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Re: King's Court 2

PostPosted: Mon Oct 17, 2011 4:23 pm
by Kabanellas
thank you :)

Re: King's Court 2

PostPosted: Mon Oct 17, 2011 10:08 pm
by Nola_Lifer
Looks good enough to go straight to beta.

Re: King's Court 2

PostPosted: Mon Oct 17, 2011 10:21 pm
by chapcrap
Victor Sullivan wrote:I just died by this map's sheer complexity, then was raised again by it's sheer beauty.

-Sully

This.

Love it!!!

Re: King's Court 2

PostPosted: Tue Oct 18, 2011 4:15 am
by Kabanellas
Thanks guys!

I've turned down the opacity of all coat-of-arms and made the roads stand out more. I've also placed all starting neutrals.
All other regions (apart from the Castles and Nobles which are starting points) will start with 1 neutral troop on them.

Click image to enlarge.
image

Re: King's Court 2

PostPosted: Tue Oct 18, 2011 10:18 pm
by chapcrap
You spelled Supply wrong when explaing supply lines. You spelled it suplly.

Fix that and then let's go to BETA.

Re: King's Court 2

PostPosted: Wed Oct 19, 2011 2:29 am
by Kabanellas
chapcrap wrote:You spelled it suplly


oops :)

Re: King's Court 2

PostPosted: Fri Oct 21, 2011 7:50 am
by Gillipig
I expect this map to get more games played on it than KC1. Those who liked KC1 will probably like KC2 because a lot of it is the same and the graphics is better. But I also think it will get more games from people who didn't necessary love the first one but are suckers for good looking maps. (I'm one of those people :) ) Roads are very hard to see, maybe make them a bit thicker!?

Re: King's Court 2

PostPosted: Fri Oct 21, 2011 11:23 am
by Kabanellas
:)

on this last update I made them much more visible:

Click image to enlarge.
image

Re: King's Court 2

PostPosted: Fri Oct 21, 2011 6:33 pm
by chapcrap
Gillipig wrote:I expect this map to get more games played on it than KC1. Those who liked KC1 will probably like KC2 because a lot of it is the same and the graphics is better. But I also think it will get more games from people who didn't necessary love the first one but are suckers for good looking maps. (I'm one of those people :) ) Roads are very hard to see, maybe make them a bit thicker!?

If he is talking about the newest update, I think they are a little skinny, but can be clearly seen. I probably wouldn't mess with them.

Re: King's Court 2

PostPosted: Sat Oct 22, 2011 4:34 am
by Kabanellas
I'd probably reduce the College of Cardinals killer neutrals from 6 to 5 or 4....

Re: King's Court 2

PostPosted: Sat Oct 22, 2011 4:58 am
by Bruceswar
Also get rid of the hex lines on the water. It will look better if you ask me.

Re: King's Court 2

PostPosted: Sat Oct 22, 2011 8:49 pm
by Kabanellas
Bruceswar wrote:Also get rid of the hex lines on the water. It will look better if you ask me.


yeah I know what you mean. Thing is, there are some places were they're actually important, like showing that Trebuchet T6 can bombard Knight K02 or Port P03...

Re: King's Court 2

PostPosted: Sun Oct 23, 2011 2:17 am
by Gillipig
Kabanellas wrote:
Bruceswar wrote:Also get rid of the hex lines on the water. It will look better if you ask me.


yeah I know what you mean. Thing is, there are some places were they're actually important, like showing that Trebuchet T6 can bombard Knight K02 or Port P03...

Roads are clearer now. I don't think they have to be super easy to see, part of the difficulty of the map is to see all the details. No sense in removing the hex lines but maybe weaken those that are in the sea. If it makes it look better that is.

Re: King's Court 2

PostPosted: Sun Oct 23, 2011 7:51 am
by Kabanellas
yes I'll try that :)

Re: King's Court 2

PostPosted: Tue Oct 25, 2011 10:56 am
by deantursx
awesome work! I'm so pumped for this! The admiral and the ports are a very cool addition

Re: King's Court 2

PostPosted: Tue Oct 25, 2011 11:30 am
by zimmah
i don't like the way the forest look, it looks more like marbles.

Re: King's Court 2

PostPosted: Wed Oct 26, 2011 12:09 pm
by Kabanellas
deantursx wrote:awesome work! I'm so pumped for this! The admiral and the ports are a very cool addition


Thank you!!

Re: King's Court 2

PostPosted: Wed Oct 26, 2011 12:10 pm
by Kabanellas
zimmah wrote:i don't like the way the forest look, it looks more like marbles.


ironically, I really like the way they look :)

Re: King's Court 2

PostPosted: Wed Oct 26, 2011 12:26 pm
by AndyDufresne
Kabanellas wrote:
zimmah wrote:i don't like the way the forest look, it looks more like marbles.


ironically, I really like the way they look :)

They may be a little too perfectly circular, but overall I think the aesthetic of the map is pretty darn nice looking.


--Andy

Re: King's Court 2

PostPosted: Wed Oct 26, 2011 1:00 pm
by Gillipig
AndyDufresne wrote:
Kabanellas wrote:
zimmah wrote:i don't like the way the forest look, it looks more like marbles.


ironically, I really like the way they look :)

They may be a little too perfectly circular, but overall I think the aesthetic of the map is pretty darn nice looking.


--Andy

I agree. Nice tone and colour, but they're a bit too circular.

Re: King's Court 2

PostPosted: Tue Nov 08, 2011 11:52 pm
by chapcrap
Is this ready for BETA now? ;)

Re: King's Court 2

PostPosted: Wed Nov 09, 2011 7:18 am
by Kabanellas
:D

Well I'll have to start the enormous (:)) task of doing the small version - But I just want to start it with the gameplay stamp, so i don't have to redo things on 2 fronts. With this kind of territory denomination when you change something you'll probably end up needing to change a lot of what goes next (N40,N41,N42....)

Re: King's Court 2

PostPosted: Thu Nov 10, 2011 4:10 pm
by isaiah40
Sorry if this has been brought up already, but for the king it says -4 for each castle. Is this right? It seems like if you hold the king and a castle you should get something not lose.

Re: King's Court 2

PostPosted: Thu Nov 10, 2011 4:14 pm
by Victor Sullivan
Don't forget your page number and version number, along with the date of the last update in the thread title! :P

-Sully

Re: King's Court 2

PostPosted: Fri Nov 11, 2011 5:49 am
by Kabanellas
isaiah40 wrote:Sorry if this has been brought up already, but for the king it says -4 for each castle. Is this right? It seems like if you hold the king and a castle you should get something not lose.


In terms of gameplay making 2 vital parts of the game collide with each other (giving negative bonus) is the best way to spice things :)

(a bit like in Conquer Rome, you get negative bonus if you hold the emperor and a barbarian tribe - those are 2 key elements on map)