|
|
| Author |
Message |
| Crusard Equilibris Team

 | | Joined: 06 Jan 2006 | | Posts: 217 | | Location: Buenos Aires, Argentina |
|
CH - The right looks Posted: Wed Jan 11, 6:12 Post subject: The right looks |
|
|
| I just wanted some opinions on how should a map be decorated. I haven't had positive opinions in my now old campaign, but when I compare it with many others I still think it looks good, so it's probably about styles. So, back on topic, should a scenario look realistic, or more fantastic looking with vast adventure objects, or something else? |
|
|
|
 |
| Crusard Equilibris Team

 | | Joined: 06 Jan 2006 | | Posts: 217 | | Location: Buenos Aires, Argentina |
|
CH - The right looks Posted: Wed Jan 11, 6:20 Post subject: |
|
|
Oh also, what do you think about the use of the brushes? I've never used them myself, but maybe they're not that bad...
ps: Oooooh, we can double-post on these forums!  |
|
|
|
 |
| wimfrits Round Table Knight

 | | Joined: 06 Jan 2006 | | Posts: 1053 | | Location: Utrecht, the Netherlands |
|
CH - The right looks Posted: Wed Jan 11, 7:50 Post subject: Re: The right looks |
|
|
Crusard wrote:
, so it's probably about styles.
I think that's it.
My personal preferences :
- realism. Which is a bit controversial in a fantasy setting. Perhaps a 'plausible reality' is a better way to call it. I want to feel 'at home' in a map; believe my surroundings, so I can more easily indulge myself in the map and have a more intense experience.
When graphics are 'over the top', I can no longer believe the map and have a less good time playing.
- story-map connection. A powerful way of bringing the map to life are textual references to the surroundings.
- open map. As a player I want to feel free to a degree. All narrow paths and difficult navigation make me feel locked in.
- details. Especially little details like Vlaad used in his map 'Truth and Justice' I really enjoy.
- some degree of 'smoothness'. Don't know how else to describe it. Decorations should not distract from play, but should fit at all times. Instead of harsh decorations, the map needs to flow. A bit like a blurred picture.
Quote:
Oh also, what do you think about the use of the brushes? I've never used them myself, but maybe they're not that bad...
Tried them only several times. I think they're nice for filling up space along the outlines of a map. But for parts that really need attention, brushed graphics have a tendency to look artificial imo. _________________ Are you suggesting coconuts migrate? |
|
|
|
 |
| Ururam Tururam Scout

 | | Joined: 06 Jan 2006 | | Posts: 163 | | Location: the Void |
|
CH - The right looks Posted: Wed Jan 11, 8:07 Post subject: Re: The right looks |
|
|
wimfrits wrote:
Crusard wrote:
Oh also, what do you think about the use of the brushes? I've never used them myself, but maybe they're not that bad...
Tried them only several times. I think they're nice for filling up space along the outlines of a map. But for parts that really need attention, brushed graphics have a tendency to look artificial imo.
I use them extensively, often overlying a few different brushes one on another. I almost never let the first fill be the final, I try several ones until I find a combination that looks well enough. Then I correct what needs to be corrected manually. _________________ Hoc est opus!
UT homepage: http://urtur.webpark.pl |
|
|
|
 |
| Crusard Equilibris Team

 | | Joined: 06 Jan 2006 | | Posts: 217 | | Location: Buenos Aires, Argentina |
|
CH - The right looks Posted: Wed Jan 11, 16:33 Post subject: |
|
|
Quote:
- story-map connection. A powerful way of bringing the map to life are textual references to the surroundings.
Hmmm, that's an interesting point now that you name it. Descriptions do change the way players look at the map.
Quote:
I use them extensively, often overlying a few different brushes one on another. I almost never let the first fill be the final, I try several ones until I find a combination that looks well enough. Then I correct what needs to be corrected manually.
I might use them I the future, as I plan to make a Campaign once Equilibris is out. Of course, I won't forget the techniques I used with the standard editor  |
|
|
|
 |
| Thelonious Round Table Knight

 | | Joined: 06 Jan 2006 | | Posts: 1198 | | Location: right behind the next one |
|
CH - The right looks Posted: Wed Jan 11, 19:41 Post subject: |
|
|
It would be a shame if you'd do that. _________________ If I got a penny for every time somebody said 'If I get a penny for every time ...' I'd be rich! (Perhaps) |
|
|
|
 |
| Veldrynus Round Table Hero

