Tribal War - Ancient Israel v16.1 [2013-12-14] pg23 XML&GFX

Maps that may be nearing the end of production. Finalize maps here, while testing.

Moderators: Cartographers, Global Moderators

Forum rules
Please read the Community Guidelines before posting.

Re: Tribal War - Ancient Israel v8.3 [2012-11-21] pg6

Postby x-raider on Wed Nov 21, 2012 7:56 am

  • Manahaim in Gad should be Mahanaim.
  • I suggest the area containing "The Jordan River and Sea of Galilee" should have diagonal stripes to emphasize the impassibility.
    If you don't like that you could just give it the same (or similar) effect as the rivers.
  • Maybe add a danger symbol to each of the dead sea territs.
  • Perhaps change the colour of Reuben. It looks too similar to the special zones (war zones and dead sea).
User avatar
Corporal 1st Class x-raider
 
Posts: 275
Joined: Tue Nov 17, 2009 5:32 am
Location: Lost in the Complexities of the Undiscovered Universe
Medals: 5
Standard Achievement (1) Fog of War Achievement (1) Speed Achievement (1) Ratings Achievement (1) General Achievement (1)

Re: Tribal War - Ancient Israel v8.3 [2012-11-21] pg6

Postby BluU on Wed Nov 21, 2012 12:09 pm

I hope this doesn't sound stupid, But the shade of purple used for Rimmon with the combination of the Ship symbol of Zebulun and a River going out in the west side of that terit, might cause people to mistake this terit as a lake.
Can more earth tone be used for it?
User avatar
Major BluU
 
Posts: 2021
Joined: Tue Jan 23, 2007 10:06 am
Medals: 133
Standard Achievement (4) Doubles Achievement (4) Triples Achievement (4) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (3) Manual Troops Achievement (2) Freestyle Achievement (2) Nuclear Spoils Achievement (3) Fog of War Achievement (4)
Trench Warfare Achievement (3) Speed Achievement (2) Teammate Achievement (3) Random Map Achievement (3) Cross-Map Achievement (4)
Beta Map Achievement (1) Ratings Achievement (4) Tournament Achievement (32) General Achievement (5) Clan Achievement (14)
Tournament Contribution (31)

Re: Tribal War - Ancient Israel v8.3 [2012-11-21] pg6

Postby nolefan5311 on Wed Nov 21, 2012 10:39 pm

A few suggested bonus changes:

Asher needs to be reduced to a +2. You're also going to need to place a starting neutral in one of these territories to prevent a bonus being dropped.

Zebulon -- something doesn't sit right with me that 1 territory can yield a +2 bonus. I also don't like that it is the only way to get into Asher from the Warzone because of the river. So you have the tough decision of either keeping the starting neutral low to allow easy access into Asher but making it too easy to take, or keeping the neutral high to make it harder to take, but then reducing movement into Asher. What do you think?

Issachar is probably too high, but it does border the warzone, so it's not going to be an easy bonus to hold. I am probably fine with it as is, but I will run it by the guru, iancanton, to see what he thinks. Also, you're going to need a starting neutral placed here to keep a bonus from being dropped.

I don't see the Manasseh symbol in the Eastern Warzone.

For Dan, you can probably increase the bonus to a +3, since it does border the Warzone. You will also need a starting neutral placed here.

Benjamin at +3 is way too high. This should be a +1 at most, maybe a +2 if you remove the impassable between Jerusalem and the Warzone. And a starting neutral will need to be placed here.

Simeon should be reduced to a +2.

Gad can probably upped to a +5 as well. Are you opposed to adding another crossing between Jerusalem and Beth-Nimrah, or maybe extending the Dead Sea up to accomodate this?

After you've taken into account all the starting neutrals you'll need, update the starting region count to see where we are and if the golden numbers are going to be good.

Overall this maps looks awesome. The mountains are amazing. The Dead Seas could use a little work (they actually look like they're "higher" than the land territories they border, if that makes sense), and I don't think anything would change if you just made it Dead Sea (1 region instead of 2).

