Page 9 of 10

Re: new maps

Posted: Mon Jul 22, 2013 6:55 pm
by Ian
Thanks for the encouraging word! :D

Re: new maps

Posted: Mon Jul 22, 2013 7:07 pm
by Sarumar
Ian wrote:First look of the Mt. Galmore area (Most trees and stones are missing):

Warning: Big picture!
mt. galmore overview map1.png
Some explanations:
On top of the map is Flagstone. After that, I created a long path through a forest to prevent overlapping maps (e.g. Sullengard is in the same area). Then, the first canyons can be seen. (Maybe they are one of the connections to Undertell). To the right, the swamp begins and even more to the east, I drew a lake on which you can find the mage house (will become more creepy and look more like magic.) More at the bottom, I'll draw a dried-out landscape leading to the caverns of dwarves.

Um, what about a troll-cave? ;) As you enter it, you fall into a trap it's very hard to get out because of ambushes and more traps. Trololol... ;)

Any improvements/ thoughts?

Looking forward to releasing this region! :D
:shock: this looks really good ! I love you !

..and a Troll cave... really nice one :twisted:

Re: new maps

Posted: Mon Jul 22, 2013 10:58 pm
by Pyrizzle
Ian wrote:First look of the Mt. Galmore area (Most trees and stones are missing):

Warning: Big picture!
mt. galmore overview map1.png
Some explanations:
On top of the map is Flagstone. After that, I created a long path through a forest to prevent overlapping maps (e.g. Sullengard is in the same area). Then, the first canyons can be seen. (Maybe they are one of the connections to Undertell). To the right, the swamp begins and even more to the east, I drew a lake on which you can find the mage house (will become more creepy and look more like magic.) More at the bottom, I'll draw a dried-out landscape leading to the caverns of dwarves.

Um, what about a troll-cave? ;) As you enter it, you fall into a trap it's very hard to get out because of ambushes and more traps. Trololol... ;)

Any improvements/ thoughts?

Looking forward to releasing this region! :D
That is nothing short of EPIC!!! I was wondering why the rock came back right before the Alpha Release... lol

YOU ARE THE MAN IAN!! Keep up the great work!!!

Re: new maps

Posted: Tue Jul 23, 2013 9:53 am
by Ian
Thanks for all the good words! :D
I'll update the topic once I got more maps. If you have any wishes/ improvements, feel free to tell me. :)

Re: new maps

Posted: Mon Oct 21, 2013 6:25 pm
by Ian
Um, just saw that my last post in this topic was in July so I think it's time for an update! :oops:

-I added a large swamp area to the east. The swamp island in the middle has been abandoned long ago and the citizens moved because of the growing threat by monsters to the south and rebuilt their village near into a valley whcih leads to Mt. Galmore. (Just my idea about the two villages ;))
-What do you think about the river with a current even further to the east? :mrgreen:


But now you'll ask of course: Where's Mt. Galmore? - You can already see it's outline in the south and I've got lots of ideas for this area! :D The chunk I've drawn so far is called by me the "pre-Galmore area".

Btw, I used the new transition tiles (recolored dirt transition tiles) to create more difference between the maps. Yay, finally we can use a grass transition to smooth a the edges of a lake or other things! :D

Here's the overview map (Sry couldn't upload a better picture maybe because of the image size restriction):
Warning: nasty spoiler! :twisted:
mt. galmore overview map.png
Have you got any thoughts on what I could change/ add?

Re: new maps

Posted: Mon Oct 21, 2013 7:02 pm
by rijackson741
Cool 8-)

How about a small patch of quicksand somewhere in the swampy area, with a dead tree close by. Somewhere earlier in the game there should be a long hard fight to get to find ... a very disappointing looking length of old rope :D . If you step in the quicksand without the rope, your only option is to wake up in bed somewhere :evil: . If you have the rope you can loop it over the tree. But, when you start to pull, you feel your foot caught on something. You pull harder, and whatever your foot is caught on comes free, and you get out of the quicksand. But what's that object still caught on your foot? There's lots of possibilities there, for example your foot got caught in the chinstrap of a nice helmet :D

Re: new maps

Posted: Mon Oct 21, 2013 8:52 pm
by sorrow
Ian... I like that alot and if possible can you fit in my quest in this area? The scream pain and fire quest?

Re: new maps

Posted: Tue Oct 22, 2013 12:11 am
by Link
OMG this map is amazing. I can't wait to put them pixel feet on them tiles. I so much want to play this map.

Ian, my highest regards. Darn well done, mate. It's beautiful!!!

Re: new maps

Posted: Tue Oct 22, 2013 5:38 pm
by Ian
It's great to have such a lot of positive input! :D
rijackson741 wrote:Cool 8-)

How about a small patch of quicksand somewhere in the swampy area, with a dead tree close by.
Wow, nice idea! That can be easily done with the new script type areas!
sorrow wrote:Ian... I like that alot and if possible can you fit in my quest in this area? The scream pain and fire quest?
Sure. Let me have a look at your story by PM and I try to implement it there.
Link wrote:OMG this map is amazing. I can't wait to put them pixel feet on them tiles. I so much want to play this map.

Ian, my highest regards. Darn well done, mate. It's beautiful!!!
Thanks! :)

Re: new maps

Posted: Thu Oct 24, 2013 9:11 pm
by Link
Hey Ian,

what do you think about this idea here: http://andorstrail.com/viewtopic.php?f=4&t=4324 in regard to your maps? Do you think you could implement 1-2 caves or any other sort of small restricted area per new area for the purpose explained in my post?