Conquer Club

Tribal War - Ancient Israel v16.1 [2014-05-22] pg23 Quenched

Care to peruse completed maps? Take a stroll through the Atlas.

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: Tribal War - Ancient Israel v4.0 [2012-11-08] pg4

Postby Seamus76 on Thu Nov 08, 2012 1:45 pm

CURRENT UPDATE INFO-2012-11-08:
- Adjusted the color on the ocean, the Jordan River and Sea of Galilee, but still need to play around with those last two to get the colors looking right.
- Updated the Dead Sea area again to be a different color vs the rest of the rivers, and added an inner border. Let me know if you like the color.
- Added some mountains around Jericho to cut it off from the war zone.

Please look at:
- Masada and Jerusalem in Judah. Let me know if you think that text is easier to read vs the last version. Since the font includes capital letters and lower case it's a pretty big pain in the ass to make that text happen. Basically I need to make two text layers, one with the first letter capitalized in a larger font, then the second with the rest of the text in capitals but in a smaller font. I then need to adjust the two to be in line, then merge and create my new outer glow. That will need to be done 83 times, plus other text, so it will take a while to complete. Let know some thoughts while I keep working on them.

CURRENT MAP VERSION:

v4.1 - Large (840x800)
Click image to enlarge.
image
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby koontz1973 on Thu Nov 08, 2012 1:58 pm

You are going to hate me but I like the new text. :twisted: But before you do all the others, text it on the small map mock up you did to see if it still looks good. ;) But do not merge the files. :D

If you turn all layers of apart from the text ones, copy visible and paste that onto a new layer. Then all of your text is done for glows. You can then also do all of the first letters at the bottom and copy and paste them to all names that need it. This will save you loads of time.
Do this for territ names, and legend texts separately so you can play around with them independently.

Dead sea, reverse the glow so it becomes lighter at the edges. Turn the layer onto dodge I think but if you go through them you will see some turn black into white.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby Seamus76 on Thu Nov 08, 2012 2:07 pm

Yeah, I know the text looks better. I'll test it on the small, but I might be able to keep the second part of the names the same size and just make the first letter a little smaller. We'll see.

Thanks Koontz.
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby dakky21 on Thu Nov 08, 2012 2:10 pm

Yeah, much better now.
Though, you could just make all territory names in CAPITALS, without the first letter being BIG :) It would still look cool!
Captain dakky21
 
Posts: 2339
Joined: Mon Feb 11, 2008 3:27 am
Location: Rijeka, Croatia

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby Seamus76 on Thu Nov 08, 2012 2:14 pm

by dakky21 » Thu Nov 08, 2012 3:10 pm
Yeah, much better now.
Though, you could just make all territory names in CAPITALS, without the first letter being BIG :) It would still look cool!


Yeah I actually tried that first but it didn't look as good. Would have been much easier that's for sure. :lol:
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby DoomYoshi on Thu Nov 08, 2012 10:27 pm

I think the lower dead sea should be low neutrals (3-5 range) and the upper should be more (7-15 range).

The war zones seem far more barren than the other map. Is this intentional?
░▒▒▓▓▓▒▒░
User avatar
Captain DoomYoshi
 
Posts: 10715
Joined: Tue Nov 16, 2010 9:30 pm
Location: Niu York, Ukraine

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby Seamus76 on Thu Nov 08, 2012 10:41 pm

Here is the small version with the updated text. I only changed a handful, and included the 88 to show how it would all fit. I tried to pick a couple that were longer names to make sure they would work. Everything else should fit as well, with a little work on some of the territory borders, etc. What are the thoughts? I think it will also look better with the letters spaced out by 1, and the font size reduced by 1 as well.

Edit: Trying to space it by 1 and reducing the font doesn't really work, it's actually too big.

