Create your own Map Icon! Taking submissions now!


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Goblin Squad Member

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Ladies and Gentlemen,

The Empyrean Order, in partnership with Full Metal Syndicate (The Map Creators), are focused on creating a new map. This new map will feature elevation changes, choke hold entry points (at least some), as well as better identifiers for alliances, alignment, and settlement icons.

In light of this new project we are asking each of the Landrush winners, from LR1 and LR2, to create their own icon. HERE is a template to use to create your settlement's icon.

Creation Rules:

1. The icon must fit within the outer Hex, but at least 80% of it must be within the inner Hex. The limitation is due to still being able to identify the Hex type.
2. No part of your settlement icon may be copyrighted/trade marked, as we hope Goblinworks eventually uses these Icons within their game.

Please post your icon here, with a link, as well as the name of the settlement it represents.

Here is a bit of a teaser of the new Map

Goblin Squad Member

I support this initiative!

Can you give us emblem parameters for HxW in px by any chance?

Goblin Squad Member

Wonderful idea. I hope I can get someone from Sunholm interested - I couldn't art my way out of a paper bag.

EDIT: When would you like them by? I've arted my way to a simple offering, but if nobody presents anything better I'll send it your way at the deadline.

Goblin Squad Member

38x48 roughly on the inner, and 64x56 to the outer, doesn't include corners.

And we will update the map every so often, so no rush we will just use a place holder.

Goblin Squad Member

Thanks!

Scarab Sages

Amazing.

Can we have a model to work with?

Goblin Squad Member

This is just more "Coolness" guys. Well done. :)

Goblin Squad Member

Kemedo wrote:

Amazing.

Can we have a model to work with?

Cheatle's OP has a link in the 3rd sentence, it should link you to a small image template that you would just need to save and edit to create the design

Goblin Squad Member

Click here for Golgotha and Callambea!!

Goblin Squad Member

Does it need to be a certain format or would any image format be fine?

Scarab Sages

FMS Trippic wrote:
Kemedo wrote:

Amazing.

Can we have a model to work with?

Cheatle's OP has a link in the 3rd sentence, it should link you to a small image template that you would just need to save and edit to create the design

WOW. I need to change my glasses. I tottaly missed that. TY

Goblin Squad Member

My link above is fixed.

Goblin Squad Member

-Aet- Areks wrote:
Click here for Golgotha and Callambea!!

i see how it is makin me make a Xelias forum account to access the image..*Shakes fist*

checked it out. sizes look good. sundracon should have them now

@sluce
png would be preferable
mostly prefered a format with an alpha channel, otherwise its alot more work cleaning up the background on the image

Goblin Squad Member

How odd. I didn't have to create an account, it just let me view that thread.

Goblin Squad Member

Just a formality... don't mind the Sith Overlord in the corner. ;)

Goblin Squad Member

guess i clicked the link before the fix, either way image was received ;)

edit: yeah must have been before the fix, logged out and refreshed and could still see it

Shadow Lodge Goblin Squad Member

Wow! Kudos to you guys, even the teazer looks gorgeous! I can't wait to see Golgotha's figurehead on the map!

Goblin Squad Member

The Leolich has been revealed!

Scarab Sages

If you want to me do some tries on your settlement icon:

Lion Council can positively gameplaying help! HAHAHA

PM me with some images and ideas, we can work out it.

Goblin Squad Member

Bumping this!

Goblin Squad Member

a PREVIEW of the map with symbols so far, names yet to be added

Goblin Squad Member

As you all can see we only have Brighthaven, Callambea, Golgotha, and Ozem's Vigil's Map Icons. Please get your submissions in!

We plan on adding names, alignment, and a secondary map with Alliance/Nation/Political Territory overlays.

Scarab Sages

Cheatle. The template resolution is not the same of the map, the final icon made by template are a lot less defined, coudl we send the original pic to you?

