Dev Blog 23/11/17

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[parsehtml]<p><img src="http://www.taleworlds.com/Images/News/blog_post_17_taleworldswebsite_575.jpg" alt="" /></p> <p>Every single thing that you see when you look around in a 3D video game is a unique, painstakingly-modelled object. We are not talking only about the flashiest, most important things, such as warriors, weapons or impressive architecture: in order to be realistic, a 3D world needs to take care of its smallest details. 3D modellers do exactly that: they work like sculptors, giving shape to their imagination to create and populate the worlds we will “live” in when we play. In this week’s blog we talk with 3D modeller Ümit Singil, who takes care of such things – but being one of the most veteran members of the TaleWorlds team, he has a history of doing a good number of different tasks for the Mount & Blade games.</p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/36
 
7erj1 said:
NPC99 said:
7erj1 said:
guys developers, im sure you dont see that message, but i want to say that old map (what we can see on gamescom 2015 https://youtu.be/ZpkrdMAyCmo?t=2m56s), are better what you publish on this blog (almost old, and that are sure better). maybe before u see message's yaga comrade, and i agree with them, global map need more detail like clouds, birds flying somewhere etc..
i hope u read that messgae (sorry for my english) and do something.

The blog only included one still photo. It was clearly taken at a higher angle than a players normal perspective to give a panoramic view. They were showing off a vista, not a tight focus, which means that we are probably seeing LODs for a number of elements.
yes, on screenshot we can see more more than video, but fact is color gamma has discolored, static banners (rly? in game named as bannerlord?), such people write about details (where? nothing change after 2 year), and that shadows.. need to show the good side of the game and i do not agree with what i see. at the moment the map looks empty and uninteresting, and i see no reason to continue this dialogue.


I disagree, the map looks very vibrant, pleasant and eye catching in the current version. I like that they have banners with the color of each faction for easier information. The game is not discolored, the video you linked has very bad quality, actually.
 
I like the colored background for the settlement names. It looks less raw and gives the game a more polished look. I'm pretty sure it's going to be easier to read the names while zoomed out.
 
I wanna know why the weapons have such huge pollygon counts. Seems really excessive for things that are often quite simple. Tesselation?

More importantly the castle. It's a Low polly model, but there's a few things I don't like about it and I don't know how much carries over.
The merlons are too spaced and the battlement walls are too low.
The Gatehouse looks weak
The door to the keep is right in front of the door of the gatehouse, which makes getting a battering ram in just so much easier.
I don't know how big those barrels are supposed to be, but the thin walls of the towers are a problem. They should be at least a metre thick.

If I was more of an expert, or could see the terrain the building'd be on, I'd have more to say.
 
The Bowman said:
I like the colored background for the settlement names. It looks less raw and gives the game a more polished look. I'm pretty sure it's going to be easier to read the names while zoomed out.

I agree. I hope TW will keep new look and not return old style.
 
Innocent Flower said:
I wanna know why the weapons have such huge pollygon counts. Seems really excessive for things that are often quite simple. Tesselation?

I suspect it’s a byproduct of the crafting system as all parts have to be compatible with each other, allowing unrestricted mixing & matching.
Also the ranges given are extremely wide, suggesting some fancy modelling for top-end kit.
 
kalarhan said:
masterhound3 said:
There are cities in Greece that have the same name for more than 3000 years. So their argument isn't that legit.

who is Byzantium ? Or maybe Constantinople ? Or perhaps  İstanbul ? And lets not get started on the different spelling in Latin, Greek, ...

You are so historically illiterate that you should start with the alphabet first vefore asking such questions. There is no Instabul, thats just occupied Constantinople that had to be altered by the illegal occupants, Asia Minor is just occupied Ionia. Greek for millenia. The occupants merely renamed the cities, all ruins are Greek from Thrace, to Attalia and beyond.


DanAngleland said:
There are lots of examples of place names changing over time in Europe, that is obviously the inspiration for the different spellings and I like it. Besides which, I'd like to know which Greek cities have had no changes in the spelling of their names- Athens was not spelt the same way by the ancient Greeks as the modern Greek spelling, which in turn is not quite the same as Athens, the English spelling.