Click image to enlarge.
image
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby koontz1973 on Thu Nov 08, 2012 11:23 pm

I think you are onto a winner with that text Seamus.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby tkr4lf on Fri Nov 09, 2012 12:16 am

Definitely like the new text better. It's much easier to read than the old.
User avatar
Major tkr4lf
 
Posts: 1976
Joined: Thu Nov 06, 2008 11:35 am
Location: St. Louis

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby nolefan5311 on Fri Nov 09, 2012 9:26 am

tkr4lf wrote:Definitely like the new text better. It's much easier to read than the old.


Agreed. But honestly, this still isn't particularly easy to read.
User avatar
Captain nolefan5311
 
Posts: 1768
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby koontz1973 on Sat Nov 10, 2012 12:06 pm

Image

Here you go Seamus. Good luck in the main foundry.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby Seamus76 on Sat Nov 10, 2012 12:16 pm

koontz1973 wrote:Image

Here you go Seamus. Good luck in the main foundry.


Thanks so much. I should have all of the text updated in the next day or two.
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v4.1 [2012-11-08] pg4

Postby Seamus76 on Sun Nov 11, 2012 12:47 am

CURRENT UPDATE INFO-2012-11-011:
- Updated the territories to the all capital letter look.
- Threw in a couple more mountains to fill in some spots.

Thoughts on:
- Bonus values.
- Adding more warriors to the War Zones. This would entail placing them over the "War Zone" text, which I avoided on Tribal War - Florida, and have so far done the same on this one.

CURRENT MAP VERSION:

v4.2 - Large (840x800)
Click image to enlarge.
image
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v4.2 [2012-11-11] pg5

Postby koontz1973 on Sun Nov 11, 2012 1:15 am

Seamus, text looks good to me on the map. What about the legend?
No more warriors in th war zone for sure.
Dead sea, I still think this needs only one territ but if you do keep the two, I suggest a slight change to the layout of the map.
Move Dibbon border south to the point of the dead sea just above the sea in cross (text).
Move the border of the dea up so Dead Sea 2 can attack dibbon.
Remove the bridge between Dibbon and Mt Nebo.
Remove a few mountains between Mt Nebo and Heshbon (not needed).

This would give dead sea two some relevance as it does not give any benefit to the game now.

Dead sea text (resets to neutral if held.)
For he war zones, try to give some cover to the bordering bonus regions by placing an impassable next to them. Naarath, continue the mountains up so that territ cannot be attacked.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Tribal War - Ancient Israel v4.2 [2012-11-11] pg5

Postby Seamus76 on Sun Nov 11, 2012 12:40 pm

CURRENT UPDATE INFO-2012-11-011:
- Updated Reuben to see what it would look like based on Koontz thoughts. I think it works pretty well.
- Added more mountains to Naarath.

Need to do:
- Fix borders, some are black others a dark grey.
- Finish adding drop shadows to all icons.

Thoughts on:
- Bonus values.
- Should Hebron be the tert to attack both Dead Sea 1 and 2 or leave it how it is now.

CURRENT MAP VERSION:
v5.0 - Large (840x800)
Click image to enlarge.
image
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v5.0 [2012-11-11] pg5

Postby koontz1973 on Sun Nov 11, 2012 12:50 pm

Call me biased Seamus, but I do think that makes Dead Sea 2 a lot more relevant. I don't think you need the swords in the sea. I take it it is a two way border?

How do the bonuses stack up compared to the finished Tribal war map?
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Tribal War - Ancient Israel v5.0 [2012-11-11] pg5

Postby Seamus76 on Sun Nov 11, 2012 1:46 pm

koontz1973 wrote:Call me biased Seamus, but I do think that makes Dead Sea 2 a lot more relevant. I don't think you need the swords in the sea. I take it it is a two way border?

How do the bonuses stack up compared to the finished Tribal war map?

I like it better too. Is it better to keep the bridge out of Reuben, or move it to Dibon and Heshbon?

That dead sea is a two way border. I like the swords to make sure there is no confusion to players, but it's also reminiscent of the Florida maps fort and conquistador area.