Scarab Sages

Per exemple:
Original pic
Templated 1
Templated 2

PS: This is not the official images, just examples ;)

Goblin Squad Member

@Kemedo: The final icon will be a bit pixilated, 65px by 57px is very small, but the template should be fine.

For example, I pasted your Templated 2 image directly into my map and got <this>. I didn't have to adjust the size at all.

Goblin Squad Member

FMS Sundracon wrote:

@Kemedo: The final icon will be a bit pixilated, 65px by 57px is very small, but the template should be fine.

For example, I pasted your Templated 2 image directly into my map and got <this>. I didn't have to adjust the size at all.

I like the way it looks on the right-hand side.

Goblin Squad Member

I notified Forgeholm leadership of this thread , you should get a submission request soon. :)

Scarab Sages

@Sundracon: Indeed. Thank you.

@Bludd: you're da boss!

Goblin Squad Member

Bluddwolf wrote:
I like the way it looks on the right-hand side.

My eyes must be older than I realise; is there a difference between the two icons? I'm ignoring the corners of a rectangle visible in grey on the left, of course.

Goblin Squad Member

T7V Jazzlvraz wrote:
Bluddwolf wrote:
I like the way it looks on the right-hand side.
My eyes must be older than I realise; is there a difference between the two icons? I'm ignoring the corners of a rectangle visible in grey on the left, of course.

It was the corners which I was not ignoring.... So if they are the same, then yeah they are fine.

Goblin Squad Member

FMS Trippic wrote:
a PREVIEW of the map with symbols so far, names yet to be added

Just the initial revision with drop shadow added and elevation smears are awesome! Good work... Snazzy looking logos too!

Goblin Squad Member

My only suggestion is adding either stroke or dropshadow to the TEO logo. The phoenix blends a bit with the mountain hex color.

Goblin Squad Member

-Aet- Areks wrote:
...adding either stroke...

What's "stroke", please? I'm graphics-challenged.

Goblin Squad Member

Basically a border/outline.

Goblin Squad Member

I spoke to Cheatle about this already, but I think it's a mistake to indicate elevation changes with the shadows where there are no actual elevation changes.

Goblin Squad Member

-Aet- Areks wrote:
My only suggestion is adding either stroke or dropshadow to the TEO logo. The phoenix blends a bit with the mountain hex color.

Heh, thats been bothering me as well, here is a <closeup> of a section that shows both Aragon and Brighthaven with some outlines.

Goblin Squad Member

The closeup makes it look as if Brighthaven's icon's outlined in grey. Could changing it to black make it "pop" more?

Goblin Squad Member

Nihimon wrote:
I spoke to Cheatle about this already, but I think it's a mistake to indicate elevation changes with the shadows where there are no actual elevation changes.

Actually there is quite a significant difference between the two drop shadows used. I would agree only in the instances of the water hexes. Plains inside a forest = trees casting shadows and the same for forest hexes in the middle of plains.

Actual elevation changes are indicated by a much more significant shadow. It makes perfect sense to me.

Goblin Squad Member

FMS Sundracon wrote:
-Aet- Areks wrote:
My only suggestion is adding either stroke or dropshadow to the TEO logo. The phoenix blends a bit with the mountain hex color.
Heh, thats been bothering me as well, here is a <closeup> of a section that shows both Aragon and Brighthaven with some outlines.

Nice. Those look great.

Goblin Squad Member

T7V Jazzlvraz wrote:
The closeup makes it look as if Brighthaven's icon's outlined in grey. Could changing it to black make it "pop" more?

Oh Jazz... You just put a smile on my face brother.

Goblin Squad Member

On one of those nit-picky-OCD things that always get my wife upset at me...

Bleeding the higher elevation colour into the lower elevation hex below it makes it appear that the elevation change occurs in the lower hex. Is that the case? Is the higher elevation hex all one level, and extrudes a ramp into the lower, or is the lower elevation hex all one level, with a "cut/valley" in the higher elevation hex being where the level change actually occurs from the character's perspective?