The capital bonus also has me a little worried as well. They will all need to start as neutral to prevent bonus dropping, which takes care of the starting neutral issue for the smaller continents. How strongly do you feel about leaving that bonus in? Are you ok with reducing it somewhat (maybe +2 for 4 or something like that)?
Image
User avatar
Major nolefan5311
 
Posts: 1623
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida
Medals: 108
Standard Achievement (3) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (1) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (2)
Fog of War Achievement (4) Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (2)
Cross-Map Achievement (4) Beta Map Achievement (1) Ratings Achievement (3) Tournament Achievement (29) General Achievement (5)
Clan Achievement (12) Map Contribution (4) Tournament Contribution (12) General Contribution (4)

Re: Tribal War - Ancient Israel v8.3 [2012-11-21] pg6

Postby Seamus76 on Wed Nov 28, 2012 12:41 pm

CURRENT UPDATE INFO - 2012-11-28:
Thanks Nolefan for the great info. I tried to make as many changes as I could.

- Updated bonus numbers according to Nolefan's feedback.
Zebulon -- something doesn't sit right with me that 1 territory can yield a +2 bonus. I also don't like that it is the only way to get into Asher from the Warzone because of the river. So you have the tough decision of either keeping the starting neutral low to allow easy access into Asher but making it too easy to take, or keeping the neutral high to make it harder to take, but then reducing movement into Asher. What do you think?

- Personally I don't think the movement into Asher is really reduced. Players are still only 1 tert away from that region, it's just once they take Rimmon they get a bonus. This makes for a strategy decision of moving more guys into Asher or leaving a large number to protect the bonus. The bonus, as pointed out, can then be attacked by the War Zone, which makes it pretty hard to hold, but so are the Swords and Sling Shots. Which is why Zebulun can not be more than those weapons. I would like to keep it the way it is, unless there is strong opposition or we get into Beta play and there is negative feedback.
- Added a bridge from Jerusalem to Beth-nimrah
Benjamin at +3 is way too high. This should be a +1 at most, maybe a +2 if you remove the impassable between Jerusalem and the Warzone. And a starting neutral will need to be placed here.

- I lowered Benjamin to a +1, but with the addition of the bridge from Jerusalem, it can now be attacked by 4 terts. I think it should prob go up to +2 instead. Thoughts?
- Added the capital Edrei to the Eastern War Zone.
- Adjusted the Capital Bonus from +2 for 3 to +2 for 4
The capital bonus also has me a little worried as well. They will all need to start as neutral to prevent bonus dropping, which takes care of the starting neutral issue for the smaller continents. How strongly do you feel about leaving that bonus in? Are you ok with reducing it somewhat (maybe +2 for 4 or something like that)?

- Are making the capitals starting neutral a must? Personally I think leaving them as possible starting positions brings them into play more. If they all start neutral I don't think anyone would purposefully take them to achieve the bonus, but rather would take them only to move around the map if need be. Instead, would it be better to make it a rather low bonus, something like +1 for 4?
- Updated all borders and glows to fit within my background image.

Need to do:
- Finish adding drop shadows to all icons.
- Finalize colors and post colorblind versions.

CURRENT MAP VERSION:

v9.0 - Large (840x800)
Click image to enlarge.
image
ImageImageImage
User avatar
Captain Seamus76
Media Volunteer
Media Volunteer
 
Posts: 1417
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA
Medals: 97
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (3) Trench Warfare Achievement (1) Teammate Achievement (1)
Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (3)
Tournament Achievement (29) Clan Achievement (28) Map Contribution (1) Tournament Contribution (7) General Contribution (2)

Re: Tribal War - Ancient Israel 9.0 [2012-11-28] pg6

Postby koontz1973 on Wed Nov 28, 2012 1:22 pm

Seamus, found this on the web one day
Image
and though you might like to look at the colours for your map. This is what I took the colours from for Vertex and Austrum so they work for the colour blind people really well.