Athena is older than written history but thats for another discussion. Argos, Thebes, Larissa, Agrinion, Trikala and many others.

do not double post, be nicer to others, and before calling somebody illiterate maybe try typing before with b
 
Innocent Flower said:
If I was more of an expert, or could see the terrain the building'd be on, I'd have more to say.

map icons need to be adjusted to look good on such a small scale, so it is hard to tell if the actual scene (the "real" castle) has the same characteristics. It is based on it (inspired by it), but that doesn't mean it is a carbon copy (otherwise the game could just create the icon automatically and not require manual work).


masterhound3 said:
Athena is older than written history but thats for another discussion. Argos, Thebes, Larissa, Agrinion, Trikala and many others.

Yes there are places with ancient names. There are also places that changed  names several times. Your point?  :razz:
 
masterhound3 said:
Question to the 3d modelling devs: As you grow in strength and training, will this progress show on your muscles?

Probably not, there is weight/build slider in character creation. Changing the character looks based on stats is bad. This is an RPG, I want my character to be as I design him regardless of stats.
 
I much prefer the town names as they appear in this blog. They look better, cleaner and more modern.

The old style, where they looked like Warband, were really old fashioned and didn't fit in the game.
 
578 said:
masterhound3 said:
Question to the 3d modelling devs: As you grow in strength and training, will this progress show on your muscles?

Probably not, there is weight/build slider in character creation. Changing the character looks based on stats is bad. This is an RPG, I want my character to be as I design him regardless of stats.

Actually, Kenshi did it really well. Dex and Str affect the look of your character (muscle draw, and bulk), starving will also make your character look really thin and sick.

But I'd prefer to be able to change the appearance of my character whenever I want, for RP reason (more and more bulky, maybe starved sometimes after beeing held captive, change hair/beard/warpaint when I want, things like that), so the warband system suits me better.

If Ageing is a thing in the game, though, I don't see it working with that :/ (seriously, I really hope they drop all that ageing thing)

I also prefer the town names now, it's easier to read, and give the game a more polished look


7erj1 said:
guys developers, im sure you dont see that message, but i want to say that old map (what we can see on gamescom 2015 https://youtu.be/ZpkrdMAyCmo?t=2m56s), are better what you publish on this blog (almost old, and that are sure better). maybe before u see message's yaga comrade, and i agree with them, global map need more detail like clouds, birds flying somewhere etc..
i hope u read that messgae (sorry for my english) and do something.

First time I notice that, but in the video linked, the dude who plays lute in the tavern actually places his hand correctly for the song (maybe not the finger, but the hand moves at the right time in the right direction).

That kind of attention to details makes me really confident in the feeling and ambiance we'll get in cities and villages
 
I wonder what these "palms" are... some special resource for that unseen village maybe? they don't seem to fit with the flora of that specific region

dXIIots.jpg
 
Yaga said:
Callum, thanks for the screenshot.

I have questions, but I will ask them a little later - first we need to carefully consider the global map, but I have not managed to do it yet.

However, one question I will ask now is the cities, villages and castles on the global map look exactly like in the game itself or not?
I'm still interested in the question of how the locks look in the game and on the global map.

This I write, so as not to lose my question, sorry.
 
Something I do not know today, where to start ...
I'm grateful for the fresh screenshot of the map, though I expected a slightly different picture, but I will talk about the one that is.
I'll have to refer to my first posts on this site.
I wanted to draw new ideas for a global map, but with this screenshot it probably will not work. Well, I have old drawings  :wink:
So, I'll start in order.
The screenshot is likely to be the morning, which also confuses me a bit ... I expected that there will be two screenshots - day and night.

