Nezic

[SUGGESTION] Make the ocean blue

[SUGGESTION] Make the ocean blue

It would be nice to have a blue ocean.

Color is already used on the map for other elements (forests, being the prime example), and I think showing the ocean as a nice blue would help spruce up the map a little.

As it is, the cloth map has kind of a dull atmosphere to it.

 

Behold my primitive mock-up below:

(and if you do change it, please do a better job than me-_- )

 

[Original screenshot]

 

[Crudely colored but less dreary ocean.  Ignore that river.]

 

 

118,120 views 51 replies
Reply #27 Top

Quoting BoogieBac, reply 25
... The more things blue is used for, the slower that information can be mentally digested, and the less useful the feature becomes.  I'm actually thinking we should remove the green forests, but I'm hoping they won't result in too much visual clutter when green-tinted races are present.

Hm. Now you have me maybe half-convinced that the only things in color on the cloth map should be faction-related. I'm also starting to wonder just how things might look on a Ludicrous map with 32 major factions and an accompanying horde of late-game vassals. Makes me again want a sort of 'map room' UI where I can easily tweak the display to get the type of info I want most at the moment.

Reply #28 Top

Makes me again want a sort of 'map room' UI where I can easily tweak the display to get the type of info I want most at the moment.
  Probably a good idea....I can see even the cloth map getting busy in late game.

Reply #29 Top

Quoting BoogieBac, reply 28
Probably a good idea....I can see even the cloth map getting busy in late game.
How about this.  Devise a system of map 'overlays'.  And have them all individually toggleable.

  • Terrain Overlay - Colors in the terrain (Ocean, Forests, Mountains, etc)
  • Politcal Overlay - Colors in the factions territory with their respective color.
  • A road/trade overlay?
  • Dungeon/Map Object Overlay - (Fountains, bags, turned over carts)
  • Forsaken/Unforsaken ground Overlay
  • etc.

Each overlay will turn on the color for the associated objects.  This way you can quickly narrow things down if the map gets too busy with other things turned on.  Place the toggle buttons right under the minimap, and have them hide when it does.  The important thing is that the overlays merely 'color in' things that are already there.  With all the overlays off, the map is just a brown color, and with them all on everything should have some color.

Reply #30 Top

Quoting BoogieBac, reply 21
Yeah, I dont want to use color everywhere, since it's really supposed to be a raw (but somewhat fancy) display of the necessary data.  If anyone really wants their oceans blue, theres a pretty easy-to-edit png file that should get the job done

It could be our first official mod

Speaking of ...

Where should I put my "Map_Parchment_Tile_Water.png" ?

Is there some kind of "override" ? I tried tu put my file in the mydocuments\blahblahblah\elemental\Tiles but it doesn't seem to work.

 

I don't want to rename the true file each time I want to test my file ;)

Reply #31 Top

Quoting BoogieBac, reply 25
The crux of the issue is that the cloth map is solely for displaying the necessary info.  If you start throwing too many colors into the mix you mar this intention. 

For example, when I see blue, I can quickly determine following...

- If it's a blue icon, then it's somethign that belongs to a certain race
- If it's a blue line, it's a river
- If it's a faded patch of blue, then I know it's arctic land

The more things blue is used for, the slower that information can be mentally digested, and the less useful the feature becomes.  I'm actually thinking we should remove the green forests, but I'm hoping they won't result in too much visual clutter when green-tinted races are present.

I understand where you're coming from here. Too many colors, expecially bright ones close together and similar ones in a small area, can make the screen impossible to comprehend. But I think if you choose the correct brightness and hues it could really add an aestetic appeal to the cloth map, which if my comp can even play elemental, will be mostly all I look at. 

For example, make the ocean in the OP's pic a more grey-ish blue and I think the colors would mesh really well and not distract from the rest of the map.

So I guess it's a balancing act like everything else. Make the cloth map look good while keeping clutter down and information easy to see.

Reply #32 Top

Quoting Fetus4188, reply 2
I agree, but more of a grey-blue so it doesn't overwhelm the drab color style they're going with on the cloth map.

