Gilgamesh; Coordinates on pg 20

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Re: Gilgamesh; GP, GFX

Postby oaktown on Tue Jun 23, 2009 9:23 am

the next person to post in this thread without mentioning the map - or mentioning this map in passing while really discussing your feelings about each other/the Foundry - is going on my foe list, so I will never have to see your posts again. Seriously. I have asked nicely that you all stop it. Now it's mean Oaktown. :twisted:

There are some very spirited discussions about Foundry process in Not Maps... if you guys want to continue your discussion I would appreciate it if you could take it there.
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Re: Gilgamesh; GP, GFX

Postby AndyDufresne on Tue Jun 23, 2009 12:00 pm

For the new Page.

Click image to enlarge.
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I mentioned I didn't quite like how the brick division lines stood out so much now---perhaps it's because there is a strange clash between the idea of making it look old and weathered, while the actual mortar in the wall looks quite pristine, smooth, perfectly level, etc. So if you are interested in sticking with an image version where they stand out a little more than in previous versions, that would be something to consider---some how dirty up the lines a little.

But in any case, all that discussion is relatively minor, and I am very satisified with the map. Good work,


--Andy
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Re: Gilgamesh; staggered mntns, pg 13

Postby owenshooter on Tue Jun 23, 2009 12:03 pm

oaktown wrote:They've been there for a few weeks... they represent nothing in terms of gameplay, but anybody familiar with the epic might appreciate them.

i appreciate them... and the map is just beautiful... i think you should leave it as is...-0
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Re: Gilgamesh; GP, GFX

Postby saaimen on Tue Jun 23, 2009 12:37 pm

AndyDufresne wrote:I mentioned I didn't quite like how the brick division lines stood out so much now---perhaps it's because there is a strange clash between the idea of making it look old and weathered, while the actual mortar in the wall looks quite pristine, smooth, perfectly level, etc. So if you are interested in sticking with an image version where they stand out a little more than in previous versions, that would be something to consider---some how dirty up the lines a little.

But in any case, all that discussion is relatively minor, and I am very satisified with the map.

Agreed 100%.
You have a lot of 'veins' on the tiles/bricks (what are they really :D?), a lot of crackling on their surface. Yet the seems/joints (which is correct?) are quite sterile.

But as I've said 100%: beautiful map =D>
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Re: Gilgamesh; GP, GFX

Postby porkenbeans on Tue Jun 23, 2009 4:00 pm

@Oak,
I never went off topic, only responded to your "off topic" remarks. :lol:
You should not let constructive criticism upset you so much. It is ok to disagree, but you should unbunch your panties. :lol: Just kidding, c'mon Oak lighten up friend. :D Do I need to say once more that I think this map is cool ? ... well it IS. Just relax and take deep breaths, You would think with all the quenches under your belt, that you would be a bit more used to this process by now.
Not me or anyone else can MAKE you change a damn thing on your map, so just let the the unjustified critique roll off, like water on a ducks back. it wont penetrate unless you ruffle up your feathers. 8-)
...oh, and have FUN !!!
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Re: Gilgamesh; GP, GFX

Postby porkenbeans on Tue Jun 23, 2009 6:40 pm

saaimen wrote:
AndyDufresne wrote:I mentioned I didn't quite like how the brick division lines stood out so much now---perhaps it's because there is a strange clash between the idea of making it look old and weathered, while the actual mortar in the wall looks quite pristine, smooth, perfectly level, etc. So if you are interested in sticking with an image version where they stand out a little more than in previous versions, that would be something to consider---some how dirty up the lines a little.

But in any case, all that discussion is relatively minor, and I am very satisified with the map.

Agreed 100%.
You have a lot of 'veins' on the tiles/bricks (what are they really :D?), a lot of crackling on their surface. Yet the seems/joints (which is correct?) are quite sterile.

But as I've said 100%: beautiful map =D>
Yep, The grout lines are to uniform, and show no depth as tiles do. Tiles when they are set into place are not all exactly the same as in orientation to each other. Also the tiles are not all set perfectly flat and will show variant light reflections as a result. Like I suggested before, If you are not going to make it look like real tiles v old paper. then just loose them. They look like a tile pattern drawn on paper. And that is something that would never have been done on an old map. Sorry,but I stand behind the idea of picking one or the other. ...Either way would look cool. 8-)
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Re: Gilgamesh; GP, GFX

Postby oaktown on Tue Jun 23, 2009 7:10 pm

porkenbeans wrote:@Oak,
I never went off topic, only responded to your "off topic" remarks. :lol:
You should not let constructive criticism upset you so much. It is ok to disagree, but you should unbunch your panties. :lol: Just kidding, c'mon Oak lighten up friend. :D Do I need to say once more that I think this map is cool ? ... well it IS. Just relax and take deep breaths, You would think with all the quenches under your belt, that you would be a bit more used to this process by now.
Not me or anyone else can MAKE you change a damn thing on your map, so just let the the unjustified critique roll off, like water on a ducks back. it wont penetrate unless you ruffle up your feathers. 8-)
...oh, and have FUN !!!