1.
The names of cities are liked by one person, but others are not. I suggest that everyone look at the old screenshot, on which I completely deleted the names of the cities.
Do you see the difference? Without the names of cities, it's more like a living world.
I understand that it's impossible to refuse names altogether - we must look for a compromise. Surely they should be reduced in size. You can depict in the form of flags on the towers, so that they look harmonious. A coat of arms can be drawn on individual flags of a smaller size.
It is possible to think of something else, but probably it is necessary to change that that is on something another.
And so it turns out a map of names, words, color strips, and not a map of the living world.

blog_post_17_taleworldswebsite_03.jpg

%D0%BA%D0%B0%D1%80%D1%82%D0%B02%D0%B1.jpg


Sorry that I write a lot, but I expect that those who make a global map read it, but they need to explain all the details and ideas.
===


2.
The screenshot is hard to see the villages, but let's see what is there and compare it to my old drawing.
In my old drawing I propose to make living villages with mills (there are two of them - water and windmills), fields, animals, light in the windows, smoke from the pipes, hovering birds.
At the same time compare how exactly all this is drawn from me and compare with the new screenshot. Let me remind you that I drew an ordinary mouse in PaintNet, which is very difficult.

%D0%B4%D0%B2%D0%B5%20%D0%B4%D0%B5%D1%80%D0%B5%D0%B2%D0%BD%D0%B8.jpg

%D0%BA%D0%B0%D1%80%D1%82%D0%B03%D0%B5.jpg
=== 


3.
Forest. My favorite forest :smile:
What for him to say, but nothing - he did not change at all, as he looked like bath brooms, he stayed like that. All trees are the same, the same color, type, size, shape and with upward branches.

This is not a tree, but a broom for a bath:
berezoviy.jpg
But I believe that the developers and Armagan have heard me and are working on new trees!

I do not see coniferous forests. but they certainly you have.
===


4.
The mountains.
I once wrote about mountain ranges.
Here you fellows - made both mountain ranges and separate mountains.
But I want to tell you a little more :smile:

Mountain ridges are different - with a sharp crest, as you drew.
And it happens with intermittent.
I would not make such a long sharp ridge at the mountains.
86588a71e1e712f1c917b3908966f2ac.jpg

%D0%9F%D1%83%D1%82%D0%B5%D1%88%D0%B5%D1%81%D1%82%D0%B2%D0%B8%D0%B5-%D0%BF%D0%BE-%D0%A0%D0%BE%D1%81%D1%81%D0%B8%D0%B8-%D0%A3%D1%80%D0%B0%D0%BB-%D0%B3%D0%BE%D1%80%D0%BD%D1%8B%D0%B9-%D1%85%D1%80%D0%B5%D0%B1%D0%B5%D1%82-%D0%A2%D0%B0%D0%B3%D0%B0%D0%BD%D0%B0%D0%B9-1.jpg

There are mountains without an acute ridge.
chernogora_3_brebeneskul.jpg

At you all mountains gray. But the mountains are of different colors.
sihote-alin1.jpg

1454663474_zhuy1.jpg

There are mountains naked, and there are covered with wood. I see you have only bare mountains.
Serra-do-Mar-2.jpg

mid_45391_6124.jpg

depositphotos_3855204-stock-photo-great-mountain-is-covered-with.jpg

ds_photo_157.jpg
===


5.
River.
I do not understand what's in the screenshot of the water. Waves? Does the water boil?
Waves are on very wide rivers during a strong wind. More waves are on the seas and oceans, large lakes. Water can boil in a mountain river.
zzpic2680_sc115.com.jpg
In the screenshot, a flat river means water should be almost smooth. The water must reflect the trees, the city, the sky, the sun, the stars, the moon.
reka_674_secretworlds.ru.jpg

1313765127_verhovya-eniseya.-erzhey-e1432212325848.jpg

%D0%A0%D0%B5%D0%BA%D0%B0-%D0%91%D0%B5%D0%BB%D0%B0%D1%8F-%D0%91%D0%B0%D1%88%D0%BA%D0%B8%D1%80%D0%B8%D1%8F.jpg

panoramnaya-fotografiya-66050.jpg

What do you have with the color of the water in the river? Such a color is not like water in a river and it must be changed.
%D1%80%D0%B5%D0%BA%D0%B0-%D0%BC%D0%B0%D0%BD%D0%B0.jpg

Still at your river absolutely identical strip of coast. But the shore is different - low and high, sandy, rocky (in the mountains), or covered with grass, etc.
The stones near the bridge also look strange ...

