though the neutrals.


i don't really get this part. please reword it.

Telvannia wrote:Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.


there are just a few ports connected to the sanctuary because of the ice caps.

Telvannia wrote:Could you connect to the two mines to show that work has gone on between the two maps and they have connected tunnels.


this would be interesting, anybody interested? even though it will greatly reduce the distance between the 2 castles.

Telvannia wrote:Maybe add berry to something as a pair, to show the lack of food


berry. can be done. but what would be it's pair? berry jam factory? :lol:

Telvannia wrote:Remove the greenery in Aoria it looks a bit odd in the white world.


they take care of the garden and clean the snow. it's a castle not a simpel home.

Telvannia wrote:Im out of ideas again, but im sure i will get more. :lol:


i'll wait.
“In 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.”- Michio Kaku
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

A plan - move the Rongar Ice to the left of the Ikalu dock - feel free to move the actual dock along (After all if the docks have been replaced with new docks - they may have moved them a bit)

That way the bottom left has access o a docks on the right island... thus improving balance...

C.
Image
Highest score : 2297
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

i want to focus on the gameplay at the moment. the graphics will come soon.

my main concern now is the movement around the map.

the ice caps add a nice twist but they separate the sea and for example mua can reach the sanctuary in 10 attack while aoria can do it in just 2.

so i'm thinking to stretch the ice bridges and make them connect. the south bridge connects to the north bridge that connects to g'th terit.
this means mua will go through duisch eit rongar g'th sanctuary. so just 5 attacks. and because the neutrals can be set to different values we can make sure the 5 attacks are similar to aoria's 3 attacks.

what does everybody think?
“In 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.”- Michio Kaku
User avatar
Telvannia
Posts: 1331
Joined: Mon Apr 24, 2006 7:19 am

Post by Telvannia »

DiM wrote:
Telvannia wrote:
Telvannia wrote:Maybe resource trio to make it seem more developed.


resource trio? not sure, it would make the map more complex and it would require more legend space.

Use smaller writing :lol:

DiM wrote:
Telvannia wrote:Remove a few villages due to depopulation from the cold.


what villages? and wouldn't that make things rather unbalanced?

True it would unbalance slightly, but it would make resources even more key.

DiM wrote:
Telvannia wrote:Maybe move everything closer to castles, but more ports a lot less useful so people have to slog across the snow and though the neutrals.


i don't really get this part. please reword it.

i just reread it and i dont understand it...
I think i meant move the things closer to the castle and make ports less useful, for example more ice blocking so some could not go very far, or maybe make it so that only certain ports can attack each other, maybe show this by adding lines connecting htem.

DiM wrote:
Telvannia wrote:Maybe make only a few ports connect to the sanctuary but have them away from the castles to slow things down.


there are just a few ports connected to the sanctuary because of the ice caps.

But the thing is the ports that connect to the sanctuary are all up north, and near only a few of the castles, so maybe add a different route to the sanctuary. Maybe find a territory far away from the others and make it a one way route to the island? And have the sanctuary port iced in.

DiM wrote:
Telvannia wrote:Maybe add berry to something as a pair, to show the lack of food


berry. can be done. but what would be it's pair? berry jam factory? :lol:

Maybe make it unpaired, but a smaller bonus
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

DiM wrote:what does everybody think?

I think that sounds like a plan.
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

Double dock Voigth so that it links to both sides of that ice bridge...

Once the Ice came - the villagers of Voight built a new Dock to ensure access to the Fish from Mua island.

C.
Image
Highest score : 2297
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

After your next update be sure to take care of this so that I can move it:

c. the map (or the post) must also include a few basic things for easy reference such as: number of countries currently on the map, the number of continents, descriptions of any unique features or areas, and the title of the map must indicate the page with the latest development of production (I.E. ‘Update – Pg 3, and please, no use of [brackets]: use (parentheses), --dashes--, or “quotes”).

You have most of these already I'd just like to see these three things:
    # of Territories (in first post)
    Special Play Features (in first post)
    Latest Image Page In Title
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

V3.

DONE:

1. just extended ice bridge :)

TO-DO
1. a lot


Image
“In 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.”- Michio Kaku
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

That works - BTW - fix Aosa...

C.
Image
Highest score : 2297
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

yeti_c wrote:That works - BTW - fix Aosa...

C.


fix what at aosa? :shock:
“In 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.”- Michio Kaku
User avatar
Coleman
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Gender: Male
Location: Midwest

Post by Coleman »

There is a stray light blue line that looks weird.

Image
Last edited by Coleman on Tue Dec 04, 2007 3:16 pm, edited 1 time in total.
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

Wow - that's gotta be the quickest map to foundry ever!!!!

C.
Image
Highest score : 2297
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

DiM wrote:
yeti_c wrote:That works - BTW - fix Aosa...

C.


fix what at aosa? :shock:


The ice around the Dock looks like it's on the layer below your dock...

C.
Image
Highest score : 2297
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

Coleman wrote:There is a stray light blue line that looks weird.

Image


ah ok. fixed in the next update.

thanks for the move.
“In 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.”- Michio Kaku
User avatar
DiM
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Gender: Male
Location: making maps for scooby snacks

Post by DiM »

yeti_c wrote:
DiM wrote:
yeti_c wrote:That works - BTW - fix Aosa...

C.


fix what at aosa? :shock:


The ice around the Dock looks like it's on the layer below your dock...

C.


well it's not. :shock:

close your eyes rub them hard until you see little lights and then look again :)
“In 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.”- Michio Kaku
User avatar
yeti_c
Posts: 9624
Joined: Thu Jan 04, 2007 9:02 am
Gender: Male

Post by yeti_c »

DiM wrote:
yeti_c wrote:
DiM wrote:
yeti_c wrote:That works - BTW - fix Aosa...

C.


fix what at aosa? :shock:


The ice around the Dock looks like it's on the layer below your dock...

C.


well it's not. :shock:

close your eyes rub them hard until you see little lights and then look again :)


Well the ice to the bottom of it looks a bit square too...

C.
Image
Highest score : 2297
Post Reply

Return to “The Atlas”