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-   -   New Nation - MA Ossiriand - complete (http://forum.shrapnelgames.com/showthread.php?t=47040)

Executor February 10th, 2011 10:49 PM

New Nation - MA Ossiriand - complete
 
I've completed the nation. It is based on ancient Slovenian mythology and is sort of a cross between EA Marverni and LA Bogarus.


http://z7.invisionfree.com/Dom3mods/...topic=319&st=0


Nation info>

Strengths:
- Good diversity,
- Summonable sacred cavalry, sort of,
- Some unique stealthy troops,
- Several situational, but very devastating summons if used correctly
- Healer mages
- Some mages can predict bad events

Weaknesses:
- Lightly equipped troops,
- Very weak priests, only holy 1,
- Good mages are capital only
- Sacreds are decent, but capital only,
- Banishable mages,

http://i56.tinypic.com/308yy45.png

Soyweiser February 11th, 2011 08:05 AM

Re: New MA Nation - in progress
 
Looks nice. I have one piece of comment, the handle on the axe unit attack sprite looks a bit short.

(The summons also look like a different style than the normal units, don't know if that is intentional, if it isn't the summons could get a bit more contrast).

llamabeast February 11th, 2011 09:38 AM

Re: New MA Nation - in progress
 
Looks very nice - I'm looking forward to it.

Some small comments on the sprites (which mostly look really good):

The commander holding a bow seems to switch which hand is holding in when she fires. Also generally archer attack sprites have the bow higher (looks a bit like she's firing into the ground). However I wouldn't spend much time on this as attack sprites are only seen briefly. Some of the base-game ones are quite nasty!

The girl with the bats looks awesome!

For all the soldiers with shields, the change from shield to tunic is hard to see, making the sprite slightly confusing. This can be partly fixed by changing the tunic colours a little. However, the main fix is to do shading on the tunic. The bit of tunic near the shield will be slightly shadowed, so you can have the tunic getting steadily darker as you get near the shield. Then the shield will be suddenly lighter and the transition will be clearly visible. I find that sprites look very pleasing when you have a *lot* of this kind of shading - much more than you'd expect you'd need.

Generally my shading procedure goes like this:

- Select a load of pixels extending some distance from the source of the shadow. Make them slightly darker (e.g. in Gimp go to Brightness/contrast and reduce the brightness).
- Select a smaller set of pixels. All of them should be ones you selected before, but don't go so far from the shadow source. Make them darker.
- Repeat with an even smaller set.

Although this looks involved it doesn't take long and gives excellent effects. Of course with smaller areas it is probably easier to just draw the shadow pixel by pixel. This is quite possibly a case where it's small enough to do that in fact. But I hate keep on changing the colour I'm drawing with, so I often do the method described above even for tiny shadows.

I like the colouring on the soldiers a lot. I think you could do with darkening the orangey bits on the shoulders just slightly, particularly for the fourth one down. Is he wearing gold? I've found gold has to be much less bright than you'd expect. It's virtually brown. Similarly the gold band on the horse's foreleg is just slightly too bright I think.

The top summon has a slightly odd pose with his arms. Or rather, I think his right arm (left of the sprite) looks like he's holding his shoulder very high. The left arm seems to have some kind of long grey bit on it?

The second summon down is quite confusing to look at - but maybe it's deliberate? I think the white bits could be a bit less bright.

The third one looks very cool. I think you could increase the contrast on his tunic. In GIMP, just select the pixels of his tunic and increase the contrast (in Brightness/contrast - you will probably have to change the brightness too as it tends to make things overall brighter or darker when you change the contrast). However this will also have the effect of increasing the saturation of the colours, which you'll then need to separately decrease.


Some unnecessarily detailed comments there - I am quite a perfectionist on these things I think. But as they stand these are very good sprites, and exceptionally good for a first mod. Very much looking forward to release!

llamabeast February 11th, 2011 09:42 AM

Re: New MA Nation - in progress
 
Oh - for the dragon attack sprite, try raising its body by a few pixels, lowering the head, and bringing the tail forward. Then do some repair work to make it all connect together nicely again.

You can also try to tilt the body. To tilt something, select say the front third and move it up a pixel, and the back third and move it down a pixel. However it takes care not to give nasty result and because of the wings being there I'd say this isn't an ideal candidate.

Anyway, overall I'd say the attack sprite will be fiddly, but shouldn't take too long.

By the way how did you make the dragon sprite? It's bigger than the Bogarus Zmey sprite if I remember correctly. It's very nice.

