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Re: The King's Court

PostPosted: Wed Jun 09, 2010 4:49 pm
by porkenbeans
I like this idea Kab.
But, I am going to offer an observation-
Clandomonium is turning out to be a pretty decient map. When it is finally up and running, I think that it will end up being among CC's most popular and classic maps. Especially with the clan members. ...Lot of promise going on.

It has a unique style all to it's own. I am talking about graphics here. Please consider the fact that if you use the same style on this map, you will be taking away that uniqueness from Clandomonium.

I suggest fiddling around with the textures, and colors, try to separate it from clando. graphically.

Which ever way you decide to go, I look forward to seeing this idea develop. ;)

Re: The King's Court

PostPosted: Wed Jun 09, 2010 4:55 pm
by natty dread
Pork has a point... I'm a bit conflicted though, I love the style of this map - the slightly "plastic" look really creates a good impression of a hex-based board game, with the archers looking like pieces on the board...

Re: The King's Court

PostPosted: Wed Jun 09, 2010 5:19 pm
by porkenbeans
natty_dread wrote:Pork has a point... I'm a bit conflicted though, I love the style of this map - the slightly "plastic" look really creates a good impression of a hex-based board game, with the archers looking like pieces on the board...
They would look more like pieces on a board, if they were brought out to 3-D.

You can still keep the plastic effect, just change the pattern and color. That is probably all it will take to, "NOT" steal the uniqueness from Clando. :D

Kab looks to be using a pattern verses a texture. That is why you are seeing that "plastic" effect. Whereas, texture would bring out bevels within the texture. There are endless patterns and colors to choose from.

Re: The King's Court

PostPosted: Wed Jun 09, 2010 6:19 pm
by Kabanellas
here's an update with some medieval art added. I really like the bevel here and I can't dissociate it from this map. I could eventually change the grass texture (that's the only thing I brought from Clandemonium).

Click image to enlarge.
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Re: The King's Court

PostPosted: Wed Jun 09, 2010 7:28 pm
by porkenbeans
Kabanellas wrote:here's an update with some medieval art added. I really like the bevel here and I can't dissociate it from this map. I could eventually change the grass texture (that's the only thing I brought from Clandemonium).

Click image to enlarge.
image
No Kab. you are not following me. I will try to explain again.

I was NOT talking about the bevel that you have now. I was talking about how you are NOT using a "texture" added to your bevel, because that would make the texture have a sandpaper effect, with the bevel, actually going into the patterned "texture".

Your flatness is produced with a "pattern". This allows you to keep the image flat. (w/out bumps). This is the "plastic" effect that natty is talking about. I am NOT advocating that you change that.

But you do NOT need to have the same pattern and color, that you do on Clando. You can keep the "plastic" (flat), look with a different pattern, and/or colors. Just make it so that it is not exactly like Clando. Even just a subtle change in the size and color of the pattern that you have, will make some progress, with separating the two maps a bit. Play around with it. See what you can come up with.

Also, if you are indeed going for the feel and depiction of a game board, with game pieces on top of it, then I would make the pieces, look like they are on top of the board. If you make them 3-D, then it will aid in the illusion.

Re: The King's Court

PostPosted: Wed Jun 09, 2010 11:36 pm
by theBastard
Kabanellas wrote:
theBastard wrote:very interesting idea to do feudal table game :)

just one notice/question: why some castles have one village not bordering with its castle and other castles yes?


I've explained it in the first post :)

Kabanellas wrote:Every Castle cluster will have a Catapult maker, an Archer training ground, a vassal Knight, and 2 villages (the more favoured positions/castles on map will have the second village slightly dispersed by 1 hexagon)


ou, I see. this sounds logical.

Re: The King's Court

PostPosted: Thu Jun 10, 2010 8:33 am
by Kabanellas
I've tested a lot of different textures and these were the ones that I could filter:

A
Click image to enlarge.
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B
Click image to enlarge.
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C
Click image to enlarge.
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(i didn't bother much about matching the other green, I'll do it later)

Re: The King's Court

PostPosted: Thu Jun 10, 2010 8:44 am
by natty dread
I like the 3rd one. C.