Your river starts in the mountains - I hope there will be noisy waterfalls.
%D0%B2%D0%B5%D1%80%D1%85%D0%BD%D0%B8%D0%B9-%D0%B2%D0%BE%D0%B4%D0%BE%D0%BF%D0%B0%D0%B4-%D0%BD%D0%B0-%D1%80%D0%B5%D0%BA%D0%B5-%D0%B9%D0%B5%D0%BB%D0%BB%D0%BE%D1%83%D1%81%D1%82%D0%BE%D0%BD.jpg
Plain river can begin with an underground key, a swamp, a lake.

And you will have swamps?
original.jpeg
===


I do not know what to do, the message turned out to be very large, and I have not written everything yet?..



I'll try to write short, but it's all very important!

At night, the detachment stopped to rest - let them have a fire burning, smoke is coming from the fire, people are sitting around and long shadows fall from them.
If the detachment is large - tents, carts around the fires.
===

We need natural effects.
In the video you showed in the desert beautifully flying sand.
On the global map in the desert, too, must fly sand.
In winter, the snow must fly through the snow (like sand in the desert).
===

Developers, who has played from you to Civilization 6? There in the ice made the northern lights! You also have the north - so draw the northern lights! It's very easy to draw!

When traveling at night on a global map, let the meteorite fly through the sky in a very rare way. Unexpectedly and pleasantly!
===

Birds!
If it's a city, a village, a castle-let the white pigeons and the seagulls fly over it.
If the village, castle, city was plundered - let black crows circumnavigate it.
It is beautiful and informative - from a distance it is clear that this place was robbed and burned.

There is a large detachment through the forest - let a flock of crows take off and croak, because they were scared. This will also help create an atmosphere and will prompt that through the forest there is a large detachment.
===

It seems to have written everything, but I'm tired and could forget something  :smile:

I hope the message will fit on the page...

No, I missed something! I now looked at my second message on this forum and saw there some interesting ideas.
Here, read them:
https://forums.taleworlds.com/index.php/topic,249537.msg8361482.html#msg8361482
Here are some proposals
1. Add animated windmills and watermills with rotating blades and wheels, add forges with burning furnaces (including those in cities).
Light is streaming from windows, and smoke from chimneys what is especially picturesque at night.
Burning fires on the travellers' overnight stays and robber camps.

2. Hide all the information about settlements, size of troops under pop-ups which appear while hovering mouse over the object.
Or the pop-ups can be optional at least. Or you can do this way: At the global view at high altitude settlements can be seen. And at the closest zoom the names vanish.
Large troops and caravans can be represented in several pieces. This is meaningful, looks good and removes the digits, while the exact value can be specified in a pop-up

3. Birds can fly up with noise. This is not only aesthetics, it can be a prompt that some troops are moving through the forest.
Birds of prey can hover over a battlefield or a plundered settlement. This is meaningful too

4. If there's a ford on a river, it can be shown as shallow water with sand seen beneath the stream.
It will give a prompt on where to cross the river.
fishing boats, merchant ships and other vessels sailing in seas and lakes and along rivers.
Fish schools moving in water.
By the way, I saw birds over the water in your video! :smile:


5. Place inns along the roads for the overnight accommodation to travelers and caravans.

By reducing the travel speed universally you will add importance to roads.
Keeping the fast travel speed along the roads unchanged will make them essential. This way troops and caravans will prefer moving along the roads which will also encourage making ambushes on roads. If there are now roads in the game, you should add them!

6. Add swamps like very slow or completely impassable terrain. Add sounds - marsh owls, frogs. Decorate the mountain rivers with noisy waterfalls.
Add variety to the nature terrain: along with sunny, joyful green forests,  let there be thick, gloomy forests - embarrassing movement - with windbreaks and withered trees, with howling wolves, night thunder, rain and howling winds. Bandit lairs will look great in them.

