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Popolo's maps

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popolo

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Posts: 30

Joined: 21 Jul 2012, 16:45

Post 14 Jul 2013, 12:53

Re: Popolo's maps

New map (I need name and description) :D

Image

http://speedy.sh/7MZrt/New.rar
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Omigoshe

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Rogue

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KaM Skill Level: Skilled

Post 15 Jul 2013, 20:31

Re: Popolo's maps

Looks fun. I have no inspiration for a good map name, to stay in the current mood, how about "Tour de KaM"
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popolo

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Post 17 Jul 2013, 11:01

Re: Popolo's maps

:)

Image
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Ben

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Prince Lothar

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Post 17 Jul 2013, 14:14

Re: Popolo's maps

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOooooooooooooooooooooooooooooooo!!!!!!!!!!!!!!!

Not another Cursed Ravine :P
#thunderposting #greentornado
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popolo

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Post 18 Jul 2013, 18:11

Re: Popolo's maps

http://speedy.sh/2u5wY/0-Nowa-Misja.rar
Image
__________________________________________________

New map :D

Image

Image
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kocsis1david

Crossbowman

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Location: Hungary

KaM Skill Level: Skilled

Post 14 Apr 2015, 15:30

Re: Popolo's maps

can you update the link to Mysterious Land?
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popolo

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Joined: 21 Jul 2012, 16:45

Post 18 Jul 2015, 21:23

Re: Popolo's maps

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thunder

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Moorbach's Guard

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Post 19 Jul 2015, 09:56

Re: Popolo's maps

Hi!
0popolo map:
-I dont like the desert- grass fadings in the center zone. Try to make better shapes
-"Not another Cursed Ravine :P"- This fighting zone not as good as CR's.
-170 ironore per loc? wont be too less? in 90PT the ironmines will exhaust very early. Anyway I like less resources much better than infinity.

Mysterious LAnd:
-I have the similar problem -grass-desert fadings:S
-seems the fighting zone is closed->higher chances for camping
-I like how you are using the Murds tiles!-I should lern that

New Map:
-I see that spent lot time to spam lots of objects- Sometimes the less is better :wink: Maybe removing some?
-seems promisable!
-interesting way of editing a map.
-again care about the grass-desert fading.
-I like the detailes!

Have fun drawings!
t
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popolo

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Joined: 21 Jul 2012, 16:45

Post 19 Jul 2015, 13:20

Re: Popolo's maps

I like objects :)

Image
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Tiank

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Knight

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Joined: 15 Sep 2013, 13:11

Location: Poland

KaM Skill Level: Skilled

Post 19 Jul 2015, 13:33

Re: Popolo's maps

popolo wrote:I like objects
Yeah, but Thunder's right, such a spam of objects doesn't look good on a map, you should decrease the amount so it's more comfortable for eyes ;)
Without honour, victory is hollow.
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Krom

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KaM Remake Developer

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Post 19 Jul 2015, 13:56

Re: Popolo's maps

Maybe this is a challenge for the players - to build a town in such restrictive place ;-)
Knights Province at: http://www.knightsprovince.com
KaM Remake at: http://www.kamremake.com
Original MBWR/WR2/AFC/FVR tools at: http://krom.reveur.de
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popolo

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Joined: 21 Jul 2012, 16:45

Post 21 Jul 2015, 09:04

Re: Popolo's maps

Image

Image

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Image
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popolo

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Post 24 Jul 2015, 20:01

Re: Popolo's maps

Last edited by popolo on 25 Jul 2015, 09:01, edited 1 time in total.
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LadyPauline

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Queen of the Iron Age

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Joined: 22 May 2014, 10:20

KaM Skill Level: Fair

Post 25 Jul 2015, 08:15

Re: Popolo's maps

My eyes! It burns!

Popolo, you have imagination to do nice shapes and stuff but objects spamed like this are insane i m o. It's nothing personal of course. I sometimes feel bad when looking on snow maps, I have delicate eyes. This time I suffer because i see too much at once ;( If You like it, fine, but think of the Players, you are doing maps for them i guess. Could be nice to make this view...bit nicer for eyes. But still.. good big map with nice shapes.
Last edited by LadyPauline on 25 Jul 2015, 08:28, edited 1 time in total.
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Tiank

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Knight

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Post 25 Jul 2015, 08:20

Re: Popolo's maps

Oh my God... really, such a object spam hurts my eyes, especially on light parts (like loc 4 or 5). However, it might be good on a jungle theme. I can see a jungle themed part on your map and maybe object spam on a jungle theme would look good. Also, what Krom said, that with some objects, that player can't build on, it might be a challenge for players to build, also a challenge for players to fight, when such objects are placed on fighting arena, but there's need to be a balance with object placement, so it's not unplayable. But right now, it's really bad, just too much, too many objects...

I like that stone mountain on loc 5. Other mountains, gold an iron, look rather boring (maybe except of the one at loc 8 and again - nice stone mountain there).

I really like the idea on loc 6, that you have to make roads on a bridge to reach something (gold, trees and coal in this case).

One more technical thing. At 110:23 there's stone mountain, that theoretically can be mined. If it's fully mined, the terrain is gonna look bad, like that: Image

I know that's an extreme situation (cos for example player on loc 5 would have to build veeeeery long road to reach it), but it is possible, so to avoid that, you should make that mountain unmineable (elevate surroundings in a way, that builder won't be able to work there, check it with CanWorker passability slider in MapEd, so it's not green).


I agree with Pauline, you have nice imagination and ideas, but if you're making a map, you must remember, that there's have to be a compromise, between what you like and what's good for others, so that others could enjoy it as well.
Without honour, victory is hollow.
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