Executor February 11th, 2011 10:08 AM

Re: New MA Nation - in progress
 
Ah, thank you for you comments Llamabest, good catch on the bow. I just started the sprites yesterday. I thought it would be best to make some general looks for the units and offer them for comments before I go into details. I've already changed some of the above.

The dragon actually is the Bogarus Zmey, chopped of two of it's heads and added the firebirds tail. Drawing the second wing was rather tricky I must say. The other sprites didn't take very long to make, unlike the dragon, so I'll leave him for last probably.
I still have at least 15ish units to make at least.

The first summons is supposed to be a vampire. It should look like a very old man, the grayish bits should be his decaying body, though he needs a bit finer fixing.
I've also complied his second form just now, a werewolf with his raggedy clothes still hanging.

The second summon, the horseman, I had no idea how to make look good.
It is supposed to be a horse with a man growing out of it's back, not an actual rider and it looks more like a fully kitted black knight.
It changed it a bit now, added a little banish, greenish look, tho it's far from perfect yet.

I'm rather proud of the third summon, it's a despicable old hag with chicken legs, long claws and horns, and the bat mage also.

I'll add the new sprites tonight, and the fixed once also.
Any comment good or bad is appreciated.

llamabeast February 11th, 2011 10:46 AM

Re: New MA Nation - in progress
 
You just started yesterday?! That is really impressive then!

I wonder if I am exceptionally slow at making sprites...

Executor February 11th, 2011 10:02 PM

Re: New MA Nation - in progress
 
I've added some new sprites, and did a bit of fixing on the old.

The old version of the sprites is still attached bellow.

llamabeast February 12th, 2011 06:47 AM

Re: New MA Nation - in progress
 
Haha, new sprites look awesome! Lots of scary things! That big bird is so creepy.

The zmey seems to have a lot of speckles in his background. Is that deliberate?

Soyweiser February 12th, 2011 07:30 AM

Re: New MA Nation - in progress
 
Saw the new bird. Didn't sleep... thanks...

Thanatus del Dragos February 21st, 2011 03:27 PM

Re: New MA Nation - in progress
 
I would give advice...but my sprites are awful. I am the one that needs advice.

Executor February 21st, 2011 04:11 PM

Re: New MA Nation - in progress
 
Hmm, I should really start finishing this, been in a bit of a jam lately. Just descriptions and junk pixels left to sort out, and some price/stats fine tuning trough tests.
I'll pop out the nation in a few days most likely.

llamabeast February 22nd, 2011 08:47 AM

Re: New MA Nation - in progress
 
:) This is somewhat disheartening since I have been working hard on a nation mod ("Sylvania, Vampire Counts" for about three months and it's still not finished!

Looking forward to your mod Executor!

Executor February 26th, 2011 11:23 PM

Re: New MA Nation - in progress
 
Quote:

Originally Posted by llamabeast (Post 771631)
:) This is somewhat disheartening since I have been working hard on a nation mod ("Sylvania, Vampire Counts" for about three months and it's still not finished!

I'm the Busta Rhymes of mod making. :p

Another Warhammer nation? I', anxious to see it:)

Actually I'm thinking or maybe making another mod nation while I'm still home (not much you can do when snowed in really), and not limit myself by a certain mythology, I've sort of kinda started it already. I need my master piece before I retire from nation modding and I'm not feeling it yet with this nation.

Also, I'm gonna murder whoever told me fixing junk pixels was easy, took me longer to hunt them down than to make the damn units in the first place...

There's still one units that's impossible for me to fix, the big scary bird, half of it's wings are chopped of, which I didn't really notice until I tried it in-game due to it's color.
I'm using GIMP, and I can't solve the black background - black units problem. It's like a blind man painting! I need help on this one.

Anyway, just missing that one thing missing, well that and the nation name and epithet (muscle tribe of danger and excellence???)

llamabeast February 27th, 2011 07:52 AM

Re: New MA Nation - in progress
 
I can fix junk pixels for you! Just email me the files (llamabeast at... my server domain) and I'll do it and tell you how I did it.

Executor March 1st, 2011 04:39 PM

Re: New Nation - MA Ossiriand - complete
 
The nation is finally complete. Hopefully there aren't too many bugs. :)

Comments are welcome.

I'll add the nation sprites to the OP during the day.
Cheers!

Executor March 2nd, 2011 12:03 PM

Re: New Nation - MA Ossiriand - complete
 
EDIT> Minor fixes made,
- Vampir domsummon corrected,
- Osenja can assassinate,
- Babica map move 2,
- Vila descr corrected a bit.


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