Page 6 of 13

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 5:46 pm
by Mark of Falworth
richardanthonyc wrote:
wobnam wrote:Hehe, I considered waiting fifteen minutes with the second update just to annoy you ;)
:lol: so as a general query i take it there will be capital cities/castles for each territory and then county capitals within the region as well? Well i think its an idea anyway
Yep, I'm pretty sure that will be the case. :)

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 5:48 pm
by Albatross_Viking
So here we go. Heavily pixelated and rather unfinished with a stupid border... Last you'll see from me in a while, I'm off to eat now :tasty:
All for you, Wobnam, all for you :P
http://www.flickr.com/photos/56213339@N ... hotostream

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 5:49 pm
by richardanthonyc
I was also thinking that the main map should have the main places and location that are in the lore and then we could have blown up versions of each region that have a lot more details/places

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 6:24 pm
by mencot
richardanthonyc wrote:I was also thinking that the main map should have the main places and location that are in the lore and then we could have blown up versions of each region that have a lot more details/places
Hey richard good idea :D

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 6:31 pm
by Aliencat
wobnam wrote:- 4 factions:
- - Blue: Snow/Mountains
- - Green: Forests/Foothills
- - Red: Grasslands/Desert
- - Gold: Outlaws/rebels. For this faction we need an island and a swampy valley/canyon.
I would think the rebels/outlaws don't need their own land on the map though right? They would just live everywhere, in unclaimed lands, as well as in the lands of other factions. They'd have their hideouts and crude forts just everywhere, right?
So as far as the map goes, your first goal of 3 factions would be what's important for the map itself.
It would be very difficult for any faction to completely drive out rebellion from their lands, so I think having the rebels reside within other factions lands (and of course unclaimed/uncharted lands) would be much cooler.

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 6:32 pm
by richardanthonyc
mencot wrote:
richardanthonyc wrote:I was also thinking that the main map should have the main places and location that are in the lore and then we could have blown up versions of each region that have a lot more details/places
Hey richard good idea :D
Thank you kind sir! :lol:

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 6:38 pm
by AK_Brickster
Aliencat wrote:I would think the rebels/outlaws don't need their own land on the map though right? They would just live everywhere, in unclaimed lands, as well as in the lands of other factions. They'd have their hideouts and crude forts just everywhere, right?
So as far as the map goes, your first goal of 3 factions would be what's important for the map itself.
It would be very difficult for any faction to completely drive out rebellion from their lands, so I think having the rebels reside within other factions lands (and of course unclaimed/uncharted lands) would be much cooler.
You are of the same mind as we are. However, we felt it was important to have a small dedicated area for them to be "based out of", but people who sign up for that faction will indeed be able to base their characters in any territory, provided it's in an out of the way location (not right next to a major city, but rather hidden deep in the forest or in a mountainous area.) Larger bases/castles that realistically wouldn't be able to hide in the other territories can be placed in the swamp or on the island.

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 7:02 pm
by Albatross_Viking
Sounds like a good way to do it, AK_B and Aliencat. I've added a few notes on possible changes to my latest sketch of the map.

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 7:23 pm
by AK_Brickster
A_V, I commented on your map on the Flicker page. I wouldn't be too worried about exactly where the borders go. We'll probably end up tweaking whichever map is selected to make sure it works perfectly with what we're trying to accomplish. At that point, we'll send it back out for "beautifying" and we might ask for more detailed regional maps as well. Wobnam, Mark, Teherean, LofO and I are still discussing the details.

Side note - If you guys have friends on this forum, be sure to invite them to come check out the developments. So far I think we have about 24 people on the "gauging interest" thread, but we'd like to have more than that :)

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 10:03 pm
by Cuahchic
The maps suggested all look very good. They are all very different which gives a lot of choice. Presumably someone (everyone?) will decide which one is used. I made a few comments on Flickr on them too.

I'm coming round to the idea of the way this is going, with a main branch of European style factions and various minor factions elsewhere. I like the idea of having a non-affiliated faction for those of us who may want to do something different.

Re: lands of classic castle map making

Posted: Thu Feb 09, 2012 10:30 pm
by mencot
Hello again
I made some adjustments to my map draft. Heres the links:
Without territory colorshttp://www.flickr.com/photos/mencot/684 ... hotostream
With territory colorshttp://www.flickr.com/photos/mencot/684 ... otostream/

I think they are inside the guidelines now, but I welcome for suggestions and ideas :)

Re: lands of classic castle map making

Posted: Fri Feb 10, 2012 12:15 am
by koffiemoc
Here's my rework, or second version, this time with a legend:
map v2
legend v2

Again, east is the upside of the map, as the sun rises in the east and drops in the west.
This means the cold north is left on the map, the tropical south on the right side.
The type of map might provoke misunderstandings, like, there's no wood in the mountains or hills or swamps. Of course there can be.
I thought of a way to show both height differences and vegetation types in the same area and concluded it got rather complex to the eye.

I deliberately drew no borders. Now it is open wether the mountain faction will occupy a bit of wood e.g.
Only the rough centers of the four factions are indicated.
There's no white, which doesn't mean all terrain is occupied. It's just that the map hasn't unknown terrain types.
All four area's have a coastline. It's open to the game/lore if the ice sea, sunny sea and western sea are connected.
All four area's have the possibility to extend over land beyond the map's borders.

I thought it fun to have an isle in a lake in the heart of the continent. Again, it's open who owns it.
It might be the high king of all. Or any faction. Or the holy grail. Or just animals and flowers.

There are several types of coastline. Fjordlike in the north, islands in the south east, beachy in the south, I imagined lower cliffs in the south west, a muddy swampy delta, and two steep canyons between isolated pieces of mountain in the northwest.
The mysty isle has a variety of terrain types and has got a lagoon.
I thought it important to map the great rivers, as they are barriers and means of transport at the same time.
The 'alto plano', barren high but flat land, seemed an interesting terrain. This part of the map grew a bit dull without something unusual. Now that I look at it again, I realize this part of the continent could have used a few big lakes, as there are hardly rivers. Maybe a version 3?

Have fun with it, as I did drawing the thing.

Re: lands of classic castle map making

Posted: Fri Feb 10, 2012 12:22 am
by wobnam
Good work, koffiemoc. I like your concept of marking centers instead of borders!

Re: lands of classic castle map making

Posted: Fri Feb 10, 2012 3:23 am
by Mark of Falworth
Good job guys!! Excellent maps! Marking centers is a very interesting concept. :)

Re: lands of classic castle map making

Posted: Fri Feb 10, 2012 7:07 am
by Aliencat
Excellent map koffiemoc, your reasoning is very lore-friendly, and leaves plenty of room for development in-game.