[Abandoned] Phantasia Altitudinis

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koontz1973
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[Abandoned] Phantasia Altitudinis

Post by koontz1973 »

Image :D

Map Name:Coelus - Phantasia Altitudinis
Mapmaker(s):koontz1973
Number of Territories: 29 start - 16 neutral - 45 all together.
Special Features:auto deploys, winning condition, funny bonuses, bombardments, one way attacks
What Makes This Map Worthy of Being Made:Cannot go bigger, so I will go smaller. :D

[spoiler=story]Ictus, part of the Vertex map, is a small kingdom. After the king died, the four sons took over. Lord Corelio, Lord Victus, Lord Cecidit and Lord Tritus. Corelio, not wanting to share power with his brothers, goes on a rampage and destroys the castle homes of each. Lord Corelio is as you can guess is not a very nice man. An uprising ensues from the people under him.

Lord Corelio has 3 power bases from which he rules. His castle and two towers (grey). From here he can oversee his kingdom.
The people have managed to take a tower from him (brown) and with the help of spies in each village, are able to attack the two towers.

As the player, you can think of it in two ways, as a freedom fighter trying to take back the kingdom or as Lord Corelio trying to crush the rebellion.[/spoiler]

Map Image:
[bigimg]http://imageshack.us/a/img266/611/0efd.jpg[/bigimg]
[spoiler=gameplay notes]Neutrals
Castle - 5
Rebel tower (brown) -5
Grey towers - 2
Burning castles - 1
Towns - 2
Farms - 1

Players
29 regions handed out randomly between all players but using starting positions to keep the neutrals down to what is on the board now. The starting positions will be programmed with an underlying neutral of 2 and a max of 14 handed out in each game. So in a 1v1 game, both players will start with 13 regions, troop deployment of 3 only and one extra neutral on the map. This is the same style of deployment that is on 1982 and works well for that map.
2 players - 13 regions
3 players - 9 regions
4 players - 7 regions
5 players - 5 regions
6 players - 4 regions
7 players - 4 regions
8 players - 3 regions

Another concept taken from another map is the reinforcements. By not having standard reinforcements, the normal problems of first turn do not come into effect.[/spoiler]
[spoiler=Previous Drafts].
http://imageshack.us/a/img202/5066/cv2q.jpg
http://imageshack.us/a/img14/2240/sgah.jpg
http://imageshack.us/a/img854/1372/zpcq.jpg
http://imageshack.us/a/img560/7361/wm91.jpg
http://imageshack.us/a/img69/7853/ze0b.jpg
http://imageshack.us/a/img90/1310/3hd.png
http://imageshack.us/a/img822/669/phantasiaaltitudinisp.jpg[/spoiler]
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Seamus76
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Re: Phantasia Altitudinis

Post by Seamus76 »

Very nice. I really like all of the little details, especially the waterfall, which I love. I'll get you some more constructive thoughts shortly though.
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RjBeals
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Re: Phantasia Altitudinis

Post by RjBeals »

this look nice - sort of like a fantasy role playing map rather than risk map. Looking forward to seeing this progress
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koontz1973
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Re: Phantasia Altitudinis

Post by koontz1973 »

Seamus76 wrote:Very nice. I really like all of the little details, especially the waterfall, which I love. I'll get you some more constructive thoughts shortly though.

RjBeals wrote:this look nice - sort of like a fantasy role playing map rather than risk map. Looking forward to seeing this progress

Thanks guys, still trying to sort out my bonus types. Not sure if I want to go typical or give it a non typical flavour to it.
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Teflon Kris
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Re: Phantasia Altitudinis

Post by Teflon Kris »

Looking good - you know I'm gonna want to create a spinning globe of the whole planet.

:D


Do the hills NE of Via need turning slightly?

I'm not sure what the decay symbols are?

Is there just one brown tower?

Great-looking map.

=D> =D> =D> =D> =D>
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koontz1973
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Re: Phantasia Altitudinis

Post by koontz1973 »

DJ Teflon wrote:Looking good - you know I'm gonna want to create a spinning globe of the whole planet.