As for the glows, some seem stronger than others, did you use colours from all over the spectrum or keep the colours within the same cords?
Sergeant 1st Class koontz1973
Cartography Assistant
Cartography Assistant
 
Posts: 7538
Joined: Thu Jan 01, 2009 10:57 am
Medals: 116
Standard Achievement (4) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (4)
Trench Warfare Achievement (1) Teammate Achievement (1) Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2)
Ratings Achievement (4) Tournament Achievement (10) General Achievement (13) Clan Achievement (5) Map Contribution (12)
Tournament Contribution (31) General Contribution (9)

Re: Tribal War - Ancient Israel 9.0 [2012-11-28] pg7

Postby Seamus76 on Wed Nov 28, 2012 4:04 pm

koontz1973 wrote:Seamus, found this on the web one day
Image
and though you might like to look at the colours for your map. This is what I took the colours from for Vertex and Austrum so they work for the colour blind people really well.

As for the glows, some seem stronger than others, did you use colours from all over the spectrum or keep the colours within the same cords?


I tried using some of the same colors from TW-Fla, but I need 11 colors which makes it a little challenging. It's not an area I know much about so I basically just used colors from this site http://www.toledo-bend.com/colorblind/colortable.asp, and played around with them a bit to try to get them to be different under the color blind filters. I don't know what cords are, which might be part of the problem. Any help is greatly appreciated. One color that I will still use for this map is the War Zone Color to keep them consistent across maps.
ImageImageImage
User avatar
Captain Seamus76
Media Volunteer
Media Volunteer
 
Posts: 1417
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA
Medals: 97
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (3) Trench Warfare Achievement (1) Teammate Achievement (1)
Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (3)
Tournament Achievement (29) Clan Achievement (28) Map Contribution (1) Tournament Contribution (7) General Contribution (2)

Re: Tribal War - Ancient Israel 9.0 [2012-11-28] pg7

Postby koontz1973 on Thu Nov 29, 2012 1:03 am

In gimps colour selector, you have a box and a slider. When you found a colour that works, use the slider to change the colour. Gimps colours are 6 digits (x/y cords). This will give you different colours of the same type. Rueben looks really dark whilst Judah is very light. If you are going to keep the war zone colour, use the slider next to the box to change the colour.
Sergeant 1st Class koontz1973
Cartography Assistant
Cartography Assistant
 
Posts: 7538
Joined: Thu Jan 01, 2009 10:57 am
Medals: 116
Standard Achievement (4) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (4)
Trench Warfare Achievement (1) Teammate Achievement (1) Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2)
Ratings Achievement (4) Tournament Achievement (10) General Achievement (13) Clan Achievement (5) Map Contribution (12)
Tournament Contribution (31) General Contribution (9)

Re: Tribal War - Ancient Israel 9.0 [2012-11-28] pg7

Postby Seamus76 on Thu Nov 29, 2012 12:15 pm

Ok, colors I can work on. Does anyone else have any gameplay suggestions? I'm thinking with one or two tweaks to the bonus values the gameplay should pretty much be done. Thoughts?
ImageImageImage
User avatar
Captain Seamus76
Media Volunteer
Media Volunteer
 
Posts: 1417
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA
Medals: 97
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (3) Trench Warfare Achievement (1) Teammate Achievement (1)
Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (3)
Tournament Achievement (29) Clan Achievement (28) Map Contribution (1) Tournament Contribution (7) General Contribution (2)

Re: Tribal War - Ancient Israel v8.3 [2012-11-21] pg6

Postby nolefan5311 on Thu Nov 29, 2012 1:43 pm

Seamus76 wrote:
Zebulon -- something doesn't sit right with me that 1 territory can yield a +2 bonus. I also don't like that it is the only way to get into Asher from the Warzone because of the river. So you have the tough decision of either keeping the starting neutral low to allow easy access into Asher but making it too easy to take, or keeping the neutral high to make it harder to take, but then reducing movement into Asher. What do you think?

- Personally I don't think the movement into Asher is really reduced. Players are still only 1 tert away from that region, it's just once they take Rimmon they get a bonus. This makes for a strategy decision of moving more guys into Asher or leaving a large number to protect the bonus. The bonus, as pointed out, can then be attacked by the War Zone, which makes it pretty hard to hold, but so are the Swords and Sling Shots. Which is why Zebulun can not be more than those weapons. I would like to keep it the way it is, unless there is strong opposition or we get into Beta play and there is negative feedback.


