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Beyond the Throne: Tides of Darkness

Discussion in 'Map Development' started by Kam, Apr 8, 2007.

  1. Kam

    Kam

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    Thank you for your support! I had made some more progress prior to reading this and I think the new screenshot answers your questions.
     

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  2. Remixer

    Remixer

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    As soon as you are finished with the terrain you can contact me i can give you feedback (however I am back home 30th day so not before that (except with screenies).
     
  3. Kyrbi0

    Kyrbi0

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    Ah, much better (a "WIP" on the previous one probably would've helped... :p). I like utilitarian (the locks) mixed with the lush (the trees & grass).
     
  4. Kam

    Kam

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    I'm not sure what to do with the two large center land masses. I divided each one with a 1 level cliff but I don't think it's diverse enough to be fun in combat.

    EDIT: Terrain is substantially complete.
     

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    Last edited: Jul 17, 2014
  5. Aisha Mizuki

    Aisha Mizuki

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    Look like i gonna try this map ^O^
    Awersome game Kam (ゝ。∂)

    please keep it up
     
  6. Remixer

    Remixer

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    I give you some feedback based on the picture:

    1. The fall grass mixed with two summer grasses does not look pleasing.
    2. Natural rocks next to city cliff walls are out of place, I'd recommend you to find alternative solution. Maybe replacing rubble texture.
    3. In the middle of the map there is this white tile figurine, it is not symmetric. Caught my eye as the image is take from above.
    4. There could be more wood around expansions, as well the forests in the main bases are based inconveniently. (Not sure if it matters so much though.)
    5. You might want to darken down the whitish structures and doodads as well as the gold mines as they really pop out harshly.
    6. Make sure to use raise/lower/smooth tool around the shallow water areas.
    7. To my eyes the ground rubbles (Doodads>Cliffs) look ugly (Never personally liked them). However if you want to use them I'd recommend to use them around the map instead of just few places. (In this map I find it hard to find a place where you could actually place them. But try at the shallow water areas.)

    Oki, so I think that was pretty much all I could recognise from this picture. So you got lay out pretty much ready and figured how the map would look so now just minor fixes (Some pointed out above.) if you wish to do so and then it's time for environmental decoration. :>

    About the center problem you mentioned: I agree the cliffs look inconvenient. So you could think of alternative solutions. Personally I'd go with some town thingies (with walls) or alternative a bit more creative: hostile outlaw camps (f.e. bandits or some humanoid races that fight and "build base" or something around there).
     
  7. Heinvers

    Heinvers

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    Pretty.
     
  8. Kam

    Kam

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    It's hard to find doodads for Dalaran ruins, the set given in WE is mostly reused from other tilesets. There aren't any destroyed statues, etc specific to this DR. The ruined ground textures look better when you're in game view. I wanted to emphasize that the walls of this lock have been neglected. One issue I have with the Blizzard cliffs is when you do a ramp on a diagonal into shallow water there are triangles of water. I'll probably attempt t hide this with debris in the water (boxes, dark lily pads, etc).

    Thank you.
     
  9. Remixer

    Remixer

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    All water issues can be solved.No need to use doodads I think.
     
  10. Kam

    Kam

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    How?
     
  11. Remixer

    Remixer

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    I need to think about this issue specifically. However I think you might be able to get the wanted resource by changing cliff levels and switching "Enforced Water"- something on and off as you place new cliffs/water at the certain area.
     
  12. Kam

    Kam

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    This is about done now. It will be included in the next update.

    Edit:

    In addition to the new map I have a significant announcement. I am considering the Naga as a 4th race. I've added a screenshot of the current tech tree. What are your thoughts on this?

    The turtle will use this system: http://www.hiveworkshop.com/forums/...-a-202320/?prev=search=naga&d=list&r=20&mmr=4

    My design idea for them is a magic disruption spell set. Everything is WIP right now but there is a chance the first few units could be in the next update.
     

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    Last edited: Jul 31, 2014
  13. Remixer

    Remixer

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    Can you send me tha map so I can check it? (Terrain)
     
  14. Kam

    Kam

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    I will tonight, I'm away from my computer right now.

    Any thoughts on the Naga?
     
  15. Even

    Even

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    Another race would be awesome, especially a naga one... You know how much we love those amphibians XD
     
  16. Remixer

    Remixer

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    Naga as a race is pretty solid, I think however that it might be too over used. You have to make sure you make an unique naga race. Also nagas are pretty easy to place to various areas, though there are some environments that they do not fit.
     
  17. Kam

    Kam

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    My greatest concern with them is making sure they are unique and well developed. As you can see I have already started working with an old UI by unwirklich. They already fit well into the lore of my map. All units will be amphibious so they play into the sea unit aspect. I would love spell ideas.
     
  18. TaShadan

    TaShadan

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    Naga is a great idea :) Fits the naval combat style too!
     
  19. MogulKahn

    MogulKahn

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    Naga as race are overused, but if you have some unique idea, go for it, after all your map is based around naval combat. But from those pictures, I am not that impressed whit those models.. I think there is 10x better models on this site, than those that you used.
     
  20. Kam

    Kam

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    I've attached the current unit pool.

    Any model that is chosen must have swim animations.
    I have a strict KB restriction that I'm adhering too.

    Which models were you referring to?
     

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