I’ve corrected the mistake with the shipwreck. It actually looked strange.
Otherwise, fine-tuning also revealed an already destroyed/looted monastery and the “Island of the Seer” ![]()
After having a bit of an idea block for a while, I’ve put together a few pictures of a map for the Lithuanians.
First, my design of Trakai Castle…
Otherwise, a few more impressions of the city of Trakai
I’ve been trying to design a Teutonic Order fortress for a while, but I’m having a hard time at the moment.
It starts with the fact that I’m not satisfied with the standard Teutonic castle. I don’t like the look of it at all. The Teutonic castle looks like a clumsy Lego block.
It doesn’t fit into anything visually.
Let’s see what time brings. Maybe I’ll come up with an idea how to solve this.
A few new pictures again. This time from a Cuman scenario.
First, the Cuman main camp…
Then the two sub-camps and a conquered trading post (since I otherwise consistently avoided stone buildings for the Cumans. But the triggers are adjusted accordingly).
There is also a small Venetian trading post.
Next comes the Bulgarian town and its surrounding villages…
And last but not least, the Hungarian fortress, the town in front of it, and the surrounding villages and estates…
Now all that’s missing is the detailed work…
This time, a few pictures of a Saracen city with a citadel. The design is inspired by a mix of Arabian and Persian influences. The city walls, for example, are Archaemidian, while the citadel walls are Middle Eastern. I think Turkish castles are visually excellent as large towers for city fortifications.
Some new pictures again. This time my interpretation of the city of Messina. I think it’s noticeable that I was heavily inspired by Kingdom of Heaven.
First, the city fortress of King Roger II.
Here’s the harbor, the harbor fortress, and the lighthouse. I’ve renamed the trading yards to food stalls. The Freitoria is called Kontor here
These pictures show the city center with the Crusader camp and cathedral. The caravanserais represent a hospital of the Hospitaller Order. The Tower of London was renamed the Armoury as a recruiting center for mercenaries.
Finally, the villages in front of the city and the large market
When selecting the buildings, I tried to capture Sicily’s history from ancient Greek settlements, through the Byzantines, through the Arab occupation, to the Normans.
Therefore, I used the caravanserais as a hospital for example.
In the meantime, I have added a monastery and a small oyster/fishing village.
I’ve now added three orchards. Also a small, neutral pilgrim port, which is also threatened by the Frankish raiders.
I’m currently considering whether to give the neutral pilgrimage port any purpose or whether it should be purely eye candy. One consideration is whether the enemy receives a large gold tribute (imaginary from Saladin) if they conquer the port.
I just don’t know if all of that would make any sense at all. The AI generally doesn’t behave in a way that would fit my ideas.
Ultimately, my maps and secenarios are and will remain more eye candy than actually playable based on the AI.
I went through your pics and imo they look quite good.
One thing I’ve noticed is maybe a lack of working with terrain elevation and hills, this also helps make map feel more alive.
Especially like how you work with fences and walls otherwise
Thanks for your feedback. When it comes to terrain elevation, I actually still have a bit of trouble with it. I usually only do it when I think the map is truly finished. Then I see where I can add a few hills or something similar.
I never actually do it around walls or fences. It always creates a strange offset in the walls, for example, which I don’t like visually. It would be cool if the walls would automatically adjust (over slopes, for example), then it wouldn’t be a problem.
But you’re right, I still need to experiment with the elevation.
Here are a few more pictures of the map. From ruins from Roman times, to settlements already destroyed by raiders, to the raiders’ settlement, the Byzantine settlement, and a few other eye-candy map fillers.
And at the very end, my attempt of a volcano on a neighboring island… ![]()
Yes these pics automatically look more alive to me!
- Water is usually at the lowest point as per elevation
- Castles and other fortifications are usually on hills
- Forests look more natural if you vary elevation as trees stand out more and look less monotonous
- as you said, walls are often on a hill and outside of the settlement, there’s a defensive moat, often filled with water
I’ve made a few more changes to and around the monastery/abbey and the orchard area.
And a few more changes to the fortress. I’ve also tried to incorporate the tip about the terrain elevation.
I’ve since enlarged the map and added the city of Acre.
First, the city itself, including the harbor and citadel.
There is also a Bedouin camp…
…and two other villages outside the city…
I’m currently considering adding the island of Cyprus.
However, a limit 8 players aren’t enough for that. They should really consider allowing at least 10 or maybe even 12 players on the two largest maps.
With only 8 players, you quickly reach your limits when designing…unfortunately.
I’ve also added my “hint” of the island of Cyprus.
Fortress, town, foreshore, and harbor…
And yet another village to the fortress on “Cyprus”…
The map continues to take shape. I’ve added an Italian settlement to the volcanic island in the shadow of the volcano.
I think the map is now finished, apart from a few more details.
A few new impressions, this time from a Berber setting.
First, the Berber town and fortress…
Next, a Tuareg village…
…and also a Bedouin camp…
Next, the port of Gibraltar…
Next to it are two small villages and a beautiful beach…
…then the city…
…and finally the fortress and the large barracks with its own small harbor…
A few details still need to be done, but then this scenario will be finished.
The map is now complete. Last but not least, I’ve added a small Arab settlement as a trading post…
I’ve since added a Berber port as well…
I have added to the map an interpretation of a large mosque next to the Saracen settlement.
I’ve also made some further adjustments. A fishing village has been built at the harbor. The settlement now has orchards.
I added a quarry along the river, and there’s now a caravan stop in the desert.
Another village has also sprung up on the coast.











































































