The issue here is that I can place a stack on Rimmon, have the same number of borders to defend as I did holding Asher, and have my bonus doubled from +2 (for Asher) to +4. I think it would be safer to reduce it to a +1, and if Beta testing shows it should be more, than you can increase it at that time. And in addition, it's a capital, so that potential bonus is going to come into play.

Seamus76 wrote:
Benjamin at +3 is way too high. This should be a +1 at most, maybe a +2 if you remove the impassable between Jerusalem and the Warzone. And a starting neutral will need to be placed here.

- I lowered Benjamin to a +1, but with the addition of the bridge from Jerusalem, it can now be attacked by 4 terts. I think it should prob go up to +2 instead. Thoughts?


I still think it should remain a +1. We'll see what ian thinks though.

Seamus76 wrote:- Adjusted the Capital Bonus from +2 for 3 to +2 for 4
The capital bonus also has me a little worried as well. They will all need to start as neutral to prevent bonus dropping, which takes care of the starting neutral issue for the smaller continents. How strongly do you feel about leaving that bonus in? Are you ok with reducing it somewhat (maybe +2 for 4 or something like that)?

- Are making the capitals starting neutral a must? Personally I think leaving them as possible starting positions brings them into play more. If they all start neutral I don't think anyone would purposefully take them to achieve the bonus, but rather would take them only to move around the map if need be. Instead, would it be better to make it a rather low bonus, something like +1 for 4?


This is a good solution, but you will have to figure it out so that the likelihood of dropping a bonus is less than 2.5%. I suggest that all capitals that are in continents which need a starting neutral placed there anyway to prevent the continent bonus being dropped (Asher, Rimmon, Bethshan, Beth Shemesh, Gibeon) start off as neutral 3's, and all other capitals start as neutrals 2's.

Once you've determined the above, please post an image in the first post with all starting neutrals so we can determine the amount of territories distributed at the drop.
Image
User avatar
Major nolefan5311
 
Posts: 1623
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida
Medals: 108
Standard Achievement (3) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (1) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (2)
Fog of War Achievement (4) Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (2)
Cross-Map Achievement (4) Beta Map Achievement (1) Ratings Achievement (3) Tournament Achievement (29) General Achievement (5)
Clan Achievement (12) Map Contribution (4) Tournament Contribution (12) General Contribution (4)

Re: Tribal War - Ancient Israel v8.3 [2012-11-21] pg6

Postby Seamus76 on Thu Nov 29, 2012 11:41 pm

nolefan5311 wrote:
Seamus76 wrote:
Zebulon -- something doesn't sit right with me that 1 territory can yield a +2 bonus. I also don't like that it is the only way to get into Asher from the Warzone because of the river. So you have the tough decision of either keeping the starting neutral low to allow easy access into Asher but making it too easy to take, or keeping the neutral high to make it harder to take, but then reducing movement into Asher. What do you think?

- Personally I don't think the movement into Asher is really reduced. Players are still only 1 tert away from that region, it's just once they take Rimmon they get a bonus. This makes for a strategy decision of moving more guys into Asher or leaving a large number to protect the bonus. The bonus, as pointed out, can then be attacked by the War Zone, which makes it pretty hard to hold, but so are the Swords and Sling Shots. Which is why Zebulun can not be more than those weapons. I would like to keep it the way it is, unless there is strong opposition or we get into Beta play and there is negative feedback.


The issue here is that I can place a stack on Rimmon, have the same number of borders to defend as I did holding Asher, and have my bonus doubled from +2 (for Asher) to +4. I think it would be safer to reduce it to a +1, and if Beta testing shows it should be more, than you can increase it at that time. And in addition, it's a capital, so that potential bonus is going to come into play.

Ok, I think I can live with it being +1, since it is a little different than Muccosukee in TW-Fla, which was originally only attacked by 2 terts but I changed to 3 during beta. I wouldn't ever want to add a bridge from the war zone into Asher, which would defeat the purpose of the river altogether.

nolefan5311 wrote:
Seamus76 wrote:
Benjamin at +3 is way too high. This should be a +1 at most, maybe a +2 if you remove the impassable between Jerusalem and the Warzone. And a starting neutral will need to be placed here.