I really didn't do much calculating for the bonuses. I know rimmon should probably go up to +2, but other than that I was just ballparking them.
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v5.0 [2012-11-11] pg5

Postby koontz1973 on Sun Nov 11, 2012 1:52 pm

Seamus76 wrote:That dead sea is a two way border. I like the swords to make sure there is no confusion to players, but it's also reminiscent of the Florida maps fort and conquistador area.

I really didn't do much calculating for the bonuses. I know rimmon should probably go up to +2, but other than that I was just ballparking them.


Keep the swords then.

I only say look at Florida as that is the only other map we have with such territs (war zones). That should give you an idea if what you ball parked is correct. To me Reuben seems too high. It does have a lot of territs and can be attacked by a lot, but it has no war zone next to it. So that could be moved down a tad, to say a +2. Same for Nepthali. Zubulon can go +2 because it has the war zone or even a +2 auto deploy. But that is a guess.
Image
User avatar
Lieutenant koontz1973
 
Posts: 6960
Joined: Thu Jan 01, 2009 10:57 am

Re: Tribal War - Ancient Israel v5.0 [2012-11-11] pg5

Postby generalhead on Mon Nov 12, 2012 8:26 am

It might look better if your +1 auto deployed was centered with the text above and move Capitals +2 for every three to the right a hare (I know this is petty stuff, but I thought it might help). I don't know if you were trying to get the maps to have the same feel. If you flip between the two (have them open on two different pages and flip back and forth) This map has a lot brighter glow to it than Tribal war-Florida. If this is a series It would be nice to have them as close as possible to the same. The only other thing I see right now is you have a dream catcher in you Tribal war-Florida map and don't have anything like that here. I don't know if you can do something like that with the star of David (not that you have any room). Looking good my friend, can't wait to try this in Beta.
Sergeant generalhead
 
Posts: 806
Joined: Mon Apr 26, 2010 10:09 pm

Re: Tribal War - Ancient Israel v5.0 [2012-11-11] pg5

Postby Seamus76 on Tue Nov 13, 2012 11:20 am

CURRENT UPDATE INFO - 2012-11-013:
- Went through and redid all of the region borders.
- Touched up all of the mountains, which I will still be working on.
- Added one more tert to the Western War Zone.
- Redid the text in all caps.
- Added drop shadow to the tribe symbols in the legend.
- Updated a couple of the bonus values, which I think look pretty good, but want some other thoughts.

Need to do:
- Finish adding drop shadows to all icons.

Thoughts on:
- Bonus values.
- Should Hebron be the tert to attack both Dead Sea 1 and 2 or leave it how it is now.
- Should a bridge be added from Dibon to Heshbon, since there used to be a bridge from Dibon to Mt Nebo.
- My colors kind of suck for the color blind test, but each territory has an identifying symbol, will that be enough to keep me from having to change the colors? Someone with color deficiency should be able to easily determine which region is which based on those symbols.

CURRENT MAP VERSION:

v5.1 - Large (840x800)
Click image to enlarge.
image
ImageImageImage
User avatar
Sergeant 1st Class Seamus76
 
Posts: 1574
Joined: Fri Feb 25, 2011 5:41 pm
Location: Atlanta, GA

Re: Tribal War - Ancient Israel v5.1 [2012-11-13] pg5

Postby nolefan5311 on Tue Nov 13, 2012 1:03 pm

There is not a chief bonus, like in Florida, right? Just straight geographic continents? If so, you may be better off doing a mini map. I am color blind, and the only way I can tell the bonuses are by the symbols you have. The symbols are really cool, and it's consistent with Tribal War Florida, but for clarity sake it may be better to do a mini map.
User avatar
Captain nolefan5311
 
Posts: 1768
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida

Re: Tribal War - Ancient Israel v5.1 [2012-11-13] pg5

Postby BluU on Tue Nov 13, 2012 1:21 pm

Great progress since I last visited the thread
Great Job

Some suggestions:

Map accuracy suggestions:
Jerusalem is located Geographically on the tribe of Benjamin.
It wasn’t the capital of the tribe of Judah, Hebron was (which is a city of refuge, so we have duality here)
Jerusalem was the nation capital of David and Salomon
However after Solomon death when Israel split into two kingdoms, Israel and Judah. Jerusalem became the capital of the kingdom of Judah, which included some of the area that was Originally on the tribe of Benjamin.

