Conquer Club

[Abandoned] - Goblin Tribes

Abandoned and Vacationed maps. The final resting place, unless you recycle.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

[Abandoned] - Goblin Tribes

Postby Danyael on Wed Mar 11, 2009 3:01 pm

Mod Note:Abandoned - If resurrected, gameplay must be checked again.

Map-Maker: Danyael
Map Title: Goblin Tribes
Continents: 4 tribal zones
Regions: 50 regions 8 start neutral(Chiefs and Gates)
ImageImage


Gameplay:
Features:
One Way Assaults
Double Dipping
Build Your Own Bonus systems
4 goblin tribes fighting to dominate the goblin grotto within the forest of faces
- tribes are the fangs, skulls, muds, and bloods

2 types of gates
start neutral (2)
- evil mine and dark portal
-same type connects
-hold all four for +4 bonus
-are not part of the tribe territs
4 chiefs territs
-chiefs start as 3 neutral
-marked with crown army indicator
-chiefs can bombard other chiefs and assault the territory there crown army number indicator sits in
-hold chief and receive +1 for every 3 of there tribal territories held
secret one way paths
Hobgoblin hut on fungi can one way myz's and bug's mushroom patches

Version 19
Click image to enlarge.
image

CHANGES
changed wording in chief portion of legend

WORKING ON
improving gate legend
- Are the different colours for different types of gates improving clarity or not?
- Will be enlarging size of mine icon and blending both portal and mine icons better with the text.
- Are the colours used for the Evil Mine and Dark Portals ok??

TO DO
- Move MUD icons slightly lower on a few of the regions.
- Update Small Map


VERSION 18
show



Starting territ amounts
2 and 3 players - 14 territories (14 neutrals in 2 player, none in 3 player)
4 players - 10 territories (2 neutrals)
5 players - 8 territories (2 neutrals)
6 players - 7 territories (no neutrals)
7 players - 6 territories (no neutrals)
8 players - 5 territories (2 neutrals)


Tribe Bonuses
fangs = 3
bloods = 5
skulls = 5
muds = 6
Gate Bonus
hold all = 4


Previous Versions

show

version 1 and original post
show
Last edited by Danyael on Sat Apr 09, 2011 8:09 pm, edited 86 times in total.
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes

Postby wcaclimbing on Wed Mar 11, 2009 3:17 pm

This map sounds fun.
I like the idea. Can't wait for the second update.
Image
User avatar
Private 1st Class wcaclimbing
 
Posts: 5598
Joined: Fri May 12, 2006 10:09 pm
Location: In your quantum box....Maybe.

Re: Goblin Tribes

Postby thenobodies80 on Wed Mar 11, 2009 4:25 pm

The idea is not bad.
First of all: buy photoshop, if you can't, download GIMP.
You can't use paint or you'll find yourself in jam in few time.

Gameplay is interesting but as said i need a better map to have some suggestions for you.
User avatar
Sergeant 1st Class thenobodies80
 
Posts: 5400
Joined: Wed Sep 05, 2007 4:30 am
Location: Milan

Re: Goblin Tribes

Postby Danyael on Wed Mar 11, 2009 4:45 pm

thenobodies80 wrote:Post by thenobodies80 » Wed Mar 11, 2009 3:25 pm
The idea is not bad.
First of all: buy photoshop, if you can't, download GIMP.





I have cs3 and working on a better map put i needed to post something for now to get my rear end in gear
but i'll check out gimp as well
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes

Postby bryguy on Thu Mar 12, 2009 11:29 am

Hmm... Love the idea, but this isn't what I believe a Goblin Tribe/Village would look like...

1) When I here "Goblin Tribes", I think of a more centralized, small area, with goblin huts, and in the midst of a deep dark forest, not on something like an island. Maybe make it more centralized, and instead of having water, have it a forest?

If you want a better idea of what I picture when I think of Goblin Tribes, I picture something more like this... http://forum.cartographersguild.com/att ... 1218157189 (<Map by Steel General over at the Cartographers Guild)

^The trees in it are perfect for a Goblin Tribe map, and when I think of the area where the goblins live, I think of the look of the light brown on in the pit. The villages and fire pits would be perfect for this type map, as well as the different buildings. If you could make it like that, then this map would be perfect.

2) Some territories can bombard other territories, but its not clear how. Catapults? Trebutchets (sp?)??

3) If you do go with a more "deep in the forest" look, then instead of bridges you could do something like the roads in that map I showed.
Corporal bryguy
 
Posts: 4381
Joined: Tue Aug 07, 2007 8:50 am
Location: Lost in a Jigsaw

Re: Goblin Tribes

Postby Danyael on Thu Mar 12, 2009 2:43 pm

bryguy wrote:Re: Goblin Tribes

Post by bryguy » Thu Mar 12, 2009 10:29 am
Hmm... Love the idea, but this isn't what I believe a Goblin Tribe/Village would look like...