Re: The King's Court

PostPosted: Thu Jun 10, 2010 9:00 am
by grifftron
I like the look on the 2nd one B

-griff

Re: The King's Court

PostPosted: Thu Jun 10, 2010 9:01 am
by Industrial Helix
From a mod point of view... I expect you're planning on design briefing this soon. The only thing we need from you is a sort of preliminary small version of the map and the design brief. Since you're only doing graphics on Clandamonium and have one other map in the works, I think we can move this map to the gameplay workshop when you've met the above requirements.

From another mapmaker's point of view... I really like the pyramid look to the legend and hope you continue to play with it. If it's taking up too much room, then perhaps there's another way to put it together?

I also want to reiterate my suggestion for a queen. The more I think about it, the more it seems like it would fit in very well. She could attack the family members, and have her manipulative fingers in everything. I think the idea has the potential to make the gameplay more interesting.

Re: The King's Court

PostPosted: Thu Jun 10, 2010 9:10 am
by grifftron
Yeah i agree, adding a queen would add another style of flavor to the map, but it is great just how it is and really does point focus onto the "King" and his power to hit all castles. I keep checking this map out, would really like to try it out already.

-griff

Re: The King's Court

PostPosted: Thu Jun 10, 2010 1:14 pm
by AndyDufresne
I like the look and idea of this map...I'll be back to comment on it later.


--Andy

Re: The King's Court

PostPosted: Thu Jun 10, 2010 3:44 pm
by Kabanellas
Actually I had a Queen initially, Helix :)
Image
I gave up on her along the way - mainly because I wanted to be very objective concerning the King's court, making very clear that the King would be the main protagonist.

Re: The King's Court

PostPosted: Thu Jun 10, 2010 4:00 pm
by Kabanellas
Latest version

Click image to enlarge.
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I've been playing around with a pyramid version Helix.... but not quite sure about it :-s . I think I'd still go for the initial lay out. What do you think?

Click image to enlarge.
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Re: The King's Court

PostPosted: Thu Jun 10, 2010 10:14 pm
by Industrial Helix
I like the latest version for the court. It makes it visually clear who's on top and the various levels of power. I say keep it.

I want to play this thing already... when are you gonna brief it?

Re: The King's Court

PostPosted: Fri Jun 11, 2010 1:22 am
by FlyingSquirrel
I'm not particularly fond of the little vein things (roads?) connecting villages etc. Are they necessary? If so, is there another way they could be done?

Re: The King's Court

PostPosted: Fri Jun 11, 2010 2:50 am
by Kabanellas
Industrial Helix wrote:I like the latest version for the court. It makes it visually clear who's on top and the various levels of power. I say keep it.

I want to play this thing already... when are you gonna brief it?


ok Helix, I'll keep the pyramid version :) . I'll be briefing it and posting the small map today (I hope)

Re: The King's Court

PostPosted: Fri Jun 11, 2010 9:07 am
by Kabanellas
Briefing posted, small map ready

Click image to enlarge.
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Re: The King's Court

PostPosted: Sat Jun 12, 2010 8:04 am
by Kabanellas
some updates - Version 12

Click image to enlarge.
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Click image to enlarge.
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I've made a version of the small map with a more readable (but less appealing) font , in case you guys find the small map hard to read

Click image to enlarge.
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Re: The King's Court

PostPosted: Sat Jun 12, 2010 9:53 am
by Industrial Helix
Regarding the small map, where will the numbers go on the territories with catapults and knights? Cause it looks a bit tight.

And I just noticed the roads... are those just for decoration or did I miss something in the legend.

Re: The King's Court

PostPosted: Sat Jun 12, 2010 10:08 am
by natty dread
How are you going to name the currently empty hexes?

Re: The King's Court

PostPosted: Sat Jun 12, 2010 10:19 am
by Industrial Helix
I thought the left side was indicative of how the rest of the map would be named.

Re: The King's Court

PostPosted: Sat Jun 12, 2010 10:46 am
by natty dread
Ah, that's right... I was looking at the small map, lol.

Still... isn't there a better way to name them than simply n1-n**..?

Re: The King's Court

PostPosted: Sat Jun 12, 2010 11:51 am
by Kabanellas
natty_dread wrote:Still... isn't there a better way to name them than simply n1-n**..?


couldn't thought of any :)

Re: The King's Court

PostPosted: Sat Jun 12, 2010 11:53 am
by Kabanellas
what about the 2 versions of the small map I've posted, should we keep the font equal to the large map or replace it for that second version?.....

about the army numbers, I've posted previously an example:

Click image to enlarge.
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...and no Helix, the roads are just a graphical thing....