- I lowered Benjamin to a +1, but with the addition of the bridge from Jerusalem, it can now be attacked by 4 terts. I think it should prob go up to +2 instead. Thoughts?


I still think it should remain a +1. We'll see what ian thinks though.

Sounds good. My vote is +2, but hopefully we'll hear back soon.
nolefan5311 wrote:
Seamus76 wrote:- Adjusted the Capital Bonus from +2 for 3 to +2 for 4
The capital bonus also has me a little worried as well. They will all need to start as neutral to prevent bonus dropping, which takes care of the starting neutral issue for the smaller continents. How strongly do you feel about leaving that bonus in? Are you ok with reducing it somewhat (maybe +2 for 4 or something like that)?

- Are making the capitals starting neutral a must? Personally I think leaving them as possible starting positions brings them into play more. If they all start neutral I don't think anyone would purposefully take them to achieve the bonus, but rather would take them only to move around the map if need be. Instead, would it be better to make it a rather low bonus, something like +1 for 4?


This is a good solution, but you will have to figure it out so that the likelihood of dropping a bonus is less than 2.5%. I suggest that all capitals that are in continents which need a starting neutral placed there anyway to prevent the continent bonus being dropped (Asher, Rimmon, Bethshan, Beth Shemesh, Gibeon) start off as neutral 3's, and all other capitals start as neutrals 2's.

Once you've determined the above, please post an image in the first post with all starting neutrals so we can determine the amount of territories distributed at the drop.

So you're still saying that all of them should be neutral, which I would like to avoid somehow. Even if only three of them were in the pot for distribution that might mean one player would get 1 or 2 and try for the bonus. I still think even if 8 of the 13 were neutral 2 players wouldn't be inclined to go for them. There are plenty of maps where larger bonuses are dropped and games are lost in the first round (England for example, or Pearl Harbor, [which I know is supposed to be part of the theme, etc.]). Also, how is the 2.5% calculated so I can play around with the numbers to possibly come up with a solution? Thanks for the feedback.
ImageImageImage
User avatar
Captain Seamus76
Media Volunteer
Media Volunteer
 
Posts: 1417
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA
Medals: 97
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (3) Trench Warfare Achievement (1) Teammate Achievement (1)
Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (3)
Tournament Achievement (29) Clan Achievement (28) Map Contribution (1) Tournament Contribution (7) General Contribution (2)

Re: Tribal War - Ancient Israel 9.0 [2012-11-28] pg7

Postby Seamus76 on Fri Nov 30, 2012 12:22 pm

CURRENT UPDATE INFO - 2012-11-30:
- This version includes the added starting neutrals, which if the other capitals are left open would total 15 neutrals. There are 84 total terts, so 69 would be avail starting points, which fits in with the magic numbers. If someone could recount for me just to be sure that would be great.
- Updated bonus numbers according to Nolefan's feedback. We'll wait for Ian to let us know some final info when possible.
- Toned down all of the region borders.
- Toned down the glow from Reuben and Gad, as well as Issachar (which I used the color from Judah but adjusted it to be different, but the same).
- Went through and fixed any tert borders that had overlapped, etc.

CURRENT MAP VERSION:
v9.1 - Large (840x800)
Click image to enlarge.
image
ImageImageImage
User avatar
Captain Seamus76
Media Volunteer
Media Volunteer
 
Posts: 1417
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA
Medals: 97
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (3) Trench Warfare Achievement (1) Teammate Achievement (1)
Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (3)
Tournament Achievement (29) Clan Achievement (28) Map Contribution (1) Tournament Contribution (7) General Contribution (2)

Re: Tribal War - Ancient Israel 9.1 [2012-11-30] pg7

Postby nolefan5311 on Fri Nov 30, 2012 1:51 pm

I'm not sure this has been answered yet, but I was curious if there is a reason you have 2 Dead Sea territories that border each other and serve pretty much the same function?
Image
User avatar
Major nolefan5311
 