1) When I here "Goblin Tribes", I think of a more centralized, small area, with goblin huts, and in the midst of a deep dark forest, not on something like an island. Maybe make it more centralized, and instead of having water,


as i worked on the map yesterday i thought the same thing goblins hate water, forests and caves is where you'd find so ports will be underground paths (evil mine & dark portal)
bryguy wrote:2) Some territories can bombard other territories, but its not clear how. Catapults? Trebutchets (sp?)??

Goblins a tricky creature i'm working on different art looks for catapults or slingshots in the ground

as well if anyone has idea about what i can use to make the outer black area look like a dense forest as well i'll be making the title in the top right corner and legend across the bottom
Last edited by Danyael on Sun Mar 15, 2009 5:55 pm, edited 3 times in total.
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes update

Postby sailorseal on Thu Mar 12, 2009 6:31 pm

Now you really need some graphics before this map can get anywhere. I say to start change the setting so the background of your text is clear. I kind of like the texture you have going but the border needs to be better and the written "G6" or G8" needs to change. If this is a real place make it a real place and if not make it special. Maybe use spell check ;)
User avatar
Cook sailorseal
 
Posts: 2735
Joined: Sun May 25, 2008 1:49 pm
Location: conquerclub.com

Re: Goblin Tribes update

Postby Danyael on Fri Mar 13, 2009 8:10 am

sailorseal wrote:Now you really need some graphics before this map can get anywhere. I say to start change the setting so the background of your text is clear. I kind of like the texture you have going but the border needs to be better and the written "G6" or G8" needs to change. If this is a real place make it a real place and if not make it special. Maybe use spell check ;)


can't think of a real goblin forest and what did i misspell
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes update(op map)

Postby miniwally on Fri Mar 13, 2009 10:16 am

the writing underneath mine and portal is hard to read
User avatar
Private 1st Class miniwally
 
Posts: 257
Joined: Sat Jul 19, 2008 2:56 pm

Re: Goblin Tribes update(op map)

Postby Danyael on Mon Mar 16, 2009 6:16 pm

i change font but still hard to see i'll check my layer setting
Last edited by Danyael on Tue Apr 14, 2009 12:21 am, edited 1 time in total.
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes update

Postby MrBenn on Tue Mar 17, 2009 6:52 pm

Danyael wrote:
sailorseal wrote:If this is a real place make it a real place and if not make it special.

can't think of a real goblin forest...

I can't think of any real goblin places either... sailorseal - I really wish you'd THINK before posting! #-o

As others have said, the map feels fun, although at the moment I think it looks a little bit (unnecessarily) cluttered.

You've made a promising start - keep up the good work ;-)
Image
PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
User avatar
Lieutenant MrBenn
 
Posts: 6880
Joined: Wed Nov 21, 2007 9:32 am
Location: Off Duty

Re: Goblin Tribes update

Postby Danyael on Tue Mar 17, 2009 7:01 pm

MrBenn wrote:
As others have said, the map feels fun, although at the moment I think it looks a little bit (unnecessarily) cluttered.

You've made a promising start - keep up the good work ;-)


Thanks
and yes to too much clutter i've been back and fourth on ways to trim it down best to my ability
as i worked on the small version of the map i found a few ways that look good and my next update will show the difference
until then i'll keep to the grind
Last edited by Danyael on Wed Mar 18, 2009 10:41 pm, edited 1 time in total.
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes V2

Postby Danyael on Wed Mar 18, 2009 4:57 pm

here is the small map
Click image to enlarge.
image

i try to refine the legends to keep clutter down but i need to know if the text is too small to read mainly on the gate legend
as well i know some of the text is distorted on the other legends i'm in the process of fixing it

and i added a bomb icon
Last edited by Danyael on Sun Mar 29, 2009 7:02 am, edited 1 time in total.
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes V2

Postby ManBungalow on Wed Mar 18, 2009 5:03 pm

"+1 hold 3 bloods"
That sounds quite interesting 8-)

I like the idea of this map, but it comes across as too dark at a first glance. Obviously that is how it should be for an "evil map" but it might put me off of trying it straight away :?
Image
Colonel ManBungalow
 
Posts: 3431
Joined: Sun Jan 13, 2008 7:02 am
Location: On a giant rock orbiting a star somewhere

Re: Goblin Tribes V2, V2-4

Postby Tisha on Thu Mar 19, 2009 4:53 pm

the size of the army circles need changed for the small. i like how the green land pops out at you, but then you look over at the yellow, and the borders are just hovering over the top of the land
User avatar
Major Tisha
 
Posts: 1065
Joined: Sat Dec 23, 2006 12:41 am

Re: Goblin Tribes v2.9

Postby Danyael on Sun Mar 22, 2009 10:45 pm

version 2.9 is up
ManBungalow wrote:Post by ManBungalow » Wed Mar 18, 2009 4:03 pm
"+1 hold 3 bloods"

you think that bonus amount is suitable?
Tisha wrote: yellow, and the borders are just hovering over the top of the land

i changed the bloods(yellow) border does it still look floaty?
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes v2.9

Postby the.killing.44 on Sun Mar 22, 2009 10:50 pm

i think he was referring to the "Bloods" as the (in)famous gang everyone knows. this looks good for a start!