No mention of the map. Foed.

oaktown wrote:the next person to post in this thread without mentioning the map - or mentioning this map in passing while really discussing your feelings about each other/the Foundry - is going on my foe list, so I will never have to see your posts again.
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Re: Gilgamesh; GP, GFX

Postby porkenbeans on Tue Jun 23, 2009 7:56 pm

oaktown wrote:
porkenbeans wrote:@Oak,
I never went off topic, only responded to your "off topic" remarks. :lol:
You should not let constructive criticism upset you so much. It is ok to disagree, but you should unbunch your panties. :lol: Just kidding, c'mon Oak lighten up friend. :D Do I need to say once more that I think this map is cool ? ... well it IS. Just relax and take deep breaths, You would think with all the quenches under your belt, that you would be a bit more used to this process by now.
Not me or anyone else can MAKE you change a damn thing on your map, so just let the the unjustified critique roll off, like water on a ducks back. it wont penetrate unless you ruffle up your feathers. 8-)
...oh, and have FUN !!!

No mention of the map. Foed.

oaktown wrote:the next person to post in this thread without mentioning the map - or mentioning this map in passing while really discussing your feelings about each other/the Foundry - is going on my foe list, so I will never have to see your posts again.
My comments are indeed about the map. 8-)
Foed ? how is that about the map ?
You can hide your head in the sand if you want, My comments have all been about this map, you have derailed it with your temper tantrums about my critiques of it. GROW UP . :roll:
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Re: Gilgamesh; GP, GFX

Postby Echospree on Tue Jun 23, 2009 8:12 pm

While making the tiles and grouting less even would be more accurate in terms of making the map look more like a tiled wall, I'm worried it'll make the map look TOO busy, and detract from the other features of the map. Namely, the game you happen to be trying to play on top of it.
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Re: Gilgamesh; GP, GFX

Postby porkenbeans on Tue Jun 23, 2009 8:21 pm

Echospree wrote:While making the tiles and grouting less even would be more accurate in terms of making the map look more like a tiled wall, I'm worried it'll make the map look TOO busy, and detract from the other features of the map. Namely, the game you happen to be trying to play on top of it.
Yes, I agree. That is the problem with trying to have it both ways. pick one or the other. Is it a tile wall, or an old faded map ?
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Re: Gilgamesh; GP, GFX

Postby Echospree on Tue Jun 23, 2009 8:38 pm

porkenbeans wrote:
Echospree wrote:While making the tiles and grouting less even would be more accurate in terms of making the map look more like a tiled wall, I'm worried it'll make the map look TOO busy, and detract from the other features of the map. Namely, the game you happen to be trying to play on top of it.
Yes, I agree. That is the problem with trying to have it both ways. pick one or the other. Is it a tile wall, or an old faded map ?


The latest version is my favourite version, for the moment. Just enough details on the tiles to make you aware of them, yet able to completely ignore them to concentrate on the map aspect.
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Re: Gilgamesh; GP, GFX

Postby Incandenza on Tue Jun 23, 2009 9:52 pm

oaktown wrote:Now it's mean Oaktown. :twisted:


:shock:

I'd say the current coloration is a fair compromise. We could sit and nitpick and speculate, but IMHO this map would make a fine addition to the site right this very second. So let's get this sucker into the forge.
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Re: Gilgamesh; GP, GFX

Postby Danyael on Tue Jun 23, 2009 11:29 pm

Incandenza wrote:
I'd say the current coloration is a fair compromise. We could sit and nitpick and speculate, but IMHO this map would make a fine addition to the site right this very second. So let's get this sucker into the forge.

i agree

i think theres only one way to make the it better on the bricks but its as exhausting as laying real brick
i have a method you would not find filter for called glow mortaring its effect can be great with the right execution
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to this
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if interested on how to do this let me know and i`ll right up a tut for you
the best part using a glow mortar its easy to change the mortar opacity on each brick as well as add a bevel too each brick
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Re: Gilgamesh; GP, GFX

Postby oaktown on Thu Jun 25, 2009 12:27 am

Click image to enlarge.
image


At this point I know I could spend a few hours a day for the next six months making changes on this map, but at some point I need to draw the line. Folks seemed comfortable with the last version, but I made some changes anyway. I've increased the sense of a light source, both by adding a glow to the top left corner and increasing the bevel on the bricks to give them a little more contour for the light to hit. Colors have changed slightly - a bit more muted than the last effort perhaps.

At this point I'm not looking for any major suggestions as to how to add an effect here or more realistic cracks there. Just tell me if something isn't readable. I can already see that "Canaan" is hard to read in the legend, and I'll make that change.

Also included below is a small version, including a single army count up at the top to demonstrate how numbers will look against the army smudges.

Click image to enlarge.
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Re: Gilgamesh; GP, GFX

Postby Danyael on Thu Jun 25, 2009 12:39 am

only name i have trouble with ANSHAN but only on the small map
final forge it
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