Flanders 1302V15[Beta] major changes! P19

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Re: Flanders 1302

Postby gimil on Thu Jun 04, 2009 10:47 am

Hi DubWarrior,

You current image, while solid and crisp, lacks any detail. It is a very plain image at the moment with only flat colours and glows. Can I assume that we will see some more textures and detail later on in production?

I can tell that you are a very able artist. I look forward to seeing how your first map develops.

Cheers,
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Re: Flanders 1302

Postby DubWarrior on Mon Jun 15, 2009 1:53 pm

I'm sorry to keep you waiting guys, within a few days I've got some time to continu (finals for school are taking some time :geek: )
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Re: Flanders 1302 Update June 21 - Pg2

Postby DubWarrior on Sun Jun 21, 2009 3:59 pm

Hi, Back with some changes.
I tried to change all thing you guys have posted, and thing are going great I think.
So thanks for all feedback, hope you all like it!

Greets
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Re: Flanders 1302 Update June 21 - Pg2

Postby eigenvector on Sun Jun 21, 2009 4:53 pm

I like the look of the new map much better. It still leaves something to be desired but it is inchoate in my mind exactly what. Probably the more graphics-minded folks will spell it out for me :)

A question: why two of the areas have no capitals? You just didn't want to have too many bonuses or is there an historical reason?
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Re: Flanders 1302 Update June 21 - Pg2

Postby hecter on Sun Jun 21, 2009 5:41 pm

Make the borders more visible.
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Re: Flanders 1302 Update June 21 - Pg2

Postby DubWarrior on Mon Jun 22, 2009 3:43 am

eigenvector wrote:I like the look of the new map much better. It still leaves something to be desired but it is inchoate in my mind exactly what. Probably the more graphics-minded folks will spell it out for me :)

A question: why two of the areas have no capitals? You just didn't want to have too many bonuses or is there an historical reason?


3 areas have no capitals. In fact, for both reasons: I think there are enough bonuses for a pretty small map, but especially, i would like to make some sort of historical campaign: it's about these capitals where it was all about in 1302...so I consider these cities as something special and rare, worth struggling for... ;)
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Re: Flanders 1302 Update June 21 - Pg2

Postby whitestazn88 on Mon Jun 22, 2009 3:01 pm

great update. i like the little backstory, the image in the background kinda gives us an idea of what we're reading about, and the capitals, if they are historically accurate, would also do the trick.

about the image, i think its fine how it is now, although the bridges, rivers and captials seem to have too much of a glow, and are taking my focus away from the map
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Re: Flanders 1302 Update June 21 - Pg2

Postby eigenvector on Mon Jun 22, 2009 3:06 pm

I actually love the bridges. Btw, why are some decorated with posts? Are these some sort of special crossing points? And what do the icons for the capitals mean?
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Re: Flanders 1302 Update June 21 - Pg2

Postby DubWarrior on Mon Jun 22, 2009 3:39 pm

Well, for myself, I'm not that sure about the way the bridges are looking, for now...but I think I leave that up to you, unless I find something better. I think it makes things looks complicated?

No, the bridges have all the same function, some have posts and others haven't...I was looking for some diversity, but maybe that makes things too complicated, also...

The capitals (and its icon) are explained on the left...for adding some historical gameplay, conquering a capitals means a bonus of an additional +1
Anyhow, I'm now working on the borders, and I wait a bit before spending more time working on another bridge...i'll see if someone else would replace them or not.
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Re: Flanders 1302 Update June 21 - Pg2

Postby whitestazn88 on Mon Jun 22, 2009 3:48 pm

i meant to say, are the images that you are using as the capitals historically accurate? or are they just a figment of your imagination at this point.
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Re: Flanders 1302 Update June 21 - Pg2

Postby DubWarrior on Mon Jun 22, 2009 4:31 pm

Yes, they are.
Also the bridges are based on local, historical structures. (it's not that much, I know :) )
These ones where build in Kortrijk, at the end of the 1300's.
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I quickly changed the borders, but to be honest, I don't like it this way:
I got the impression the text becomes illegible now (for example Axel, of Groeninge)...I think i'll keep the borders white, or at least, some sort of pale. But maybe I give them some more weight?

this is the small size:
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Re: Flanders 1302 Update June 22 V4 - Pg2

Postby whitestazn88 on Mon Jun 22, 2009 5:48 pm

well i like the borders now a lot more... the text can be moved around relatively easily at this point, and you have a lot of blank space in some of the territs, so you should be fine, and could fudge up some historical borders if only for space's sake.

one thing i'd like to have you look at is the placement of the capitals, they need to be moved into the territory a little better.

examples are in gent, the name needs to be moved down, brugge, the capital should be in the territ, not in damme, kortrijk, and doornik
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Re: Flanders 1302 Update June 22 V4 - Pg2

Postby eigenvector on Mon Jun 22, 2009 6:01 pm

I must be stupid but I still don't get those capital icons. To me they look like mutant cogwheels. :shock:

Some fixes for the story on the shield: it should be "independence", "French", "Flemish".

Keep up the good work!
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Re: Flanders 1302 Update June 21 - Pg2

Postby TaCktiX on Mon Jun 22, 2009 10:44 pm

Um...wow? This is a positively enormous improvement from Version 1 to Version 2. Bravo sir, bravo. Keep the good work up based on the feedback you get (which should increase over time, no worries).

Graphics
- The textures technically work, though I don't think the picked grunge texture fits best with the parchment look you're aiming for. Fiddle around with textures to get a paper-looking texture, even a dirty one.
- The parchment border clashes with the rest of the map in places, particularly the middle right and top right. Try to work in the paper more with the rest of the map. Oaktown just finished a paper-like map (Indian Empire), ask him for some tips.
- The capitals look like circus tents. While a 3D symbol is nice, I think the original ivy leaf (or whatever plant that was, not a botanist ;)) looked better. Perhaps fiddle with the look of the ivy leaf symbol so it changes with continent, or is slightly raised above the map, or what-have-you.
- The assumed borders on the impassables I don't think works with the map, mostly because the impassable outline color differs from the border color. I would suggest changing the border color to match the impassable outline. Try doing a small sample and seeing if that fits better, as right now I have to remind myself that the impassables terminate a country border as well as the normal border lines.
- The bridges work with the map quite well, the different bridge seems out of place. It may be more special in history, but gameplay-wise it seems to note a special element that doesn't exist (i.e., source of confusion).

Gameplay
- The legend is a confusing mess. It would do much better to move the title over (on top of the outline picture on the sea, which adds to flavor quite nicely), and enlarge the minimap to the point that you can stick region names on it, as well as the bonus if at all possible. If not that, try re-adding regions to the map proper. I think that worked, but the way the text was made it hard to read.
- Is it a +1 bonus for a capital or a +1 autodeploy? I would suggest the latter, or have neutral start capitals due to the number of them.
- Continuity-wise, you have different signatures in the small and large. I prefer the large version's signature.

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Re: Flanders 1302 Update June 22 V4 - Pg2

Postby mattosaurus on Tue Jun 23, 2009 8:06 am

May try making it a more medieval looking map if you want it to be historical from that period. Here's and example. Its kind of messy, but you can get the idea. Image

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