Conquer Club

[Abandoned] - Treasure Map

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

Moderator: Cartographers

Forum rules
Please read the Community Guidelines before posting.

Re: [Adv] Treasure Map v21 pgs.1&25 [almost there]

Postby LED ZEPPELINER on Thu Mar 12, 2009 2:13 pm

Joodoo wrote:Would it be possible for the pirates to bombard any territories on any island? Also, since the treasure borders only one territory, wouldn't it be a bit too easy for someone to achieve an objective win?

yes, the boats could bombard grendelia shouthern coastal territories, and x borders one territiry, and people have to go through 20 neutrals to get to X

I will add some bombardments
sailorseal wrote:My big boy banana was out the whole time :D
AndyDufresne wrote:
AndyDufresne wrote:Many Happy Bananas to everyone, lets party...with Bananas.
--Andy
Forever linked at the hip's-banana! (That sounds strange, don't quote me.)
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Adv] Treasure Map v21 pgs.1&25 [almost there]

Postby LED ZEPPELINER on Thu Mar 12, 2009 2:43 pm

Premier2k wrote:This just gets better and better everytime I look at it. A couple of things though;

Firstly, There seems to be an overkill on attack routes and they seem to be muddled up.

    What is the reasoning behind having a route from Far East to N.Bound and then back up to Middle World. Wouldn't it be better to go straight to Middle World?
    I wanted there to be a connection from every continent to X, to keep it fair
    Some of the attack routes going between ships criss-cross. I hate this, it looks messy.
I don't know how to fix this other than having one connection go extreamely out of the way

Secondly, What about not grouping all the boats together? Why not move Treasure island down and anti-clockwise roughly 20 degrees and then moving a couple of the boats to the north of the island?
This would make more longer attack lines, and make the map even more confusing

Thirdly, I love the colours of the islands. Very nice indeed!
Thank you

Keep it going!
I'll try

Premier2k
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby LED ZEPPELINER on Fri Mar 13, 2009 7:03 am

is everybody happy with this one?

v21.3
Click image to enlarge.
image

[list]1. moved boats
2. moved connections
3. added bombardments in the riddle
4. changed the compass look
5. changed the boats (a little)
DRAFT?
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby aequitas08 on Fri Mar 13, 2009 10:20 am

this map is much improved since last i saw it.

Questions:
Does Black Dog only go to S. Grendelia or can it attack Creeker and vice versa?
Does West North only go to Grand Peninsula or can it attack Old Port and vice versa?
these attack routs should be made more clear perhaps arrows to designate direction.

Other:
The far east shore seems cramped while there is too much open space around the island of Grendelia. Obviously geographic perfection is not needed so you should try moving the mainland closer to the treasure island to make the playable area more obvious.

Great work and i hope to see this in the foundry soon.
-aequitas08
Sergeant aequitas08
 
Posts: 28
Joined: Tue Jan 20, 2009 1:41 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby porkenbeans on Fri Mar 13, 2009 12:07 pm

I like the paper that it is written on. Was that cut and paste like the rest ?
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby LED ZEPPELINER on Fri Mar 13, 2009 10:05 pm

porkenbeans wrote:I like the paper that it is written on. Was that cut and paste like the rest ?

it was, but i burnt it, and made the curl and the burn holes
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby LED ZEPPELINER on Fri Mar 13, 2009 10:07 pm

aequitas08 wrote:this map is much improved since last i saw it.

Questions:
Does Black Dog only go to S. Grendelia or can it attack Creeker and vice versa?
it connects to both
Does West North only go to Grand Peninsula or can it attack Old Port and vice versa?
yes, and i will fix
these attack routs should be made more clear perhaps arrows to designate direction.

Other:
The far east shore seems cramped while there is too much open space around the island of Grendelia.
I don't see it
Obviously geographic perfection is not needed so you should try moving the mainland closer to the treasure island to make the playable area more obvious.
huh

Great work and i hope to see this in the foundry soon.
thank you
-aequitas08
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby oaktown on Sat Mar 14, 2009 2:53 am

To advance, or not to advance? That is the question...

At first glance it is easy to say good things about this map. For starters, parchment maps are cool; the parchment effect here is very much like that of the Romania map which may never again see the light of day, so it's nice to have another parchment map step up. Some of the burned areas are especially nice. And there's need around here for a good pirate map, or two, so this fills a much-needed niche. As for the gameplay, I like that this is basically a classic style map with an objective, yet the sea routes and armada of ships make it look as if it isn't classic at all... nice work.

Upon closer inspection, I find things that bother me... things that can certainly be fixed, but they require some attention.