All these features will create a certain ambience and add some pleasure to the gameplay.
The more small details, various sounds you add to the map, the more interesting will be travelling through it.
Armagan and developers, tell me please, what do you think about my ideas?
 
Well, I think they're awesome (Tree expert's ideas)

I think some additional, one off natural wonders or landmarks would do really good too.
Maybe something like a really tall mountain, but you could also do mesas, canyons, Forests of unusual trees, something like the gobi desert where it's murder and you shouldn't go there because you burn in the day and freeze in the night, waters that freeze which perhaps allows/disallows their traversal, oddly coloured cliffs or something like giants causeway,  on the human side you could have abandoned ruins in places no longer usable, a hermitage in the mountains, mysterious religious sites from before the empire...
 
Yaga said:
Something I do not know today, where to start ...
I'm grateful for the fresh screenshot of the map, though I expected a slightly different picture, but I will talk about the one that is.
I'll have to refer to my first posts on this site.
I wanted to draw new ideas for a global map, but with this screenshot it probably will not work. Well, I have old drawings  :wink:
So, I'll start in order.
The screenshot is likely to be the morning, which also confuses me a bit ... I expected that there will be two screenshots - day and night.

1.
The names of cities are liked by one person, but others are not. I suggest that everyone look at the old screenshot, on which I completely deleted the names of the cities.
Do you see the difference? Without the names of cities, it's more like a living world.
I understand that it's impossible to refuse names altogether - we must look for a compromise. Surely they should be reduced in size. You can depict in the form of flags on the towers, so that they look harmonious. A coat of arms can be drawn on individual flags of a smaller size.
It is possible to think of something else, but probably it is necessary to change that that is on something another.
And so it turns out a map of names, words, color strips, and not a map of the living world.

blog_post_17_taleworldswebsite_03.jpg

%D0%BA%D0%B0%D1%80%D1%82%D0%B02%D0%B1.jpg


Sorry that I write a lot, but I expect that those who make a global map read it, but they need to explain all the details and ideas.
===


2.
The screenshot is hard to see the villages, but let's see what is there and compare it to my old drawing.
In my old drawing I propose to make living villages with mills (there are two of them - water and windmills), fields, animals, light in the windows, smoke from the pipes, hovering birds.
At the same time compare how exactly all this is drawn from me and compare with the new screenshot. Let me remind you that I drew an ordinary mouse in PaintNet, which is very difficult.

%D0%B4%D0%B2%D0%B5%20%D0%B4%D0%B5%D1%80%D0%B5%D0%B2%D0%BD%D0%B8.jpg

%D0%BA%D0%B0%D1%80%D1%82%D0%B03%D0%B5.jpg
=== 


3.
Forest. My favorite forest :smile:
What for him to say, but nothing - he did not change at all, as he looked like bath brooms, he stayed like that. All trees are the same, the same color, type, size, shape and with upward branches.

This is not a tree, but a broom for a bath:
berezoviy.jpg
But I believe that the developers and Armagan have heard me and are working on new trees!

I do not see coniferous forests. but they certainly you have.
===


4.
The mountains.
I once wrote about mountain ranges.
Here you fellows - made both mountain ranges and separate mountains.
But I want to tell you a little more :smile:

Mountain ridges are different - with a sharp crest, as you drew.
And it happens with intermittent.
I would not make such a long sharp ridge at the mountains.
86588a71e1e712f1c917b3908966f2ac.jpg

%D0%9F%D1%83%D1%82%D0%B5%D1%88%D0%B5%D1%81%D1%82%D0%B2%D0%B8%D0%B5-%D0%BF%D0%BE-%D0%A0%D0%BE%D1%81%D1%81%D0%B8%D0%B8-%D0%A3%D1%80%D0%B0%D0%BB-%D0%B3%D0%BE%D1%80%D0%BD%D1%8B%D0%B9-%D1%85%D1%80%D0%B5%D0%B1%D0%B5%D1%82-%D0%A2%D0%B0%D0%B3%D0%B0%D0%BD%D0%B0%D0%B9-1.jpg

