PDA

View Full Version : Centralia - Traffic Routes Map



Sapiento
08-17-2010, 02:21 PM
I welcome any critique for this before I place it in the finished section.

Crayons
08-17-2010, 02:54 PM
This might be a little "picky" of me! 8) ?? The airlane between Sanzley and Osbenleyw appears to bypass closely by the Nexus at Mallenbring. I would imagine that the nexus lines would naturally be attracted through each nexus (or generated by them?), constraining flight paths to those avenues. On the mundane level it also implies that there is no "service" between Mallenbring and these two other points -
"Single first class non-stop to Mallenbring please",
"Sorry sir, you have change at Waibenly, a free terminal rickshaw service is available!"

I guess much is dependant on the "physics" of the nexuses - be they natural locations or manmade constructs an so on.
I need to think about air travel in my RQ campaign I'm working on, the Godlearners can get up to some weird stuff....

Sapiento
08-17-2010, 03:28 PM
This might be a little "picky" of me! 8) ?? The airlane between Sanzley and Osbenleyw appears to bypass closely by the Nexus at Mallenbring. I would imagine that the nexus lines would naturally be attracted through each nexus (or generated by them?), constraining flight paths to those avenues. On the mundane level it also implies that there is no "service" between Mallenbring and these two other points -
"Single first class non-stop to Mallenbring please",
"Sorry sir, you have change at Waibenly, a free terminal rickshaw service is available!"

I guess much is dependant on the "physics" of the nexuses - be they natural locations or manmade constructs an so on.
I need to think about air travel in my RQ campaign I'm working on, the Godlearners can get up to some weird stuff....

Good eyes! ;-)
That's intentionally. The number of connections of each nexus is limited. And not all nexi are discovered at the same time. When the connection is established at high costs the Imperial auditors will be very nasty if it is changed without good reason.
If more connections are discovered this phenomenon may repeat several times.
The aether ships must stay horizontally within a few hundred meters of the aether line. Actually this ration is better for vertical direction as it is improved by the interference of aetheric and gravitational forces, so that ships can actually rise to two miles above the line.

Cyruss
08-17-2010, 03:49 PM
Coloring is a little off to me. It looks great as a thumbnail but when magnified in the color is, for lack of a better word, dull. If you use Adobe Photoshop, you can mess with the levels of each color range to make it pop more.

Also, the outer glow of red, for black lettering makes it a bit dull as well. Potentially, if you use adobe illustrator, you can expand the lettering to make them pop and apply gradients. Black and red, although great together, does not necessarily apply to your maps color palette.

Crayons
08-17-2010, 04:08 PM
Good eyes! ;-)
That's intentionally. The number of connections of each nexus is limited. And not all nexi are discovered at the same time. When the connection is established at high costs the Imperial auditors will be very nasty if it is changed without good reason.
If more connections are discovered this phenomenon may repeat several times.
The aether ships must stay horizontally within a few hundred meters of the aether line. Actually this ration is better for vertical direction as it is improved by the interference of aetheric and gravitational forces, so that ships can actually rise to two miles above the line.
Ah!! The legal beagles run the show!
I dunno if this is common knowledge but...
In the old days of UK canals and barges and all that, canals were dug by different companies. When one company wanted to join their canal to someone else's they were usually required to do so at a higher "level" so that water would naturally go from the new canal into the old. This means that the junction would be a lock where the water level drop might only be six inches but at least the older canal got the water... I remember going through one and for some reason it took ages for just 6 inches.
I wonder if a similar kind of "energy bleed" system might fit into your storyline?

Steel General
08-17-2010, 05:10 PM
I would suggest lowering the opacity of the grid (if it hasn't already been covered - I only skimmed the posts).

tilt
08-18-2010, 03:33 PM
I'm with SG, the grid is a bit dominating - otherwise looking really good :)

Gallifreyan
08-18-2010, 04:33 PM
I like your map, but I agree that the grid is a bit much.

Sapiento
08-19-2010, 09:07 AM
I reduced the opacity of the grid and changed the red outer glow of the national names to a golden one.

Steel General
08-19-2010, 12:29 PM
Much better, though for me it could be reduced even more :)

tilt
08-19-2010, 02:41 PM
I'm still with SG on this one - I would make the grid only just visible so as not to distract from any of the map elements :)

Cyruss
08-19-2010, 05:22 PM
Gold works a ton better then the red, good choice.