Posts: 1623
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida
Medals: 108
Standard Achievement (3) Doubles Achievement (4) Triples Achievement (3) Quadruples Achievement (3) Terminator Achievement (2)
Assassin Achievement (1) Manual Troops Achievement (2) Freestyle Achievement (2) Polymorphic Achievement (1) Nuclear Spoils Achievement (2)
Fog of War Achievement (4) Trench Warfare Achievement (2) Speed Achievement (1) Teammate Achievement (2) Random Map Achievement (2)
Cross-Map Achievement (4) Beta Map Achievement (1) Ratings Achievement (3) Tournament Achievement (29) General Achievement (5)
Clan Achievement (12) Map Contribution (4) Tournament Contribution (12) General Contribution (4)

Re: Tribal War - Ancient Israel 9.1 [2012-11-30] pg7

Postby Seamus76 on Fri Nov 30, 2012 4:00 pm

nolefan5311 wrote:I'm not sure this has been answered yet, but I was curious if there is a reason you have 2 Dead Sea territories that border each other and serve pretty much the same function?

Two reasons really. One, which is the underlying theme of God's prophecy, and choice and sacrifice. I wanted to create situations for players to have to make a choice of going the short way and losing some troops, or fighting it out the long way. Two, and more importantly I didn't want someone who has Tzoar to be able to just take one Dead Sea tert and be able to go all the way up to Gath. I thought about making it one tert with a large neutral like +5 or something, but I like two smaller terts which allow players to cross into Dibon without being exposed and seen by so many other terts.
ImageImageImage
User avatar
Captain Seamus76
Media Volunteer
Media Volunteer
 
Posts: 1417
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA
Medals: 97
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (3) Trench Warfare Achievement (1) Teammate Achievement (1)
Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (3)
Tournament Achievement (29) Clan Achievement (28) Map Contribution (1) Tournament Contribution (7) General Contribution (2)

Re: Tribal War - Ancient Israel 9.1 [2012-11-30] pg7

Postby Seamus76 on Sat Dec 01, 2012 12:18 am

If any of the graphics mods can take a quick look and let me know what to work on that would be great. I'll have some time this weekend and want to get this one on the way up. Also to that point, let's finalize any current gameplay issues as soon as we can, I don't think there are many at all so let's knock them out.
ImageImageImage
User avatar
Captain Seamus76
Media Volunteer
Media Volunteer
 
Posts: 1417
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA
Medals: 97
Standard Achievement (3) Doubles Achievement (3) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (1)
Manual Troops Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (3) Trench Warfare Achievement (1) Teammate Achievement (1)
Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2) Battle Royale Achievement (1) Ratings Achievement (3)
Tournament Achievement (29) Clan Achievement (28) Map Contribution (1) Tournament Contribution (7) General Contribution (2)

Re: Tribal War - Ancient Israel 9.1 [2012-11-30] pg7

Postby koontz1973 on Sat Dec 01, 2012 2:24 am

Rivers
Mountains need shadows
Bridges look very blurred
Some of the glows do not reach the borders

Why are you asking, you must know these things already. ;)
Sergeant 1st Class koontz1973
Cartography Assistant
Cartography Assistant
 
Posts: 7538
Joined: Thu Jan 01, 2009 10:57 am
Medals: 116
Standard Achievement (4) Doubles Achievement (2) Triples Achievement (2) Quadruples Achievement (2) Terminator Achievement (2)
Assassin Achievement (2) Manual Troops Achievement (2) Freestyle Achievement (1) Nuclear Spoils Achievement (2) Fog of War Achievement (4)
Trench Warfare Achievement (1) Teammate Achievement (1) Random Map Achievement (2) Cross-Map Achievement (3) Beta Map Achievement (2)
Ratings Achievement (4) Tournament Achievement (10) General Achievement (13) Clan Achievement (5) Map Contribution (12)
Tournament Contribution (31) General Contribution (9)

PreviousNext

Return to Beta Maps

Who is online

Users browsing this forum: iancanton and 1 guest

Login