There are mountains without an acute ridge.
chernogora_3_brebeneskul.jpg

At you all mountains gray. But the mountains are of different colors.
sihote-alin1.jpg

1454663474_zhuy1.jpg

There are mountains naked, and there are covered with wood. I see you have only bare mountains.
Serra-do-Mar-2.jpg

mid_45391_6124.jpg

depositphotos_3855204-stock-photo-great-mountain-is-covered-with.jpg

ds_photo_157.jpg
===


5.
River.
I do not understand what's in the screenshot of the water. Waves? Does the water boil?
Waves are on very wide rivers during a strong wind. More waves are on the seas and oceans, large lakes. Water can boil in a mountain river.
zzpic2680_sc115.com.jpg
In the screenshot, a flat river means water should be almost smooth. The water must reflect the trees, the city, the sky, the sun, the stars, the moon.
reka_674_secretworlds.ru.jpg

1313765127_verhovya-eniseya.-erzhey-e1432212325848.jpg

%D0%A0%D0%B5%D0%BA%D0%B0-%D0%91%D0%B5%D0%BB%D0%B0%D1%8F-%D0%91%D0%B0%D1%88%D0%BA%D0%B8%D1%80%D0%B8%D1%8F.jpg

panoramnaya-fotografiya-66050.jpg

What do you have with the color of the water in the river? Such a color is not like water in a river and it must be changed.
%D1%80%D0%B5%D0%BA%D0%B0-%D0%BC%D0%B0%D0%BD%D0%B0.jpg

Still at your river absolutely identical strip of coast. But the shore is different - low and high, sandy, rocky (in the mountains), or covered with grass, etc.
The stones near the bridge also look strange ...

Your river starts in the mountains - I hope there will be noisy waterfalls.
%D0%B2%D0%B5%D1%80%D1%85%D0%BD%D0%B8%D0%B9-%D0%B2%D0%BE%D0%B4%D0%BE%D0%BF%D0%B0%D0%B4-%D0%BD%D0%B0-%D1%80%D0%B5%D0%BA%D0%B5-%D0%B9%D0%B5%D0%BB%D0%BB%D0%BE%D1%83%D1%81%D1%82%D0%BE%D0%BD.jpg
Plain river can begin with an underground key, a swamp, a lake.

And you will have swamps?
original.jpeg
===


I do not know what to do, the message turned out to be very large, and I have not written everything yet?..



I'll try to write short, but it's all very important!

At night, the detachment stopped to rest - let them have a fire burning, smoke is coming from the fire, people are sitting around and long shadows fall from them.
If the detachment is large - tents, carts around the fires.
===

We need natural effects.
In the video you showed in the desert beautifully flying sand.
On the global map in the desert, too, must fly sand.
In winter, the snow must fly through the snow (like sand in the desert).
===

Developers, who has played from you to Civilization 6? There in the ice made the northern lights! You also have the north - so draw the northern lights! It's very easy to draw!

When traveling at night on a global map, let the meteorite fly through the sky in a very rare way. Unexpectedly and pleasantly!
===

Birds!
If it's a city, a village, a castle-let the white pigeons and the seagulls fly over it.
If the village, castle, city was plundered - let black crows circumnavigate it.
It is beautiful and informative - from a distance it is clear that this place was robbed and burned.

There is a large detachment through the forest - let a flock of crows take off and croak, because they were scared. This will also help create an atmosphere and will prompt that through the forest there is a large detachment.
===

It seems to have written everything, but I'm tired and could forget something  :smile:

I hope the message will fit on the page...

No, I missed something! I now looked at my second message on this forum and saw there some interesting ideas.
Here, read them:
https://forums.taleworlds.com/index.php/topic,249537.msg8361482.html#msg8361482
Here are some proposals
1. Add animated windmills and watermills with rotating blades and wheels, add forges with burning furnaces (including those in cities).
Light is streaming from windows, and smoke from chimneys what is especially picturesque at night.
Burning fires on the travellers' overnight stays and robber camps.

