Moderator: Cartographers

I wouldn't necessarily use the free select tool... Firstly, create an empty layer, and draw the rivers with a paintbrush on it, the colour doesn't matter here so you can use white to see it clearly. Pay attention to the width of the river - don't make them too wide, but wide enough that people will see they are impassables. Also, make the rivers taper down on the land end... makes them look more natural. And remember that all rivers should flow to sea - otherwise they don't make sense geologically. You can always add bridges later.tkr4lf wrote:I'm trying to do rivers on this. I remember Natty said to use the free select tool to remove everything down to the sea level, so that it looks natural. How do I do this? I've tried and tried and cannot figure out what to do after I select the area that I want to make the river in. Any help?






There will be a bridge connecting to P14. There will be bridges added in a few places actually. I'm just not quite there yet.QoH wrote:P14 is an island with no way to get to it. MB2 has way too much control over all the bonus areas. Maybe for gameplay make it a large killer neutral, or make it connect to less territories. Unless that's the way you want it of course.

Well, I mean as far as gameplay, I thought it was thematically relevant.natty_dread wrote:My main concern for the map, currently, is that the theme seems too generic...
When you're making a fantasy map like this, that has no basis on any already established fictional world, you'll need some other hook besides the world itself - be it either stunning graphics, or interesting gameplay... currently, you have neither - don't get me wrong, everyone starts somewhere, and your graphical skills will develop with time, but since this is your first map, I'd suggest looking into making the gameplay more interesting and thematically relevant.
Look for inspiration in the AoR maps, or Dawn of Ages, or Feudal... all of those are based on fantasy worlds that are basically made up for the purpose of the map, but they each have an interesting gameplay that supports the theme 100%, which makes them great & unique maps...
You need that extra something to really sell your idea. Something to set the map apart, and make people say "I really want to play this".


Hey, I'm just going by your tutorial for GIMP, following it in order. And mountains are done before the legend, etc. in your tutorial....natty_dread wrote:Well, all those gameplay things you mentioned, do not show on the map. How about get those things on the map before you start worrying about the mountains and rivers...
tkr4lf wrote:I was under the impression you got the graphics done first, then did gameplay.
Well, I guess I was mistaken then!QoH wrote:As natty said, game play before graphics.
As far as this...that's pretty much how I want the city bonus to work. Hold x amount of cities for +x. Each additional city grants you +x. Hold x amount of villages....you get my point. I like the idea of food sources...but I'm not sure where I would fit them. I already have cities and villages to place, and then I want some completely empty territs for random deployment. I'm running out of territs here fast. Let me see what I can work out.QoH wrote:And it might be interesting to throw in some "hold x,y,z for a bonus" or "hold 4 of x for +2" kinds of things on there, like supply forts, food sources, battle fields etc.


QoH wrote:You can always make it bigger

Have you read the thread? Or even the posts on the page before this one? The gameplay is far from classic gameplay. It's all explained just a few posts above yours. As far as graphics, they may only be decent. I don't know. I'm trying here, but I'm not so great at this.DiM wrote:one piece of advice. you must have an interesting gameplay and a catching theme all wrapped up in nice graphics.
if you plan a simple classic gameplay with decent graphics then forget about it. that might work for a country or a real region but it won't for you.
I don't want to do anything in paint anymore. Sorry. lol, my first drafts for this map were in paint, and they looked horrible. I can't go back to that now. I'll find a way to represent the gameplay on the map as is.DiM wrote:make a crude sketch of the map. even in paint. it doesn't really matter as long as it serves the purpose of explaining the gameplay.
once you have a decent gameplay you can start working on the graphics.
Ok. Give me a bit and I'll post an update with the gameplay represented on the map.natty_dread wrote:Well, the icons & other graphics you draw will probably be redone later anyway, so just doodle up something that we can figure out the gameplay from for now... the main thing to do now is to get all the gameplay elements on the map, so that one can see how the gameplay works just by looking at the image. Then you'll have what we call a "working draft" and can be moved down to the drafting room.
i'm sorry, i haven't read all posts in the thread. i rarely/never do. i try to give feedback on as many maps as possible and if i stopped to read the whole threads i wouldn't have time to do it.tkr4lf wrote:Have you read the thread? Or even the posts on the page before this one? The gameplay is far from classic gameplay. It's all explained just a few posts above yours. As far as graphics, they may only be decent. I don't know. I'm trying here, but I'm not so great at this.DiM wrote:one piece of advice. you must have an interesting gameplay and a catching theme all wrapped up in nice graphics.
if you plan a simple classic gameplay with decent graphics then forget about it. that might work for a country or a real region but it won't for you.
tkr4lf wrote:I don't want to do anything in paint anymore. Sorry. lol, my first drafts for this map were in paint, and they looked horrible. I can't go back to that now. I'll find a way to represent the gameplay on the map as is.DiM wrote:make a crude sketch of the map. even in paint. it doesn't really matter as long as it serves the purpose of explaining the gameplay.
once you have a decent gameplay you can start working on the graphics.
Yeah, I've been meaning to update my first post for a while. I'm going to get around to it at some point. Sorry for the confusion here.DiM wrote:i'm sorry, i haven't read all posts in the thread. i rarely/never do. i try to give feedback on as many maps as possible and if i stopped to read the whole threads i wouldn't have time to do it.tkr4lf wrote:Have you read the thread? Or even the posts on the page before this one? The gameplay is far from classic gameplay. It's all explained just a few posts above yours. As far as graphics, they may only be decent. I don't know. I'm trying here, but I'm not so great at this.DiM wrote:one piece of advice. you must have an interesting gameplay and a catching theme all wrapped up in nice graphics.
if you plan a simple classic gameplay with decent graphics then forget about it. that might work for a country or a real region but it won't for you.
i always look at the latest update and start from there.
your first post includes a few updates but says nothing about gameplay so it looked pretty classic judging just from the image.
please take a look at the first post of my map: http://www.conquerclub.com/forum/viewto ... 2#p3223782
it includes all versions of the map with detailed information of what each update brought and includes the first description of the map. it really helps people quickly identify what the map is about as well as showing what problems have been addressed so far. also having the version number date and page in the title helps people avoid wasting time to search for things. this is more of a general advice of maintaining a nice and functional thread and avoid situations like this one where one commenter wants to help but doesn't have the time to read the whole thread.
tkr4lf wrote:I don't want to do anything in paint anymore. Sorry. lol, my first drafts for this map were in paint, and they looked horrible. I can't go back to that now. I'll find a way to represent the gameplay on the map as is.DiM wrote:make a crude sketch of the map. even in paint. it doesn't really matter as long as it serves the purpose of explaining the gameplay.
once you have a decent gameplay you can start working on the graphics.
i didn't say you have to make it in paint, i said you could even make it in paint. it doesn't really matter how horrible it looks as long as it is functional. once the gameplay sounds attractive and people understand more about it you can start working on better graphics.
however be prepared for a long bumpy road especially seeing you're new at gimp.


