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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

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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

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Per exemple:
Original pic
Templated 1
Templated 2
PS: This is not the official images, just examples ;)

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@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.

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@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.

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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.

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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!

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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.

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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.

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-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.

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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?

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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.

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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.

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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.

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-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...

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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.