Goblin Squad Member

Good observation Cal.

The lower hex should be bled into the higher hex as it is the transition hex, not the lower.

Don't mind us... We're just trouble shooting your thankless work =P

Goblin Squad Member

Caldeathe Baequiannia wrote:

On one of those nit-picky-OCD things that always get my wife upset at me...

Bleeding the higher elevation colour into the lower elevation hex below it makes it appear that the elevation change occurs in the lower hex. Is that the case? Is the higher elevation hex all one level, and extrudes a ramp into the lower, or is the lower elevation hex all one level, with a "cut/valley" in the higher elevation hex being where the level change actually occurs from the character's perspective?

The choke points bleeding into the lower elevations are intended to indicate where the roads/paths leading up actually are. For example, the choke point into the mountains just northwest of Callambea only has access paths on the north and south faces, not the northwest and southwest.

Are you suggesting it would make more sense to bleed the green of the forest up into the mountains instead of bleeding the orange of the mountains down into the forests? If so, that seems like a very good suggestion.

Goblin Squad Member

-Aet- Areks wrote:
Oh Jazz... You just put a smile on my face brother.

Oh hell. I'll bet I just described a stroke.

Yes, I'm often slow on the uptake of new stuff.

Goblin Squad Member

Nihimon wrote:
Are you suggesting it would make more sense to bleed the green of the forest up into the mountains instead of bleeding the orange of the mountains down into the forests? If so, that seems like a very good suggestion.

I wasn't certain how the change occurs, but I believe that is exactly what I was thinking.

Goblin Squad Member

Nihimon wrote:
Caldeathe Baequiannia wrote:

On one of those nit-picky-OCD things that always get my wife upset at me...

Bleeding the higher elevation colour into the lower elevation hex below it makes it appear that the elevation change occurs in the lower hex. Is that the case? Is the higher elevation hex all one level, and extrudes a ramp into the lower, or is the lower elevation hex all one level, with a "cut/valley" in the higher elevation hex being where the level change actually occurs from the character's perspective?

The choke points bleeding into the lower elevations are intended to indicate where the roads/paths leading up actually are. For example, the choke point into the mountains just northwest of Callambea only has access paths on the north and south faces, not the northwest and southwest.

Are you suggesting it would make more sense to bleed the green of the forest up into the mountains instead of bleeding the orange of the mountains down into the forests? If so, that seems like a very good suggestion.

The latter is exactly what he's suggesting.

Goblin Squad Member

T7V Jazzlvraz wrote:
-Aet- Areks wrote:
Oh Jazz... You just put a smile on my face brother.

Oh hell. I'll bet I just described a stroke.

Yes, I'm often slow on the uptake of new stuff.

Yes and no. They already have grey stroke, you asked for pop. There's been a lot of discuss lately about whether or not images Poping were more appealing or less. You just sided with my opinion on the matter is all.

Stroke will give you clarity when similar colors overlap... So it pops somewhat. Emboss and bevel will do a more significant lift or indent creating a more apparent pop.

The more you know...

Goblin Squad Member

2 people marked this as a favorite.
-Aet- Areks wrote:
The more you know...

...the more you're aware how badly you need the folks who know stuff.

Goblin Squad Member

From what I have seen, the terrain type that is higher elevation actually bleeds into the lower elevation hex. If you go look at all the ramps in the Alpha, the dirt/hilly roads extend into the woods hexes.

Goblin Squad Member

TEO Cheatle wrote:
From what I have seen, the terrain type that is higher elevation actually bleeds into the lower elevation hex. If you go look at all the ramps in the Alpha, the dirt/hilly roads extend into the woods hexes.

I'll have to take a closer look tonight, but I think Cheatle might be right. I'm pretty sure the actual hex boundary is fully on top of the elevation change for most elevated hexes, so that the cliffs themselves are actually slightly inside the lower hexes. I'm thinking the roads leading up into the mountains are equally(-ish) distributed between the lower and higher hexes.

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