Blarumyrran wrote:as i said before,
1) imo it would benefit a lot from moodier lighting, eg
original ->
moodier2) I don't like the font (maybe something like
this or
this or
this or
this instead)
3) i don't like the dark shadow under dark labels; works fine without, eg
writing.png
4) it would feel more 3d if it was slightly rotated (~ 1 degree), not aligning perfectly with the horizontal axis of the screen
Lighting is difficult, because the background and the map will be scaled differently based on resolution. The background is designed to be scaled to match the window height, and then to be tiled horizontally (rather than being scaled to fit the window) to fill any unfilled horizontal space that may be left, while the map itself will remain centered but not scaled unless necessary. Therefore I cannot really bake any spotlights or such into the images, because there'd be a mismatch between the lighting on the map and the lighting on the background.
As for the fonts, hopfer and mirkwood only have capital letters and I very much thing it'd look bad to have all the text in caps (even small caps), and augusta I just simply didn't like very much when I tried it.
Are the shadows under the labels really that noticeable? I thought they were pretty subtle as it is. Removing them would make the text slightly sharper, though, so I might go with that.
LordBob wrote:Blarumyrran wrote:4) it would feel more 3d if it was slightly rotated (~ 1 degree), not aligning perfectly with the horizontal axis of the screen
In that case, I might suggest to also break the parallelism between the map and the woodwork and/or introduce some perspective. I've attached below a few attempts: C is the one that has my favour, though if it's actually any better than the original is a matter of taste, I guess.
As for the moody lighting, it can work well but I would avoid placing it in a corner of the picture, as it tends to distract the eye from the map in that configuration.
There's several reasons why I haven't tried to incorporate perspective:
1) There's no height data for the folds, so I can't render the map so that it actually seems to have some depth if it's shown from an angle. The map would appear as merely a texture on a flat surface.
2) Creating the localized labels (yes, the current maps have "translations") would be more difficult, because the labels would need to be perspectivized as well.
3) The journey markers in the story screens wouldn't have any perspective to them, so they might seem too much like markers on the screen than markers on the map.
4) The background would need to have perspective applied to it as well, which makes tiling pretty hairy.
However, in hindsight those might not be that much of a problem. If the perspective is very subtle, then the lack of depth might not be any more apparent than in the current versions, nor would the non-perspectivized journey markers stand out too much. Localization might not be difficult either, since I could provide the non-perspectivized version of the map onto which translators could add the localized labels, and just have them distort the resulting localization layer to fit the perspectivized map.

And I could workaround the background problem somehow.
I'll think about it and do some experimentation. Hopefully it'll work out.
LordBob wrote:Other than that, they're really beautifull and I especially like how you included the trademark compas-thingy of old maps. It's a nice improvement of the existing maps
If you want to push things further, I might have some (really minor) suggestions that coul add a great deal of character to the map and tell a whole story about it :
- its maker would have wanted to avoid information getting lost when the edge of the paper wears out, so he included a blank margin and maybe a decorative border. Or maybe he didn't and the edge of the map is actually quite worn out, with some parts barely readable.
- maybe a previous owner of the map dropped some handwritten notes in the margin, along with stains of whatever they had on their hands.
- a decorative border might include rulers, marks, or miscellaneous information that tell us more about this part of the world
- ...
Here, too, the lack of real depth to the map is the main reason why I didn't feel like trying to make borders; straight patterns running along the edge of the map would probably underline the fact that the texture isn't actually displaced by the paper folds. Also because it would be more work.

But I'll consider it again.