juggalo islands on hold (this is way better)
  • 57 posts
  • Page 3 of 4
Vexer wrote:
what happened to the mountains on the white region in the previous version. that region was beyond perfect.

I liked the water better. this background is too bland. you can stick with it, but it needs texture.

the map is a little too colorful and bright in places. it will be hard to look at for hours on end in a live game.

shouldn't hungar be hunger?

So far you have actually made 3 different maps. I think a cross between all of them would be best. Take the best elements of each and put it into one.

I would keep the territories and region design from this last update and mix in some elements from the previous version.
nanoTek wrote:
yes, it should be hunger i forgot to fix it. I thought the water was to flashy i wil change it to make it look better, also the grey islands are 1 way attack to the center. (if this can be coded) but i can make it darker and change the back ground to water and add a moutains region. i liked the mountain region also so lets hope this final update that i will work on tomorrow will be up to the expectations. thanks for the feedback.
Vexer wrote:
yeah the water was a little flashy but that doesn't mean to give it up entirely.

we can program a one way attack to the center but because of bad programing for fog of war games, they won't work right on fog games. I suggest not making one way paths on maps until that is fixed and i don't anticipate that happening any time soon.
1771 wrote:
okay my interest is peaked. Let me get this right, to get the + however many men the region is, you have to own all of that particuliar color. that is correct? If that is correct, which I am pretty sure it is, then this map will be pretty difficult. I love it. I can even see a strategy if that is the case, this map will take some getting used to even for the experienced players. Thought of capitals yet? I would be interested in knowing them, I can see certain strategy for a deathmatch, would love to know capitals.

 Kind of bright, I absloutely LOVE the names. On this map, for future references being stuck in Limbo may be a good thing :) This is a map I am going to keep an eye on as your progress grows, because this one may even be tougher than Oregon Cities. That I love, the harder the better!!! For myself anyway. Curious about those caps.
nanoTek wrote:
I did not notice that i had 2 limbo's on there my bad. but i will continue my work. thanks for the feedback
nanoTek wrote:
[image]okay for Vexer I changed the background back to blue but i didn't put any texture in there yet, and I included the white mountain regions. They will be called The Horns of Vecna. DnD reference anyone? took out the yellow replaced with green. This is the final setup for the regions and I don't plan on changing them. I am going to change the the names Murder and Lynch, Lynch Is another DnD reference to a monster, but some people might be offended by that. Thanks Mongo for pointing that out. So once again Love it or hate let me know whats going on in your head.

@1771 that is kind of the plan but i stole an idea form Eld worlds map. with the adjacent islands you get plus 2, well if you own every color for that island you will get plus 5 added onto the bonus, so the middle area is intended to be a grab ass zone if you catch my drift.
Vexer wrote:
Love the horns, although the mountains don't look quite as good as they did in the second version. they aren't as sharp. 

I would love to see texture on all the territories like the second version had - only not so swirly. Maybe more sharp and jagged or flame-like. Ideally a slightly different texture for each region. 

The map is definitely better without the shininess. I like the contrast in the white region with the black shadows. i think all of the regions would look better if the texture added some black.

The textures on the territories in the first version were too detailed and sharp and ugly. the textures from the second version were too smooth and swirly. something in between would be best. maybe play around with rendering clouds and applying a bunch of filters and mess around with it until you have a cool texture. Or you could do a texture layer using various paint brushes and then blend it with the modified rendered clouds layer. that might give you a mix of smooth and sharp. you could make the rendered clouds layer sharp with some filters and make it black and white so when you blend it with the brush layer you get good shadows and contrast like the white region has.

I also had the idea that it might look cool to have some sort of mist or fog over the whole map, it could be white or red or pink maybe. that would be more easily determined after all the textures are done though.

The gameplay and layout look pretty good so i am glad to hear you won't be changing that.

ok, one thing that I forgot to mention. you need to have room on the map for the legend. the legend can be a list of regions with their corresponding colors and bonuses or it can be a mini map with the numbers over the regions. You can also put the bonuses right on the map if you can figure out how to make it look good and not be confusing. I am experimenting with this last method on the DXII Stadium map. I personally prefer mini maps. they keep the main map clean and it's faster to determine the bonus for a particular region than doing it by color in a legend.

You will also need to have room to explain what the deal is with the colored regions and how exactly you get extra bonuses.

So you might need to move things over and/or shrink things a bit to get that to fit. you can also make the map longer (add more pixels) and move things down.

Be careful with the details in your final version. I noticed in this version that there are some borders that don't line up quite right. And there are small parts withing some of the territories that are missing color. these will be easier to notice with the background layer hidden. I can circle them for you if you need me to. It will be easier to point to trouble spots once you get the text back on there.

Sorry to write a book but there is so much to say about an artistic map like this one. this is something we don't have on the site. i am very pleased that you are doing it and that you are willing to put up with all the critiques of your art.

Keep up the good work nanoTek

Thorpe wrote:
I liked the look of the second map best, than the first one, the last the least. I love the names and the map size of the third....what about in the middle name it the black hole?
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next
Vexer wrote:
Ok so i decided to take about 5 minutes to actually show you what I am talking about with the textures. I am sure that you can do much better. this is just an example that clarifies what I was talking about.

I rendered black and white clouds using various settings and made three layers, one with smooth large clouds, one with sharper medium sized clouds and one with small rough clouds. then i used the overlay option for each layer and changed the opacity of each layer until it looked OK.

[image]
Thorpe wrote:
Just a simple WOW! And about the legend, split it into two.
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next
nanoTek wrote:
well here are some new textures i made while waiting for an album to download with dial up you know that takes for ever. also added a legend and routes/paths to get to the center and islands to islands[image]
Pntbttr wrote:
I am not sure about what connects to what But man you did a good job this is the first map that I have seen like this