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Old March 10th, 2010, 10:31 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: WIP: As-yet-unnamed 650-province map

Wow, nice editing.

It looks playable. I think Id make sure that the island in the upper left corner is no-start.

If you generate a map with a higher mountains setting you can get lots of choke points. Check out some of my maps on www.Dom3Minions.com
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Old March 10th, 2010, 04:43 PM
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Default Re: WIP: As-yet-unnamed 650-province map

Quote:
Originally Posted by Ballbarian View Post
Select the pure white pixels 'by color'.
Copy and paste them to a new layer.
Scale the image.
Edit the new layer:
Select by color & then fill the diluted pixels with pure white and then merge the layers.
Ah, good -- thanks Ballbarian. I'll do that. What image size do you recommend as a playable size for that puppy?


Quote:
Originally Posted by Gandalf Parker View Post
Wow, nice editing.

It looks playable. I think Id make sure that the island in the upper left corner is no-start.

If you generate a map with a higher mountains setting you can get lots of choke points. Check out some of my maps on www.Dom3Minions.com
Thanks, Gandalf. Yeah, that island would be a brutal starting point for sure. Will do -- though my later intent will be to mark 40 or 50 provinces as possible start provinces and avoid the #nostart methodology (for the same reason I did so in the Glory map redo -- SemiRandom compatibility).

Hey! I had done a lot of scrounging around for Dom maps, and I somehow missed that page. Checking it out -- really nice!

What mountains setting do you use? For this map I went with 30.
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Old March 10th, 2010, 05:22 PM
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Default Re: WIP: As-yet-unnamed 650-province map

Beautiful -- worked like a charm.

In case it helps anyone else, after I copied and pasted the white pixels into a new layer (promoting it to new layer), I then took all the white pixels on the original image and used gaussian blur to make them disappear (as it was keeping little diluted white pixels that were right next to the ones I pasted in after reduction).

And it appears that now I can use MapForge! Yes! (It didn't like the 8000x6000 image.) Whew -- what a relief. I was dreading doing all that work from zero in the game's native map editor.

For now, I'm going to work with the assumption that 4000x3000 is a workable size. Is that a good assumption?
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Old March 10th, 2010, 05:37 PM
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Default Re: WIP: As-yet-unnamed 650-province map

Yeah most of the Map and Mod lists ignore me. The maps because they are "generated" instead of drawn. But if you want to get around that try playing with GIMPs Sepia function to make it look like an old-style pirate map.

I give an example of my full generating string here.
http://forum.shrapnelgames.com/showthread.php?t=44262
I like to run them in batches of 100 at night when I go to bed, then look for a particularly good one in the morning.

Usually I use 50.
But Ive gone as high as 70 on really large maps which gives you almost a maze.

I also prefer green for plains instead of that tan color, semi-transparent light-green for land borders, semi-transparent light-blue for sea borders.
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