• The lay-out of the map is problematic - for a 48 territory map on a fairly big image the territories are very cramped. The bottom 80 pixels or so are underused, as is the western edge, while the eastern part of the map is so tightly spaced some of the army coordinates will run off the screen. The result is that half of the map is open and lightly colored, the other half dark and tightly spaced. I'd like to see the eastern islands finished with as much sea/dead space/border past them as you have on the western side of the map.

• Same concern I had weeks ago about some of the visual elements not working together. The hand that drew the maountains is obviously not the hand that wrote the text, and the shaded elements - boats, skulls - don't look hand-drawn at all.

• The land colors... again they don't look as if they are hand-colored. In addition to stains on top of the colors, they'll need some areas in which the colors have faded, or warn off entirely.

• Attack lines that branch out to multiple territories are potentially confusing... does the night flight-S. bound line cross under, or connect with, the east-west running attack lines? Since you've made the three attack lines near The Queen branch out to show all possible routes, you will probably need to do the same everywhere else on the map for consistency.

• Colors are going to be tough for the color blind users such as myself.

• Gameplay-wise, I like that the smallest and easiest to hold bonus is all the way across the map from the objective... as the easier bonus will give a player an early advantage it should be a tough road from there to victory. But with all the cross-map attack routes you can take the objective region from anywhere on the map, making distance negligible. I'd like to see large, nearly impossible to hold regions nearer the objective, and some space between the objective and the easy bonuses.

• Treasure Cove territory plays no role in this map and will never be taken in 95% of games. You hit three neutrals and are nowhere closer to the objective - in fact, you're farther.

• If you do start playing with the orientation of the map, consider the size of the smaller territories and how that will translate to a small map. Since these are all made up places anyway, no harm in making everything a more convenient size.
User avatar
Captain oaktown
 
Posts: 4451
Joined: Sun Dec 03, 2006 9:24 pm
Location: majorcommand

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby captainwalrus on Sat Mar 14, 2009 8:44 am

I think that fuzzier borders that are a bit thicker would help the hand drawn effect. Also, instead of using something like the bucket tool for the interior of the territories try using either a thick fuzzy brush or even an airbrush possibly because that would make certain spots darker or lighter within the territory, but make sure that the color fills the entire territory, unlike earlier versions of this.
This is getting real close.
User avatar
Private 1st Class captainwalrus
 
Posts: 1018
Joined: Sun Nov 11, 2007 3:19 pm
Location: Finnmark

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby LED ZEPPELINER on Sat Mar 14, 2009 9:34 am

oaktown wrote:To advance, or not to advance? That is the question...

At first glance it is easy to say good things about this map. For starters, parchment maps are cool; the parchment effect here is very much like that of the Romania map which may never again see the light of day, so it's nice to have another parchment map step up. Some of the burned areas are especially nice. And there's need around here for a good pirate map, or two, so this fills a much-needed niche. As for the gameplay, I like that this is basically a classic style map with an objective, yet the sea routes and armada of ships make it look as if it isn't classic at all... nice work.
Thank you

Upon closer inspection, I find things that bother me... things that can certainly be fixed, but they require some attention.

• The lay-out of the map is problematic - for a 48 territory map on a fairly big image the territories are very cramped. The bottom 80 pixels or so are underused, as is the western edge, while the eastern part of the map is so tightly spaced some of the army coordinates will run off the screen. The result is that half of the map is open and lightly colored, the other half dark and tightly spaced. I'd like to see the eastern islands finished with as much sea/dead space/border past them as you have on the western side of the map.
[color=#0000FF]i tried a little while ago, but i will try again and harder[/color]

• Same concern I had weeks ago about some of the visual elements not working together. The hand that drew the maountains is obviously not the hand that wrote the text, and the shaded elements - boats, skulls - don't look hand-drawn at all.
what would you suggest

• The land colors... again they don't look as if they are hand-colored. In addition to stains on top of the colors, they'll need some areas in which the colors have faded, or warn off entirely.
ok

• Attack lines that branch out to multiple territories are potentially confusing... does the night flight-S. bound line cross under, or connect with, the east-west running attack lines? Since you've made the three attack lines near The Queen branch out to show all possible routes, you will probably need to do the same everywhere else on the map for consistency.

