View Full Version : World Map of Harmona WIP

01-16-2011, 02:40 AM
Interested in seeing where people think i should go with this one. I prefer a rather stylized overland map to a topographical; that way the symbols mesh better with the overall design.

At this point I think im pretty much finished laying the foundations, next step is to introduce geographical regions like forests and desert.

01-16-2011, 04:06 AM
Those mountains look rather interesting in a "how much work did it take do that" kind of way. :o In general, this is looking good, though I'm seeing stuff peeking in from the background raster layers (which seem to be really blurred at a bit resolution), is that on purpose to give this texture?

01-16-2011, 04:35 AM
Those mountains look rather interesting in a "how much work did it take do that" kind of way. :o In general, this is looking good, though I'm seeing stuff peeking in from the background raster layers (which seem to be really blurred at a bit resolution), is that on purpose to give this texture?

The background has a parchment texture I appropriated (its actually two textures overlayed, ones a photoscan and the other is a digital texture i believe) When it comes time to apply texture to the whole map i'll probably bury the background a bit more.

01-18-2011, 04:51 PM
Put in some hours over the last two days: added in the forest regions and tributaries.

01-24-2011, 10:32 PM
Ive been working on the farmlands. Im unsure whether or not I like the way that they look here. Critique? Also, i temporarily removed the aged parchment effect.

01-24-2011, 11:24 PM
With everything else being so stylized I don't think that the fields fit...they look too "patterny". Just me, shrug. You like 'em, you keep 'em. :)

01-25-2011, 04:34 PM
I tend to agree with Ascension.

I really like this map though; it's very different from other work I've seen here, especially the mountains; I love the look of 'em. One question: are those inverted crescents running in lines supposed to represent ridges or plateaus?

01-25-2011, 05:05 PM
yeah, im not really digging the look either. i just havent really found the right effect yet - it has to be different enough from the "hill terrain" brown that it doesent read the same, and at the same time it needs to run stylistically with the rest of the map. tough one. the crescents show instances of steep elevation change, so i suppose they show plateau.

05-08-2011, 01:29 AM
Been a while since i put in any work on this, but i decided to take a break from schoolwork and get some stuff done.

I put in a more subtle pattern for the farmland, it doesent really stand out but it makes a little bit of a textural difference. Added the desert region to the northeast quadrant. I put in some simple markers for settlements, undecided on them but i kind of like the look.

05-08-2011, 11:01 PM
Today I added the road system. the dotted lines are railways - steam power is a relatively recent (and expensive) invention so trains are only used in the most settled areas.

05-09-2011, 09:40 AM
I really like the step effect as the ground fades away under the water. That's my favorite part.

05-09-2011, 03:56 PM
If you want an actual railroad brush, I have one or I could tell you how to make one. Make a rectangle, about 3 or 4 times high as it is wide. This is the slat or crosspiece...the wooden thing. Then make the iron rail stick out a little bit from each side, top and bottom...enough so that there is enough space before the next slat comes into play. Save this as a brush then choose this brush as the active brush. In the brush editing menu, set the angle jitter to direction and save this as a new brush and delete the previous one. Now, using the pen tool, draw a path and then stroke the path with this brush. If you were doing a full realism thing you might want separate brushes for slats and for rails so that you could get wood textures onto the slats and iron gray color for the rails.

05-09-2011, 04:03 PM
I really like the colors you've chosen for this. Great work. Oh and Ascension the word your looking for is "ties". :)

05-09-2011, 07:43 PM
Thanks for the feedback guys. @ Ascension - I'll definitely try that technique out. Im not sold on the style im using right now, im still trying to decide how to best mesh the "information" elements with the more illustrative aspects. In general I want to stay more stylized than realistic with the markers.

05-15-2011, 05:11 PM
made changes to icons and roads, and began adding geographic notations.

05-18-2011, 08:43 PM
finished geographic notation:
-coastal features
-minor features

now, onto political notations. to avoid having it become too confusing, I kept the wording toned down for these first categories. the political notations will pop out more.

05-23-2011, 10:12 PM
Pretty much done labeling cities, placing outposts and lighthouses. Tedious work but good to have it out of the way.

Next i need to figure out how best to draw in the political borders... I want this element to be super subtle and not conflicting with the road and river lines. All this text is making the map pretty dense and i dont want to overwork it much more.

Then after that the map key and border and it'll be pretty much done.

Sergei Zybin
05-24-2011, 05:44 AM
Great style, but roads looks little unrealistic - even today they never build like this.

05-25-2011, 02:23 PM
I like the colors very much. Remind me of an strategy game I played some years ago.
The mountains somehow don't fit with the rest of the map. The colors are ok but in my opinion the perspective does not match.

05-26-2011, 04:14 PM
Thanks for giving me some critical feedback guys.
In regards to the roads, you're probably right Sergei; if I were to re-examine them I'd probably change a few things about the layout. For the most part I drew them to follow the lay of the land - in the northern flatlands they run pretty straight and network the small farming and mining towns that populate the region, which may look rather artificial but those roads would have been more engineered than the roads in the more mountainous southern regions.
As for the mountain style; Ive been getting a lot of different kinds of feedback on that aspect. My decision to go with a more designed/flat look stemmed out of experimenting and the wish to avoid any conventional representation of mountains - isometric icons wouldnt have looked right and this map is too stylized for a more realistic approach to shading. MSZ, im not entirely sure what you mean by the perspective not matching, since the whole map is top down.

So, I finished off the last touches on the labeling and such, and added the compass rose and map key. I decided to just skip marking the principality borders because I never decided exactly how to make it mesh with the map. It's at about 90% completion, just going to try out a few different styles of frame.

05-29-2011, 04:46 AM
You are right, vman3force.
my comment was a bit unclear. I understand the map is top down.
Somehow these mountains with this shadows look strange. In my opinion they don't fit into the map. But I can't explain how to do it an other way...