This. :)

Reply #33 Top

Yeah, I dont want to use color everywhere, since it's really supposed to be a raw (but somewhat fancy) display of the necessary data. If anyone really wants their oceans blue, theres a pretty easy-to-edit png file that should get the job done

It could be our first official mod
You called? Anyone who wants blue oceans can either edit the file themselves or just put this in C:\Program Files\Stardock Games\Elemental\Gfx .

Reply #34 Top

Well I have to agree that the coastline seems to sometimes blend in too well.  I am definitely in for proposing as many custom features as stardock personnel are willing to put in there to make the game fit your mental intake.

 

R,

Nacho

 

Reply #35 Top

Quoting Scoutdog, reply 33

Yeah, I dont want to use color everywhere, since it's really supposed to be a raw (but somewhat fancy) display of the necessary data. If anyone really wants their oceans blue, theres a pretty easy-to-edit png file that should get the job done

It could be our first official mod You called? Anyone who wants blue oceans can either edit the file themselves or just put this in C:\Program Files\Stardock Games\Elemental\Gfx .

Have you found a way to avoid overwriting the file ? I would prefer an "override" solution, like in NeverWinter Nights 2.

Reply #36 Top

Quoting BoogieBac, reply 25
The crux of the issue is that the cloth map is solely for displaying the necessary info.  If you start throwing too many colors into the mix you mar this intention. 

For example, when I see blue, I can quickly determine following...

- If it's a blue icon, then it's somethign that belongs to a certain race
- If it's a blue line, it's a river
- If it's a faded patch of blue, then I know it's arctic land

The more things blue is used for, the slower that information can be mentally digested, and the less useful the feature becomes.  I'm actually thinking we should remove the green forests, but I'm hoping they won't result in too much visual clutter when green-tinted races are present.

I'll accept that and also add that shoreline is very essential data. I like the idea of having just the ocean waves be blue but there are lots of ways of doing it. Texturing the oceans different? Darker shading?

In my opinion ocean/coastline, life infused ground, wild ground, and death infused grounds are among things you really need to be able to figure out at a glance by looking at.

 

Oh, and just for the sake of it here is an old illuminated map showing how they colored oceans and different pieces of information on a map.

Tolkien also created a number of watercolor images that I think could be good sources of inspiration. Plus others have tried to copy his style and make full-color maps.

Reply #37 Top

Some of you have said that the clothmap don't need colour because we will be able to zoom and see the world with it's colour when graphics were enabled... but if the plan is to beta test the game with the cloth map, adding a bit of colour is a must, at least for being able to distinguish different kind of lands (as someone else said in this thread, I didn't know there were different kind of land until I read it here).

 

Reply #38 Top

Quoting Strand, reply 29

Quoting BoogieBac, reply 28Probably a good idea....I can see even the cloth map getting busy in late game.How about this.  Devise a system of map 'overlays'.  And have them all individually toggleable.

Terrain Overlay - Colors in the terrain (Ocean, Forests, Mountains, etc)
Politcal Overlay - Colors in the factions territory with their respective color.
A road/trade overlay?
Dungeon/Map Object Overlay - (Fountains, bags, turned over carts)
Forsaken/Unforsaken ground Overlay
etc.

Each overlay will turn on the color for the associated objects.  This way you can quickly narrow things down if the map gets too busy with other things turned on.  Place the toggle buttons right under the minimap, and have them hide when it does.  The important thing is that the overlays merely 'color in' things that are already there.  With all the overlays off, the map is just a brown color, and with them all on everything should have some color.

I love this idea!

I also think the map should resemble the mod Elven Map Redux for Oblivion screenshot below.

Reply #39 Top

Quoting Theutus, reply 38


I also think the map should resemble the mod Elven Map Redux for Oblivion screenshot below.

That's exactly what i said previously (but i'm lazy and didn't look for the pic :P)

Reply #40 Top

I like the idea of shading the coastlines though, that would give a nice feel to it

Reply #41 Top

I also think the map should resemble the mod Elven Map Redux for Oblivion screenshot below..

 

After Seeing and Image, I disagree strongly. That map is far too busy, and would detract from the purpose of the cloth map, as stated by BoogieBac. Consider having to get information on enemy/ally strength at a glance, that information is now competing to stand out from the map, instead of the map being subdued to allow that information through quickly.