 | | Joined: 06 Jan 2006 | | Posts: 2562 | | Location: Inside your head! |
|
CH - The right looks Posted: Thu Jan 12, 9:53 Post subject: Re: The right looks |
|
|
Crusard wrote:
it's probably about styles.
Well, I do prefer a less realistic but original looks for my maps. I try to create strange and shocking combinations, like puting regular sea objects on lava rivers and such. This can be a risky thing, because some players might think that the objects were placed on random, and the unusual look is result of lazy and chaotic design. Rule #1 is that everything must look intentional. Creating such maps is very hard, but it can be rewarding if done right.
The main problem with the H4 graphics are the colors. There are rarely two objects of different type with a very similar color. For example, there no other mountain object wich has a similar color to the mountain of the phoenix dwelling. This problem makes the creation of realistic looking maps damn hard. I've seen only very few maps wich had great realistic decorations. So, I decided to try out the opposite direction, and made maps where the fantastic look was the dominant one. Some people like the 'radical' style of my maps, some don't. I can very well understand this. My personal favourite is Draconic 2, wich I think, is my best looking map.
Of course, I don't recommend this style. It is mine !  |
|
|
|
 |
| Kalah Admin

 | | Joined: 24 Nov 2005 | | Posts: 12223 | | Location: Somewhere between the end of the line and the middle of nowhere |
|
CH - The right looks Posted: Thu Jan 12, 13:35 Post subject: |
|
|
| The most important thing to decorate a map with, is landscape. Mountains, rivers, slopes and trees are much more natural to find than treasure chests and artefacts. |
|
|
|
 |
| Grumpy Old Wizard Round Table Knight

 | | Joined: 06 Jan 2006 | | Posts: 2216 | | Location: Tower Grump |
|
CH - The right looks Posted: Thu Jan 12, 18:24 Post subject: Re: The right looks |
|
|
Crusard wrote:
I just wanted some opinions on how should a map be decorated. I haven't had positive opinions in my now old campaign, but when I compare it with many others I still think it looks good, so it's probably about styles. So, back on topic, should a scenario look realistic, or more fantastic looking with vast adventure objects, or something else?
I prefer to have terrain that is logical for the town type, especially for the player's homeland. However, your story may make some fantastic features quite logical.
Brushes can save a lot of time and look good. However, even after using a brush I'll add more decoration and make changes to what the brush did.
I like for the edges to be decorated as well instead of leaving them "open." The seas too (if you have water in your map) should be decorated (ie small islands, moss, seaweed, rocks, and sea objects.)
BTW, one of the reasons I am looking forward to the next version of Equilibris is the additional decorations and different looking quest huts. A good looking map makes the map more enjoyable to play (at least for me.)
GOW |
|
|
|
 |
| ByteBandit CH Staff

 | | Joined: 27 Nov 2005 | | Posts: 1224 | | Location: Sedro Woolley |
|
CH - The right looks Posted: Sat Jan 14, 3:51 Post subject: |
|
|
I have to agree with Kalah here. A map should have plenty of decrorative elements to it, especially if you play it over and over again. It may take more time to create the great map, but like anything else, it'll pay off in the end.
Almost all the highly rated maps are also a pleasure to look at as well as play. |
|
|
|
 |
| Ururam Tururam Scout

 | | Joined: 06 Jan 2006 | | Posts: 163 | | Location: the Void |
|
CH - The right looks Posted: Sat Jan 14, 10:09 Post subject: |
|
|
By the way the system I use to rank a map is first of all rating it 0-10 if each of four categories: playability, design, story, and innovations. The final ranking is then 4p+3d+2s+i, so it can be said that a good visual look is of 30% importance towards the general success or failure of a map. _________________ Hoc est opus!
UT homepage: http://urtur.webpark.pl |
|
|
|
 |
| Thelonious Round Table Knight

 | | Joined: 06 Jan 2006 | | Posts: 1198 | | Location: right behind the next one |
|
CH - The right looks Posted: Sat Jan 14, 10:31 Post subject: |
|
|
Originality is important too. _________________ If I got a penny for every time somebody said 'If I get a penny for every time ...' I'd be rich! (Perhaps) |
|
|
|
 |
| ByteBandit CH Staff

 | | Joined: 27 Nov 2005 | | Posts: 1224 | | Location: Sedro Woolley |
|
CH - The right looks Posted: Sat Jan 14, 15:33 Post subject: |
|
|
| Also, for me, the map does'nt necessarily have to be hard to win to be enjoyable. If the story and the decorations hold my interest, then the map is truly worth playing again. So I guess I judge a map on it's replayabilty quality. (Is it worth playing again?) |
|
|
|
 |
| Crusard Equilibris Team

 | | Joined: 06 Jan 2006 | | Posts: 217 | | Location: Buenos Aires, Argentina |
|
|
|
|
 |
| ByteBandit CH Staff

 | | Joined: 27 Nov 2005 | | Posts: 1224 | | Location: Sedro Woolley |
|
CH - The right looks Posted: Sat Jan 14, 16:48 Post subject: |
|
|
| I guess what I meant by replayability, is playing the map again a long time from the first time I played it. Like six months from the original time I played it. Because there is always a map that you play that sticks in your mind and you enjoyed it. I design maps that you want to go back and play again because, as we know, the random factor makes it impossible for the same map to come up twice. |
|
|
|
 |
|