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View Full Version : Tanlindon - Definite WIP



arakish
12-04-2010, 10:38 PM
Here is the basis I have created after returning home from a double surgery. I am not able to work as fast as I wish, but here is the basis.

The ring of mountains I am building around the deep cleft river are the remnants of an ancient volcano. A later earthquake cracked and split the ring to allow the river to pass through.

Hopefully, I'll get more work done, but since still in recovery (docs say two months considering me age), I may not get much more done in the coming weeks. However, I will try.

Thanks for any and all C&C.

rmfr

arakish
12-05-2010, 02:07 PM
Well, this is as much as I could done before the pain killers make me too sleepy to continue this morning (for me still morning). Spent last night tracing rivers before pain killers knocked me out. Did some terrain making to follow how rivers flow. Still not finished with that though, but getting there.

Am using pasis's tutorial for base. Then I'll be using pyrandon's for the city.

Goodnight for a while...

rmfr

Ascension
12-05-2010, 06:55 PM
Good god, man - you're as obsessive about rivers as I am :)

jtougas
12-07-2010, 06:03 PM
Whew..It looks good (although IMO it looked better without all of the rivers.) I'm looking forward to watching this progress :)

arakish
12-07-2010, 10:26 PM
Good god, man - you're as obsessive about rivers as I am :)


Whew..It looks good (although IMO it looked better without all of the rivers.) I'm looking forward to watching this progress :)

Yeah, that is a bad habit I picked up when I use to make maps by hand drawing. My philosophy then was, "Can't have too many rivers. Besides, if need be, I can erase or cover up some." Now that I am getting back into CAMing (Computer Assissted Mapping), it is something I still do. But I can erase some as I have been doing.

That old philosophy has now changed to, "Can't have too many rivers. Besides, it is fairly easy to just erase some."

And now for the funny thing, I just realized that I was working on the map rotated 180 degrees. Usually, I will use generated terrain models to base my maps. However, the pain killers numbed me mind enough that I did not realize I had not rotated the terrain model before working on the map.

Here is the latest I have been able to get done between pain killer stupors. A little less rivers, but I may need to still get rid of more of them. Need to just show the rivers. Not all the creeks and streams.

rmfr

arakish
12-08-2010, 12:21 PM
Well, I think I got the final weeding out of the rivers. But would like some C&C on how many rivers I have left.

I still have not decided on a scale yet, but was thinking either 1px = 1ft, or 1px = 2ft. Maybe even up to 1px = 5ft. What think y'all? Will accept and think about any thoughts.

The labels in white are what I call "Work Labels." They are labels to show me where I would like things to go. They are not absolutely definite, but close.

Now, I think I just need to get to work on roads, major buildings, city, harbors, etc.

Thanks for any and all C&C.

rmfr

Ascension
12-08-2010, 05:30 PM
The main question is, "How much distance is this supposed to represent? 1 mile, 5 miles, 500 yards?" Once you know that then the rest is just math. Your image is 3999 X 3408. If this is 1 mile across then 1 4000 = .00025 X 5280 = 1.32 feet per pixel so your creeks are all 4 feet wide from beginning to end. So at 1 pixel per foot your image would be just under a mile (3999 feet to be precise or just over 3/4 of a mile). A standard 10-foot thick wall being 10 pixels is easy to remember but your islands and creeks need work. At 5 feet per pixel your huts are all just little dots and houses are bigger dots and standard walls are 2 pixels wide and roads are 2-4 pixels wide. I like the 1 foot scale myself but as you start placing things you might have to rework some of the mountain thingies as well as creeks and islands. I guess just start plopping things down and see how it looks.