Reply #42 Top

Quoting Scoutdog, reply 33
You called? Anyone who wants blue oceans can either edit the file themselves or just put this in C:\Program Files\Stardock Games\Elemental\Gfx .

Thx.  Putting that into place as soon as I get home.

Reply #43 Top

Quoting xenofchaos, reply 41

I also think the map should resemble the mod Elven Map Redux for Oblivion screenshot below..
 

After Seeing and Image, I disagree strongly. That map is far too busy, and would detract from the purpose of the cloth map, as stated by BoogieBac. Consider having to get information on enemy/ally strength at a glance, that information is now competing to stand out from the map, instead of the map being subdued to allow that information through quickly.

Think about the idea, and not the image itself, because it's obvious that it dosen't fit the art style of the clothmap. But, for example, developers could implement a map in which terrain under fog of war is completely brown, and visible areas have some colour on them, either like in Nezic mockup (preferibly), or with coloured lines as other have suggested.

Reply #44 Top

Aesthetics aside, I hope that the fog of war will not hide any stuctures that are revealed when they come into a unit's view. In GalCiv2, starbases (non-colony, immobile structures) are treated like ships in this regard, so they disappear if you don't keep them in sensor range. If something is big and obviously immobile, it ought to stay on the FoW part of your map until a unit comes by to refresh the data.

Reply #45 Top

Aesthetics aside, I hope that the fog of war will not hide any stuctures that are revealed when they come into a unit's view. In GalCiv2, starbases (non-colony, immobile structures) are treated like ships in this regard, so they disappear if you don't keep them in sensor range. If something is big and obviously immobile, it ought to stay on the FoW part of your map until a unit comes by to refresh the data.
I don't think it does, but I generally don't let enemy cities leave my FOW (because I conquor them first }:) ). Goodies and shards definately stay behind, but for whatever reason you can't click on them to get the blurb unless they're in your actual sight.

Reply #46 Top

Quoting neroir, reply 43

Think about the idea, and not the image itself, because it's obvious that it dosen't fit the art style of the clothmap. But, for example, developers could implement a map in which terrain under fog of war is completely brown, and visible areas have some colour on them, either like in Nezic mockup (preferibly), or with coloured lines as other have suggested.

 

I am still somewhat against the the idea of the elven map, to a degree. When you are zoomed out, which is what the cloth map will represent, the only info that should be present is critical info. Any additional coloring will compete for attention, it is the way the mind works which makes this an issue. Further more, I think a page should be taken out of Sin's book, which I would be horribly surprized if SD was not already contemplating what I am about to say, to some degree. As you zoom in, priorities for data, as well as the chance for loss of focus on critical information reduces, mainly because there is less information to absorb at a glance. So at levels of zooming in, other things can be brought into focus like coloring land, etc.

 

Regardless, basic land formation is, in my opinion, Critical information. A means to distinguish terrains with the most impact (i.e. oceans, mountains, and other terrain that may advance/impede movement) is important.

Reply #47 Top

Has anyone found a way to "mod" the game without deleting original files ? I would like to change the see tile without overwriting the original one ...

Reply #48 Top

Quoting vieuxchat, reply 47
Has anyone found a way to "mod" the game without deleting original files ? I would like to change the see tile without overwriting the original one ...

 

...make a copy of original first?

Reply #49 Top

Has anyone found a way to "mod" the game without deleting original files ? I would like to change the see tile without overwriting the original one ...
As ST said, backup everything. I don't think that the actual modfolder is in yet, though.

Reply #50 Top

I understand the idea of fast transfer of faction data based on color, but I think having no other color in the cloth map is taking the idea too far.  The first time I came upon ocean I had no idea what it was until I revealed a good chunk of it.  Others have pointed out deathlands, etc and I think its just as important to convey that information quickly as enemy units.  Perhaps drawing the shoreline and borders differently so that they stand out better would do it without the need for color, but aesthetically speaking I like a little color in it.

Put differently, it sounds like most people will want to use a modded map if there isn't more color in it, but if most people are going to want it should we really have to mod it in?  I say include toggles/options for color in the cloth map.  That way, when the map gets busy late in the game (and we have seen the map enough to know the features by memory) we can toggle it off to see the units and cities better.