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Popolo's maps

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thunder

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Moorbach's Guard

Posts: 1044

Joined: 15 Apr 2012, 12:11

KaM Skill Level: Fair

Location: In the Market

Post 10 Jul 2017, 12:13

Re: Popolo's maps

Hi!
Your drawing style developed lot!
A good looking one!
:wink:
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popolo

Recruit

Posts: 30

Joined: 21 Jul 2012, 16:45

Post 23 Nov 2017, 13:27

Re: Popolo's maps

I will never finish my maps so i take them all and pasted to one new map:

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thunder

User avatar

Moorbach's Guard

Posts: 1044

Joined: 15 Apr 2012, 12:11

KaM Skill Level: Fair

Location: In the Market

Post 28 Nov 2017, 09:25

Re: Popolo's maps

My opinion is very divided:) I know it doesn't matter but common!
You have such a great potential to make maps.
Look, the locations are quiet fine as you start to make prebuilds. These are average, good an d playable locations. There are tons of great and unique objects. Big classical hills which reminds the TSK/TPR series, small narrow bridges covering them with special tiles, nice made object mixing hills walls etc... My favourite on this map is the Castle with that wall. That is brilliant one! Walls over the hill and still looks cool.
But common, why do you really need that massive total unnecessary object spam??
just few examples from many:
location 3: above the storehouse lots of stone objects are. Delete few of them and rather use the grass tile with stone. Looks almost as bright around the stone hills. OR
location 1: that massive mushroom spam on the field. My first though about it, when you drawing then there was massive rain in your city (H) OR
X:235 Y:164, Cactus Jack? Scorpions? Crabs in the desert? :D
Really, These amount objects gives this good bad feeling with your maps.

Location2: with normal zoom looking around the storehouse it is nice spamming the objects. Not too much and not too less. but immediately leaving this location the mad is starting:D

Small improvements only-Please remove 40% of the objects.
My heart is broken because the castle over the clouds :wink:

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