[Abandoned] - Official Feudal War Revamp

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gimil
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Re: [Official] Feudal War REVAMP [Vacation][I,Gp]

Post by gimil »

Image

Ok guys done a few things. Cant remeber what all the issues are so here is what ive done. Hit me with everything you guys got ;)
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Kaplowitz
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by Kaplowitz »

*looks for something to suggest, but quickly gets frustrated*

The army dots look awesome, but it took me a while to see them at all. Could you make them a little more prominent?
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by InkL0sed »

Kaplowitz wrote:*looks for something to suggest, but quickly gets frustrated*

The army dots look awesome, but it took me a while to see them at all. Could you make them a little more prominent?


Only a tad, if at all. I like that there are things about this map that are barely visible...
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by PLAYER57832 »

I like it. I like fuedal the way it is and play it a lot, but these changes might make it better.

One question ... why not just create a new map? No need to answer, just asking. A lot of folks play the map "as is", so I don't see there being a problem. I can see a need for more, more, more.....
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by t-o-m »

i think that this map has now lost all feel of depth. you dont feel the natural impassables as much as the current version (the one in live play)
you dont feel that ur castle is higher than the rest of the terits, thigns like that
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by InkL0sed »

t-o-m wrote:i think that this map has now lost all feel of depth. you dont feel the natural impassables as much as the current version (the one in live play)
you dont feel that ur castle is higher than the rest of the terits, thigns like that


I don't get that feel at all... :?
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

So how do you suggest we fix this issues?
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

Kaplowitz wrote:*looks for something to suggest, but quickly gets frustrated*

The army dots look awesome, but it took me a while to see them at all. Could you make them a little more prominent?


I like the subtleness of them, they keep the landscape visable :)
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by TaCktiX »

I think one issue with the one currently in play, and this revamp, is just like t-o-m alluded to. Assuming that the impassables are walls built by the opposing kingdoms to keep intruders out, they don't look like walls, they look like one of those rock walls from a Robert Frost poem. Making them a bit thicker and adding some shadow (identical to the castle shadow) should recreate that illusion of border walls.

And that's the only problem I can see at all. There's a ton of subtle improvements in this map that make it already worthy to replace the one presently in play.
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

TaCktiX wrote:I think one issue with the one currently in play, and this revamp, is just like t-o-m alluded to. Assuming that the impassables are walls built by the opposing kingdoms to keep intruders out, they don't look like walls, they look like one of those rock walls from a Robert Frost poem. Making them a bit thicker and adding some shadow (identical to the castle shadow) should recreate that illusion of border walls.

And that's the only problem I can see at all. There's a ton of subtle improvements in this map that make it already worthy to replace the one presently in play.


Those "walls" are cliffs ;)
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by TaCktiX »

Those are the fakest cliffs I have seen in my life.
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by lord voldemort »

im not sure about barbarians...
like the 2 10's are there but u only need to really break 1 to be effective. cause u can quite easily go around. so the other 10 is really doing nothing at all if that makes sense.
in all the other kingdoms there is a need as such to break the 10s open eventually barbarians you wouldnt ever need to really..
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

lord voldemort wrote:im not sure about barbarians...
like the 2 10's are there but u only need to really break 1 to be effective. cause u can quite easily go around. so the other 10 is really doing nothing at all if that makes sense.
in all the other kingdoms there is a need as such to break the 10s open eventually barbarians you wouldnt ever need to really..


A commont strategy is to break one 10 until your in a good position and need to break another one anyway. By the time your in the position to break another there should be more than enought troops so that it isnt an issue.

Oh and tack i challenge you to come up with better cliffs.
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by General Mayhem »

I would darken or thicken the main wall slightly.
Would help visually such as on the imperial corner
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

General Mayhem wrote:I would darken or thicken the main wall slightly.
Would help visually such as on the imperial corner


Thanks for the comment ill see what I can do.
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by lord voldemort »

gimil wrote:
lord voldemort wrote:im not sure about barbarians...
like the 2 10's are there but u only need to really break 1 to be effective. cause u can quite easily go around. so the other 10 is really doing nothing at all if that makes sense.
in all the other kingdoms there is a need as such to break the 10s open eventually barbarians you wouldnt ever need to really..


A commont strategy is to break one 10 until your in a good position and need to break another one anyway. By the time your in the position to break another there should be more than enought troops so that it isnt an issue.


agreed but what im saying is that currently breaking the second 10 in barbarian is completely pointless....u only need to break one to get to the exact same place.
each other kingdom if u break the other 10 u get to a different point on the map....if that makes sense....i know u didnt wanna change gameplay. but perhaps the other 10 outs near the 10's for rebel and feudal and u close off feudal 7 with a wall. just throwing out ideas...cause imo barbarian 7 is completely useless as the 10...
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

lord voldemort wrote:agreed but what im saying is that currently breaking the second 10 in barbarian is completely pointless....u only need to break one to get to the exact same place.
each other kingdom if u break the other 10 u get to a different point on the map....if that makes sense....i know u didnt wanna change gameplay. but perhaps the other 10 outs near the 10's for rebel and feudal and u close off feudal 7 with a wall. just throwing out ideas...cause imo barbarian 7 is completely useless as the 10...


Well the only gameplay changes I wanted to make where minor balancing ones. What your proposing is more or less an overhaul. Which Im not doing :)
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by yeti_c »

gimil wrote:Oh and tack i challenge you to come up with better cliffs.


Compare your two images...
Image

Image

Cliff wise - I think the old one is a bit better...

However the rest of the map is better on the new one.

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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by lord voldemort »

i agree with yeti...
and fair enuf gimil..it is your map after all.....just hope to drop barbarians i guess.
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by bryguy »

right now to me the new one looks like a giant rain cloud decided to sit over it....


but thats ok! I love cloudy/rainy days! keep up the good work!

and i agree with yeti, the old cliffs looked better....

btw, on the new one, i love the look of the lake
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

Ill try darkening the cliffs first, if people arnt happy with that ill thicken them. After that the next course of action will be to redo them to look exactly like hte old ones as much as possible.
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Re: [Official] Feudal War REVAMP [Vacation][I,Gp]

Post by daydream »

Torter_of_Worlds wrote:Gimil,

I would like to suggest a change in Rebel Territories. Notice every other castle allows a player to attack 3 castles with locking themselves in. Granted, you could always leave one neutral left next to the castle; however, this still leads to an interesting deploy dilemma that other castles are not faced with.

Let me know your thoughts


hehe, this is the only issue appart from the Realm of Might one that is being fixed already i have ever had with this map. basically, on all other castles i can follow a strict path that will bring me to all 2's, but will always let me fort back to the castle to effectively use the autodeploy in the next turn and still leave me a path to all left over 2's, if you understand what i mean? its not an unsolvable problem, but for that reason i dont like being dropped on rebel, unless i have feudal as well.

edit: i just searched, and saw that i ahve played more than 350 feudal games. i think this speaks for how excelent i think your work is. thank you very much for this great map, and all the enjoyment (and points) it has brought me.
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by TaCktiX »

Image

So are these better cliffs for you gimil? A little layer copy and Drop Shadow magic goes a long way.
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Re: [Official] Feudal War REVAMP p.1+16[I,Gp]

Post by gimil »

Not really tack layer styles are to consistant and unnatural looking. All the shows in this have been done with smudge, dodge and burn :)
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Re: [Official] Feudal War REVAMP p.1+17[I,Gp]

Post by gimil »

New shinny cliffs.

Image
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