That is what my plan was. I had planned a couple of new maps and do the equator regions. Vertex at the top and Austrum at the bottom. But the sizing was wrong and they have gone onto the drawing board again till I can figure that out.
DJ Teflon wrote:Do the hills NE of Via need turning slightly?

I see what you mean with those ones. Will turn.
DJ Teflon wrote:I'm not sure what the decay symbols are?

Destroyed castles.
DJ Teflon wrote:Is there just one brown tower?

Yes, for now.
DJ Teflon wrote:Great-looking map.

=D> =D> =D> =D> =D>

Thanks.


It might help if I tell the story behind this one then. Lord Corelio is the ruler of a beaten land. The three fallen castles where once the kings of this part of the realm. The difference in colours between the grey towers and castle and the brown tower and buildings are to symbolise the difference between oppressed and oppressor. So the map should be able to be played two ways when I figure out the mechanics. Ruler or rebel. This is why it is in ideas and not drafts. I needed to get some help with mechanics.
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AndyDufresne
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Re: Phantasia Altitudinis

Post by AndyDufresne »

I think it definitely has some potential, minus the 'winning consitions' and 'auto seploys'. D's in that legend font are half nightmarish. But it is still readable. But, I mean, still. ;) Keep it up.


--Andy
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charmir
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Re: Phantasia Altitudinis

Post by charmir »

very nice, it would nice to be able to create a safe spot to establish a strong hold. Is it going to be set rates.
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koontz1973
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Re: Phantasia Altitudinis

Post by koontz1973 »

AndyDufresne wrote:I think it definitely has some potential, minus the 'winning consitions' and 'auto seploys'. D's in that legend font are half nightmarish. But it is still readable. But, I mean, still. ;) Keep it up.


--Andy

Thanks Andy, I understand about the font and will look at it this week.
charmir wrote:very nice, it would nice to be able to create a safe spot to establish a strong hold. Is it going to be set rates.

Safes pots can be added. But not to safe. What do you mean by set rates? Normal reinforcements?
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fixitman4
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Re: Phantasia Altitudinis

Post by fixitman4 »

interesting
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koontz1973
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Re: Phantasia Altitudinis

Post by koontz1973 »

fixitman4 wrote:interesting

I think so. One day I will post the completed map. But it is a tad larger than this one.
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Teflon Kris
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Re: Phantasia Altitudinis

Post by Teflon Kris »

Would be cool if the sea were the same shade as in Vertex/Austrum - maybe even a token boat? ;-)
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koontz1973
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Re: Phantasia Altitudinis

Post by koontz1973 »

DJ Teflon wrote:Would be cool if the sea were the same shade as in Vertex/Austrum - maybe even a token boat? ;-)

Can be done.
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Bruceswar
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Re: Phantasia Altitudinis

Post by Bruceswar »

This looks like a good start. I will be watching this one. :)
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koontz1973
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Re: Phantasia Altitudinis

Post by koontz1973 »

Thanks Bruce, just waiting for my plate to clear before pushing ahead with this one.
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Seamus76
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Re: Phantasia Altitudinis

Post by Seamus76 »

koontz1973 wrote:Thanks Bruce, just waiting for my plate to clear before pushing ahead with this one.

Aren't we all. :D
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AndyDufresne
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Re: Phantasia Altitudinis

Post by AndyDufresne »

Seamus76 wrote:
koontz1973 wrote:Thanks Bruce, just waiting for my plate to clear before pushing ahead with this one.

Aren't we all. :D

Embrace the gorging, koontz. Dig your face into your place.


--Andy
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koontz1973
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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Post by koontz1973 »

Thanks to everyone for your patience. Lets see where this one takes up then. Small updates made, mainly to graphics but a couple of GP tweaks.
Version 2.
[bigimg]http://imageshack.us/a/img90/1310/3hd.png[/bigimg]
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Aleena
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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Post by Aleena »

Because of the coastal shading - the land seems to be flying over the water (or map) - not actually part of it...