2. Hide all the information about settlements, size of troops under pop-ups which appear while hovering mouse over the object.
Or the pop-ups can be optional at least. Or you can do this way: At the global view at high altitude settlements can be seen. And at the closest zoom the names vanish.
Large troops and caravans can be represented in several pieces. This is meaningful, looks good and removes the digits, while the exact value can be specified in a pop-up

3. Birds can fly up with noise. This is not only aesthetics, it can be a prompt that some troops are moving through the forest.
Birds of prey can hover over a battlefield or a plundered settlement. This is meaningful too

4. If there's a ford on a river, it can be shown as shallow water with sand seen beneath the stream.
It will give a prompt on where to cross the river.
fishing boats, merchant ships and other vessels sailing in seas and lakes and along rivers.
Fish schools moving in water.
By the way, I saw birds over the water in your video! :smile:


5. Place inns along the roads for the overnight accommodation to travelers and caravans.

By reducing the travel speed universally you will add importance to roads.
Keeping the fast travel speed along the roads unchanged will make them essential. This way troops and caravans will prefer moving along the roads which will also encourage making ambushes on roads. If there are now roads in the game, you should add them!

6. Add swamps like very slow or completely impassable terrain. Add sounds - marsh owls, frogs. Decorate the mountain rivers with noisy waterfalls.
Add variety to the nature terrain: along with sunny, joyful green forests,  let there be thick, gloomy forests - embarrassing movement - with windbreaks and withered trees, with howling wolves, night thunder, rain and howling winds. Bandit lairs will look great in them.

All these features will create a certain ambience and add some pleasure to the gameplay.
The more small details, various sounds you add to the map, the more interesting will be travelling through it.
Armagan and developers, tell me please, what do you think about my ideas?

Remembered more!

In Civilization 6 incredibly beautiful sea surf! It is especially beautiful, as the waves break up against the coastal rocks.
You also need to make such beauty!
You can see a little surf here:
https://www.youtube.com/watch?time_continue=62&v=UBh2YM-0xws#t=0m48s
And here (look directly at the rocks!):
https://www.youtube.com/watch?time_continue=77&v=oUlzrcpSPFE#t=0m17s

Unfortunately it can not be seen very well. It is better to see directly in the game itself.

 
Yaga's comments make sense. Nothing fancy or exaggerated.
Mountain ranges have a particular shape or direction, but the pic shows like somebody just popped-up mountains just to create a kind of barrier/maze like with no link to nature and it looks ridiculous in the end. This displacement looks more suitable for hills than mountain peaks.
I don't mind the rivers as they are shown and I wouldn't say anything about trees as I might start Yaga again. :lol:
 
578 said:
Taleworlds, you really need to put more effort in names. I have noticed some of the city names sound too generic or stupid and it also extends further to character names. I saw the Battanian leader is called ''Caladog''. Do you expect me to take seriously anyone with 'dog' in his name?

Name is perfectly in line with the theme they've picked (Dark Age/Iron Age Brythonic). Probably based on Caradoc https://en.wikipedia.org/wiki/Caradoc who's a semi-mythic figure from Gwent in Wales, supposedly active around the historic period 500-600 AD
 
I wholeheartedly agree with every point Yaga wrote!
I was always confused about what look/style taleworlds was trying to achieve with the world map.

The schematic villages, party figures/characters, simplified forests and trees suggest it tries to be something like a plotting board - as If you were planning your movements on the worldmap - but somehow the animated figures and the overall feel didn't fit in the plotting board theme. So it is neither really schematic nor a realistic approach. I think its not ideal

With the bannerlord map I still feel the same, but with the suggestions Yaga made it would take a huge step towards realistic approach!

I think even the VC worldmap was a big improvement with those chimney smokes over towns, landmarks and large parties represented with more figures...

Cheers!
 
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