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Re: Castle Lands (update 01-15: change on gameplay pg.5)
Posted: Sat Jan 17, 2009 5:33 pm
by thenobodies80
LED ZEPPELINER wrote:I was thinking that you started on the outside, and the couryards and castle and towers and bridges were all neutral, but i don't know whether that would take a way from the gameplay, but with 8 players in 4 regions, it could probably be devided evenly
we will discuss about, we're chosing starting position because gameplay is stricly correlated with starting position....
We post some about in future...
Thenobodies80
Fix bonus legend...
Posted: Sat Jan 17, 2009 6:00 pm
by thenobodies80
Pikkio you erronely wrote that towers can bombard castle, but really towers are adjacent with castle so towers can conquer it not only bombard.
In this way,nobody can conquer it!
Infact tower are the only passege to castle because walls are impassable borders.

Re: Fix bonus legend...
Posted: Sat Jan 17, 2009 7:58 pm
by pikkio
thenobodies80 wrote:Pikkio you erronely wrote that towers can bombard castle, but really towers are adjacent with castle so towers can conquer it not only bombard.
In this way,nobody can conquer it!
Infact tower are the only passege to castle because walls are impassable borders.

uoooppss! you're right! i must stop to work on the map when i was tired..
i mean that the catapults can attack the castle. i will correct it!

Re: Castle Lands (update 01-15: change on gameplay pg.5)
Posted: Sun Jan 18, 2009 7:10 pm
by pikkio
relased version 6.1 with fixed bonuses and new graphic for the bonus caption.
i also changed the walls graphics, to make they more easy to see.
and i try to make more "natural" the border between the desert and the mountains.
tell me what do you think! ^_^
version 6.1
[bigimg]http://img258.imageshack.us/img258/1439/mappacastello61bigxc0.gif[/bigimg]
Re: [Ad. Draft] Castle Lands (update 01-19: fixed bonuses pg.6)
Posted: Mon Jan 19, 2009 7:31 pm
by MrBenn
The map feels like it's coming to life, and it's good to see some serious thought going into gameplay.
I'm still not sold on the cropfield, grass and forest textures, but I think you're ready for the next stage


Welcome to the Foundry Proper... Onwards and upwards
Please put the [square brackets] after the map name in the thread title 
Re: [Draft] Castle Lands (update 01-19: fixed bonuses pg.6)
Posted: Mon Jan 19, 2009 8:42 pm
by pikkio
thanx a lot! ^_^
i try to do my best. thanx to all for the great suggests and to had trust in me.

Re: Castle Lands [D] (update 01-19: fixed bonuses pg.6)
Posted: Tue Jan 20, 2009 3:07 pm
by AndyDufresne
Ahoy pikkio, nice to see you here.

I'm liking the general feel you have going for the map. It's developing into something of its own, and as MrBenn noted, seemingly coming to life.
And speaking of life, the addition of some...maybe tiny animals, maybe tiny peasants/soldiers, might add that vibrant life touch to the map, if that is a route you are interested in pursuing.
Title and gameboard bordering feel appropriate, but some of the textures on the gameboard itself feel a little too intense...more so the Fields and Mountains than the other quadrant regions.
A stylistic thing to consider, eliminating the perfect circular moat, making it more of island rather than a cookie cutout. But this isn't much of an issue.
The catapult icons and desert grasses are alright, I'm not completely sold on them, but I'm sure you'll be tweaking for a while, so not much worry there.
Maybe consider adding some "Height" to the towers, perhaps through more contrast between lighter and darker tones.
I haven't looked into the game play, so I'll save those comments for later.
Good luck!
--Andy
Re: Castle Lands [D] (update 01-19: fixed bonuses pg.6)
Posted: Tue Jan 20, 2009 8:31 pm
by pikkio
thanx a lot! in the next days i will work on your suggestion!

Re: Castle Lands [D] (update 01-19: fixed bonuses pg.6)
Posted: Wed Jan 21, 2009 8:11 am
by gimil
Hi Pikkio,
Just wanted to ask you a small question before I begin giving your map feedback. How realistic a look are you going for? If you are going for a proper terra forming look?
Re: Castle Lands [D] (update 01-19: fixed bonuses pg.6)
Posted: Wed Jan 21, 2009 11:49 am
by pikkio
gimil wrote:Hi Pikkio,
Just wanted to ask you a small question before I begin giving your map feedback. How realistic a look are you going for? If you are going for a proper terra forming look?
well, first i don't want to make a map looking realistic, but when someone suggest me to completely change the textures, the first idea (the ONLY idea, i mean..) it's to make something more realistic..
now i really don't know if it's possible to keep this map on the edge of realistic and cartographic style, but i'm not sure that i'm able to make it totally (and well done) realistic. for a realistic map, probably i may make the castle and the bridges in prospective (false 3D), for example..
but my biggest problem now it's that i don't know how i should change the textures.. i looked for adeguate textures around the internet, but i didn't find anything better.. any suggest??
anyway, my dubt is that this map with a totally realistic style will be too similar at the Siege map..