Love the trees (even though you only seem to have one type) - but when you group them together as a forest - you seem to chop off all the stumps... wood look nicer - if the lowest range of trees with all the forests still have their trunks

water is a little flat - but guess it's ok since it's being used for the legend and you want to insure the legend is easily read...

Like the villages and the brown tower - but the grey castle seems to be dropped on like clip art - maybe a little shadowing by the base... (same thing with pasco and velie's huts..)

Like the wetlands near the coast and the farms around the border near the top and left side.... But the Farmland near mines (center of map) does not seem to have the same style or even the same slanted direction or feel as the rest of the map - these farmlands seem a little off...
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koontz1973
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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Post by koontz1973 »

Aleena wrote:Because of the coastal shading - the land seems to be flying over the water (or map) - not actually part of it...

On my todo list to swap out the colours.
Aleena wrote:Love the trees (even though you only seem to have one type) - but when you group them together as a forest - you seem to chop off all the stumps... wood look nicer - if the lowest range of trees with all the forests still have their trunks

All the trees have thier trunks, just need to look closer. As for the one type, I have four different types of tree on the map.
Aleena wrote:Like the villages and the brown tower - but the grey castle seems to be dropped on like clip art - maybe a little shadowing by the base... (same thing with pasco and velie's huts..)

None of the map has shading on it. That will come (if it does) at a later date when gameplay is more final and graphics will need less of a change around. But none of the buildings (towers, castle, ruins, farms) are clip art.
Aleena wrote:Like the wetlands near the coast and the farms around the border near the top and left side.... But the Farmland near mines (center of map) does not seem to have the same style or even the same slanted direction or feel as the rest of the map - these farmlands seem a little off...

I understand this point, will look into slanting it in the other direction. As for the style of farmland, farms all grow different things and in different ways so the look will stay the same.
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Aleena
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Re: Phantasia Altitudinis [25/8] Page 1/2 Drafting room plea

Post by Aleena »

Yes, your right the forest trees do have trunks, just hard to see... maybe every other one make darker... Sort of like this:
[bigimg]http://www.stradigest.com/Images/compare.jpg[/bigimg]

though even with my quick adjustment it seems lighter then I expected...
probably because of the shading - oh wait you have not done any shading yet... must be the darker grass that blends the trunks out..

just my opinion feel free to see what others think....

You have four different types of trees? I only see the one type with like a green ball top... I must be missing them.... If you mean the forests - well that is basically just blends of greens now, no actual trees stand out... I was referring to the spruce trees that litter the country side...

Did not think any was clip art - just that they look that way - sort of just sits on the map and does not seem to fit - but since you have not done your shading yet... I'm sure this issue will be fixed later on...
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koontz1973
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Re: Phantasia Altitudinis [25/8] Page 1/2

Post by koontz1973 »

Fixed the shading problem on the buildings and also added to all the individual trees as well.
Swapped out the seas glow.
Made some trunks darker (not sure why but done anyway).
Fixed some text.
[bigimg]http://imageshack.us/a/img69/7853/ze0b.jpg[/bigimg]
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Aleena
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Re: Phantasia Altitudinis [26/8] Page 1/2

Post by Aleena »

ty and sorry about the extra effort on the forests...

for they still really are not that visible except for the ones in the tiny forest by Twins Duo - those ones I see well..
Not 100% sure why they are not that visible - think it's due to the darker ground - for all you sprucely layout out trees look great.... Well, guess there is no go fix to this issue and if no one else has an issue with it, then I'd just leave it alone....

In the most part it is a very attractive map...
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koontz1973
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Re: Phantasia Altitudinis [26/8] Page 1/2

Post by koontz1973 »

Remember, the forests, when looking at them from distance, individual trunks are not really visible anyway. Also, looked at the central farm area as well. No go on swapping them out. Looks weird the other way considering they go the same way as the other farm land.
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cairnswk
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Re: Phantasia Altitudinis [26/8] Page 1/2

Post by cairnswk »

koontz, nice start :)
just something i noticed on the graphic side...
if you've got marshland on the coast...should there be an edge to the coastline there...the terrain would dip to the sealine wouldn't it?
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