Some suggestion for terit name and alignment change:
Mt Tabor -> Hamat
Naarath -> Bethel
Jordan -> Beth Shan
Tabor -> Jezreel
Baalath - Altaka
Gath -> Jerusalem
Hadesha –> Gat
Libnah -> Hebron
Jerusalem + Masada -> Kumeran (Sorry can’t find two cities in that area and even Kumeran is a much much later settlement.
Hebron -> En Gedi
En Gedi + Kerioth. -> Switch to east west alignment. Mesada will be on dead Sea + Arad will border Simeon
(Anyway, massada is due south from En Gedi)
Kinah -> Tzoar
Change Ziklag and Beer Sheba alignment to north and south where Ziklag is north of Beer Sheba
Change the alignemnet between Dibon and Aroer so the border will run from NE to SW. And let Dibon border Bezer.
I couldn’t validate some of the other terists, will be glad if you can send me the source you used.
The above will shift some capitals. I hope it doesn’t hurt your gameplay.

Game Play comments
Out of 16 Judah terits, Only Hadesha is not bordering a NON-Judah terit (My suggestions above, if accepted will lower that number). so 6 is a way too low bonus.
Zebulun has only one terit and yields bonus of 2. If it doesn’t start neutral that is a huge advantage.
Benjamin Bonus seems too high to me

Graphic comments.
Can you please add where the armies will be displayed in the terits.
Please add to how many naturals dead Sea resets too. (Kinda related to my comment above as it removes 2 terits from the border list)
Major BluU
 
Posts: 2046
Joined: Tue Jan 23, 2007 10:06 am

Re: Tribal War - Ancient Israel v5.1 [2012-11-13] pg5

Postby silversun6 on Tue Nov 13, 2012 1:51 pm

Hey all , somehow my comment was deleted..
anyhow , again , im new to this , so feel free to ignore it altogether :)

1- War zones , you might want to write the "eastern and western war zones" in the background with bigger writings , this way you will have more space to write the cities names.
2- im not sure i understand the bonuses with the cities , first row - is it just the schechem and golan with auto deploy?
second row sw and ss , the +2 is also auto deploy or bonus for each of the 4 territories ?
and the last row - the capitals are only from the tribe capital list? if yes maybe its better to write it inside the top box , when the capitals are listed.

3- much more radical , and probably not possible, but anyhow - maybe you should consider adding some bombarding points on the map?


anyway , great work
Silver (from the Holy Land :D)
User avatar
Colonel silversun6
 
Posts: 799
Joined: Mon Jul 07, 2008 12:41 am

Re: Tribal War - Ancient Israel v5.1 [2012-11-13] pg5

Postby nolefan5311 on Tue Nov 13, 2012 2:26 pm

And just for the record, I will post suggested bonus values after a little more time studying, but BluU seems to be on the right path for most of his suggestions.
User avatar
Captain nolefan5311
 
Posts: 1768
Joined: Mon Nov 22, 2010 11:51 am
Location: Florida

Re: Tribal War - Ancient Israel v5.1 [2012-11-13] pg5

Postby DoomYoshi on Tue Nov 13, 2012 4:29 pm

The new dead sea layout is better. Were there any bridges across the Jordan river? The map would infinitely open up if the two War Zones were only 1-2 territories removed from each other instead of the current 4.
░▒▒▓▓▓▒▒░
User avatar
Captain DoomYoshi
 
Posts: 10715
Joined: Tue Nov 16, 2010 9:30 pm
Location: Niu York, Ukraine

PreviousNext

Return to The Atlas

Who is online

Users browsing this forum: No registered users