.44
User avatar
Captain the.killing.44
 
Posts: 4724
Joined: Thu Oct 23, 2008 7:43 pm
Location: now tell me what got two gums and knows how to spit rhymes

Re: Goblin Tribes v2.9

Postby Danyael on Wed Mar 25, 2009 4:43 pm

the.killing.44 wrote:i think he was referring to the "Bloods" as the (in)famous gang everyone knows. this looks good for a start!

.44



:roll: maybe i should ask them for copyright permisson :lol:

here is version three
large
Click image to enlarge.
image


and small
Click image to enlarge.
image
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes v3 graphic critique needed plz

Postby Danyael on Mon Mar 30, 2009 7:16 pm

things that make you go umm

was tinkering with the textures a litte and came out with this does it make it worst or better

Click image to enlarge.
image


as well i have a different title look does this look better
any suggestions would be nice
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes v3 march 30 update added textures pg 1 & 2

Postby Joodoo on Wed Apr 01, 2009 4:22 am

I think the background is too dark
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
User avatar
Lieutenant Joodoo
 
Posts: 1639
Joined: Fri Mar 21, 2008 12:19 am
Location: Greater Toronto, Canada

Re: Goblin Tribes v3 march 30 update added textures pg 1 & 2

Postby Danyael on Fri Apr 03, 2009 7:23 pm

Joodoo wrote:I think the background is too dark


I've added some lights to the background to brighten it up


Click image to enlarge.
image


this caused a few pixels to look bad but i am fixing those up
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes v3 apr3 update

Postby FarangDemon on Thu Apr 09, 2009 3:41 pm

I would add more, larger images of goblins. That would make it more fun. The more devious the better.
User avatar
Brigadier FarangDemon
 
Posts: 700
Joined: Wed Apr 23, 2008 1:36 am

Re: Goblin Tribes v3 apr3 update

Postby wcaclimbing on Sun Apr 12, 2009 12:31 pm

Nice map so far.
I like it.

Could you make the textures and borders on each continent more similar?
The borders on Muds look painted on and artistic. But the borders on Skulls seem really sharp and contrasting.
I think you should pick one style of borders and use that across the entire map so things work a bit better together.
Image
User avatar
Private 1st Class wcaclimbing
 
Posts: 5598
Joined: Fri May 12, 2006 10:09 pm
Location: In your quantum box....Maybe.

Re: Goblin Tribes v3 apr3 update

Postby Danyael on Sun Apr 12, 2009 2:59 pm

FarangDemon wrote:I would add more, larger images of goblins. That would make it more fun. The more devious the better.


i will make the goblins bigger for adding more not sure about that but i'll try a few things out

wcaclimbing wrote:Nice map so far.
I like it.

Could you make the textures and borders on each continent more similar?
The borders on Muds look painted on and artistic. But the borders on Skulls seem really sharp and contrasting.
I think you should pick one style of borders and use that across the entire map so things work a bit better together.


thanks for the compliments
yes i agree about the borders i'm currently working on making them all the more artistic look
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Re: Goblin Tribes v3.5 apr13 update

Postby Danyael on Mon Apr 13, 2009 7:52 pm

Update April 13th V3.5
Changes
Worked on mountains
Smoothed and deleted weird pixels
Redid borders so they all look most part similar (totally erased old and redid with 2px brush and gauss blured)

Rescaled goblin chiefs
Click image to enlarge.
image

Things to discuss
Add More Goblins
should more in the way of goblins be added to map for game play suggested by farangdemon he wanted to see more goblins to make the map more fun i think this is a good idea but i don't want to added more chiefs so my thoughts are:
-add hobgoblin to four spots on map 1 per tribe i.e. 1 to Sqat, Myz, Fungi, and BiZ (maybe start as neutral +1 autodeploy)
-add goblin shaman to the aforementioned territs which allow you to attack other shaman

i dont want to busy up the map much more due to the fact it takes away from the art style of the textures
other ideas very welcomed I'm having quite the idea block on this

Borders
I have gone back and forth on the best way to make them look i think i have settled on this look still stylized but still pretty defined. with little variations depending on land textures.
my question is, is it well defined enough between different tribes or should i have a different look bordering different tribes and gates
- maybe use a 4px brush add inner glow

i.e. Image
does this look better for those borders?
any thoughts

edit:: added arrows on border example
Last edited by Danyael on Tue Apr 14, 2009 12:14 am, edited 1 time in total.
User avatar
Corporal 1st Class Danyael
 
Posts: 352
Joined: Fri Jul 04, 2008 4:26 pm
Location: Winnipeg, Manitoba

Next

Return to Recycling Box

Who is online

Users browsing this forum: No registered users