• Colors are going to be tough for the color blind users such as myself.
should i change them

• Gameplay-wise, I like that the smallest and easiest to hold bonus is all the way across the map from the objective... as the easier bonus will give a player an early advantage it should be a tough road from there to victory. But with all the cross-map attack routes you can take the objective region from anywhere on the map, making distance negligible. I'd like to see large, nearly impossible to hold regions nearer the objective, and some space between the objective and the easy bonuses.
[color=#0000FF]i will move the attac routes to the harder bonuses[/color]

• Treasure Cove territory plays no role in this map and will never be taken in 95% of games. You hit three neutrals and are nowhere closer to the objective - in fact, you're farther.
the thing about treasure cove is it allows you to pass through it to get to another bonus

• If you do start playing with the orientation of the map, consider the size of the smaller territories and how that will translate to a small map. Since these are all made up places anyway, no harm in making everything a more convenient size.
i see
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby Dublanous1 on Sat Mar 14, 2009 6:36 pm

Nice, its coming out good and I think it will make a good map, very unique.
Sergeant 1st Class Dublanous1
 
Posts: 77
Joined: Thu Sep 18, 2008 3:00 pm
Location: NYC

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby LED ZEPPELINER on Sat Mar 14, 2009 10:05 pm

thank you
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby aequitas08 on Sun Mar 15, 2009 11:43 am

oaktown wrote:• The lay-out of the map is problematic - for a 48 territory map on a fairly big image the territories are very cramped. The bottom 80 pixels or so are underused, as is the western edge, while the eastern part of the map is so tightly spaced some of the army coordinates will run off the screen. The result is that half of the map is open and lightly colored, the other half dark and tightly spaced. I'd like to see the eastern islands finished with as much sea/dead space/border past them as you have on the western side of the map.

• Same concern I had weeks ago about some of the visual elements not working together. The hand that drew the maountains is obviously not the hand that wrote the text, and the shaded elements - boats, skulls - don't look hand-drawn at all.


These are some of the graphics concerns i consider most important, the first point about cramped and empty spaces on the map i think you mentioned you're working on. I hope you can fix this in the next update.

To make the mountains and shaded elements listed by oaktown look more hand drawn you may want to try tracing them with a hand drawn line (in the same thickness as the text). I don't know if you can change the thickness of the lines that form the mountains without redrawing but i imagine it would look better if the mountains had the same clean look that the territory borders and text have.

The map is very good and by your hand i'm sure it will be excellent soon.
-aequitas08
Sergeant aequitas08
 
Posts: 28
Joined: Tue Jan 20, 2009 1:41 pm

Re: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby MrBenn on Tue Mar 17, 2009 5:07 pm

The preliminary review of this map is now complete.

The over-riding concern I currently have is to do with the spacing/arrangement/layout of the landmasses. Other than that, this map is definitely Main Foundry material. On the assumption that the mapmaker will continue to show a good attitude towards feedback, and will work on addressing this concern, I am happy to award the draft stamp:

Image

Welcome to the Foundry Proper... Onwards and Upwards!
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: [Adv] Treasure Map v21.3 pgs.1&26 [almost there]

Postby LED ZEPPELINER on Tue Mar 17, 2009 5:58 pm

MrBenn wrote:The preliminary review of this map is now complete.

The over-riding concern I currently have is to do with the spacing/arrangement/layout of the landmasses. Other than that, this map is definitely Main Foundry material. On the assumption that the mapmaker will continue to show a good attitude towards feedback, and will work on addressing this concern, I am happy to award the draft stamp:

Image

Welcome to the Foundry Proper... Onwards and Upwards!

thank you soooooooo much, i haven't had much time recently, but i will try to come up with a new update soon.
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map [D] v21.3 pgs.1&26

Postby LED ZEPPELINER on Wed Mar 18, 2009 11:07 am

just wondering if everybody thought i should stay with the dashed hand drawn lines, or go for the even dotted cirlcs line?
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map [D] v21.3 pgs.1&26

Postby tlane on Wed Mar 18, 2009 2:48 pm

LED ZEPPELINER wrote:just wondering if everybody thought i should stay with the dashed hand drawn lines, or go for the even dotted cirlcs line?


i think how it is is good, but i think you need to make it much more clear.
i think you should take out the attack route from old port, this will make it clearer and in my mind will give the map better gameplay.
Also to make it more clear, i would make it so Tibbar can only attack E. Haven or W. Haven, but not both (you could make it attack Haven).
I would also take out the attack rout from black dog that connects to attack route from south grendelia

just some idea, not sure what other people will think of this idea
tlane
sailorseal wrote:come on, now i am all sticky
Private tlane
 
Posts: 309
Joined: Wed Oct 22, 2008 7:11 pm
Location: NYC - sint maarten(sometimes)

Re: Treasure Map [D] v21.3 pgs.1&26

Postby LED ZEPPELINER on Wed Mar 18, 2009 2:57 pm

tlane wrote:
LED ZEPPELINER wrote:just wondering if everybody thought i should stay with the dashed hand drawn lines, or go for the even dotted cirlcs line?


i think how it is is good, but i think you need to make it much more clear.
i think you should take out the attack route from old port, this will make it clearer and in my mind will give the map better gameplay.
Already done
Also to make it more clear, i would make it so Tibbar can only attack E. Haven or W. Haven, but not both (you could make it attack Haven).
I'll tink about it
I would also take out the attack rout from black dog that connects to attack route from south grendelia
Otay
just some idea, not sure what other people will think of this idea
tlane
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map [D] v21.5 pgs.1&27