Re: Castle Lands [D] (update 01-19: fixed bonuses pg.6)
Posted: Wed Jan 21, 2009 6:01 pm
by pikkio
meanwhile, i eliminated the regularity of the castle's island and relased the version 7.

version 7
[bigimg]http://img440.imageshack.us/img440/572/mappacastello7bigim6.gif[/bigimg]
Re: Castle Lands [D] (update 01-21: working on graphic pg.6)
Posted: Wed Jan 21, 2009 6:09 pm
by The Neon Peon
You need to transition from one bonus area to another. Like you do from the mountains to desert.
Overall, I would say the graphics need a lot of improvement.
Re: Castle Lands [D] (update 01-21: working on graphic pg.6)
Posted: Wed Jan 21, 2009 7:41 pm
by gimil
What software are you using? I know photoshop will have alot of textures that will be alot more subtle than your currentl comes.
Re: Castle Lands [D] (update 01-21: working on graphic pg.6)
Posted: Wed Jan 21, 2009 8:54 pm
by pikkio
i use fireworks.. but perhaps it's time to install photoshop.. some years ago i started using it, but i don't liked it too much cause it's too complicated and not intuitive.
but today i worked on the castle and i think i can make it on prospective. it's an hard work, but i understand how i can do it well. so i think that with a bit of time i can improve much things on the map (like bridges).

for the textures, in your photoshop folder you must have a folder with the textures. if you give me the img i can use it with my program like you do with photoshop.

Re: Castle Lands [D] (update 01-21: working on graphic pg.6)
Posted: Wed Jan 21, 2009 8:57 pm
by gimil
pikkio wrote:i use fireworks.. but perhaps it's time to install photoshop.. some years ago i started using it, but i don't liked it too much cause it's too complicated and not intuitive.
but today i worked on the castle and i think i can make it on prospective. it's an hard work, but i understand how i can do it well. so i think that with a bit of time i can improve much things on the map (like bridges).

for the textures, in your photoshop folder you must have a folder with the textures. if you give me the img i can use it with my program like you do with photoshop.

Fireworks is made my abode yeah? You will probably have the textures somewhere. I don't know where to find them in my program files, and its to late to look just now. I will look for them in the morning and upload them for you

Re: Castle Lands [D] (update 01-21: working on graphic pg.6)
Posted: Wed Jan 21, 2009 9:30 pm
by pikkio
thanx! ^_^
yes, i have the textures on fireworks, but are few and not good. i downloaded several other textures from internet, but maybe the library of photoshop has better things. ^_^
if you look on the progam's folders from the "sistem resurces" you find the jpg files that are the textures. if you give me thoose files, i can put it on my program's folder and use it like texture.

p.s. fireworks are made by Macromedia.
Re: Castle Lands [D] (update 01-21: working on graphic pg.6)
Posted: Fri Jan 23, 2009 1:25 pm
by pikkio
here is a preview of the new castle! ^_^ tomorrow i will put it into the map and relase the new version.


what do you think about??
Re: Castle Lands [D] (update 01-21: working on graphic pg.6)
Posted: Sat Jan 24, 2009 11:32 am
by pikkio
ok. i'm here!
version 7.1 with new castle relased! ^_^
[bigimg]http://img115.imageshack.us/img115/527/mappacastello71bigry9.gif[/bigimg]
next step is try to find a new icon for the catapults.

the only thing that keep me in dubt is if it's clear what court can attack each tower.. and if it isn't, how can i correct it? maybe i can write in the legend "tower and adjacent court may attack each others"?
Re: Castle Lands [D] (update 01-24: prospective castle! pg.7)
Posted: Sat Jan 24, 2009 4:31 pm
by SuicidalSnowman
New graphics are nice, and yes, you do need need catapult graphics.
Looking really nice!!!
Re: Castle Lands [D] (update 01-24: prospective castle! pg.7)
Posted: Mon Jan 26, 2009 7:20 am
by thenobodies80
Looks very nice!
it's only a thing that left me thoughtful:
Legend Graphic is a little bit similar for mountains and deserts.
In small map all this comes more difficult to see.
And finally in my opinion it isn't necessary to use 3 same icons for bridges.
You can use only one and list all possibilities.
Re: Castle Lands [D] (update 01-24: prospective castle! pg.7)
Posted: Mon Jan 26, 2009 10:58 am
by Joodoo
an easy to understand map...with bombardment! I like

but one question, can the castle be attacked by any of the towers?
Re: Castle Lands [D] (update 01-24: prospective castle! pg.7)
Posted: Mon Jan 26, 2009 11:24 am
by thenobodies80
Joodoo wrote:an easy to understand map...with bombardment! I like

but one question, can the castle be attacked by any of the towers?
Yes castle could be attacked & conquered only by towers that are adjacent to it.
Castle walls are impassable as pointed out in legend,so towers are the only access to castle, similar to doors.
Re: Castle Lands [D] (update 01-24: prospective castle! pg.7)
Posted: Mon Jan 26, 2009 11:34 am
by pikkio
Joodoo wrote:an easy to understand map...with bombardment! I like

but one question, can the castle be attacked by any of the towers?
some post before, i just said that i'm not sure if it's clear to understand.. maybe i should write it in the legend? something like "Towers can attack Castle and vice-versa".. what do you think about?
Re: Castle Lands [D] (update 01-24: prospective castle! pg.7)
Posted: Mon Jan 26, 2009 12:24 pm
by pikkio
this weekend i worked hard on this map and made some great change. ^_^
i find a little pixelart image of trees that i assembled using it like a texture.
then i find a catapult in pixelart and i modified it to have it in front and rear prospective. it wasn't a perfect work, but i think it looks very well!
i also put a couple of windmill.
version 7.2
[bigimg]http://img144.imageshack.us/img144/1032/mappacastello72bighq5.gif[/bigimg]
but now i'm thinking that the mountains are too realistic compare to the rest of the map..
suggestions? opinions?
Re: Castle Lands [D] (update 01-24: prospective castle! pg.7)
Posted: Mon Jan 26, 2009 6:20 pm
by The Neon Peon
pikkio wrote:but now i'm thinking that the mountains are too realistic compare to the rest of the map..
suggestions? opinions?
Make the rest of the graphics as realistic as the mountains.