Postby LED ZEPPELINER on Sat Mar 21, 2009 10:09 am

I moved some of the attack routes as to make the gameplay a little more interesting, the attack routes are now on the harder to hold bonuses
v21.5
Click image to enlarge.
image

changes:
    1. changed attack routes
    2. faded sploches on the land
    3. changed land shape so all names fit in
    4. minor graphic changes
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map [D] v21.5 pgs.1&27

Postby LED ZEPPELINER on Mon Mar 23, 2009 10:38 am

anything,,, anyone?
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map [D] v21.5 pgs.1&27

Postby aequitas08 on Tue Mar 24, 2009 11:01 am

aequitas08 wrote:
oaktown wrote:• The lay-out of the map is problematic - for a 48 territory map on a fairly big image the territories are very cramped. The bottom 80 pixels or so are underused, as is the western edge, while the eastern part of the map is so tightly spaced some of the army coordinates will run off the screen. The result is that half of the map is open and lightly colored, the other half dark and tightly spaced. I'd like to see the eastern islands finished with as much sea/dead space/border past them as you have on the western side of the map.

• Same concern I had weeks ago about some of the visual elements not working together. The hand that drew the maountains is obviously not the hand that wrote the text, and the shaded elements - boats, skulls - don't look hand-drawn at all.


These are some of the graphics concerns i consider most important, the first point about cramped and empty spaces on the map i think you mentioned you're working on. I hope you can fix this in the next update.

To make the mountains and shaded elements listed by oaktown look more hand drawn you may want to try tracing them with a hand drawn line (in the same thickness as the text). I don't know if you can change the thickness of the lines that form the mountains without redrawing but i imagine it would look better if the mountains had the same clean look that the territory borders and text have.

The map is very good and by your hand i'm sure it will be excellent soon.
-aequitas08



I have not noticed any changes or responses to these graphics issues, beyond what you initially replied to oaktown. I'm not sure if you missed this post or what but I do think there are graphics issues to be addressed (cramped east side and mountains specifically).

The game play has been cleared up very well and I think it would play smoothly, keep up the great work.
-aequitas08
Sergeant aequitas08
 
Posts: 28
Joined: Tue Jan 20, 2009 1:41 pm

Re: Treasure Map [D] v21.5 pgs.1&27

Postby AndyDufresne on Tue Mar 24, 2009 6:35 pm

Looking good, Led.

A few random things---I'm sure you've discussed the colors before---I'm not a terribly big fan of them, they seem slightly out place in a grunge style map, but they really aren't something that would keep me from playing the map. It just slightly feels like you have two "tones" competing against each other visually.

The attack routes are great---but the territorial borders not as much...they seem to look a little too crisp and sharp, at least when compared to the flowing text, the boats, the mountains, and the attack routes once again. It'd be interesting to see if you can make them more old world feeling.

In regards to the legend, would you consider adding a shrunken boat or two behind the "Pirate Armada" text---perhaps for consistency as you have the colors behind the other text in the legend.

Also, in the text at the bottom of the map, consider replacing the black "X" with a red one---as you've signifed the X on the game map in red. Also, you could add a period after the last word in the paragraph.


--Andy
User avatar
Corporal 1st Class AndyDufresne
 
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo

Re: Treasure Map [D] v21.5 pgs.1&27

Postby LED ZEPPELINER on Tue Mar 24, 2009 7:48 pm

i will see what i can do for the colors. i will try to make the borders a little rougher, and maybe a little more thick. I will add a boat next to the pirate armada in legend, and add that period to the end of the paragraph (maybe an exclamation mark).

As for the clutteredness of the map, i do not think it is too cluttered, but i will try to see what i can do to make it clearer. I will try to give everything (in terms of bats, mountains, and writing) either crisp, or make it a little rougher.

thank you for the interest.

LZ
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

Re: Treasure Map [D] v21.5 pgs.1&27

Postby Blitzaholic on Thu Mar 26, 2009 9:21 pm

looking better led

i like the attack routes
Image
User avatar
General Blitzaholic
 
Posts: 23050
Joined: Wed Aug 09, 2006 11:57 pm
Location: Apocalyptic Area

Re: Treasure Map [D] v21.5 pgs.1&27

Postby LED ZEPPELINER on Fri Mar 27, 2009 7:01 am

Blitzaholic wrote:looking better led

i like the attack routes

thank you
Sergeant LED ZEPPELINER
 
Posts: 1088
Joined: Tue Nov 25, 2008 10:09 pm

PreviousNext

Return to Recycling Box

Who is online

Users browsing this forum: No registered users

cron