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razcor
01-20-2012, 02:02 PM
Hi all,
this is my first attempt at creating a regional map for a new RPG campaign named Mak'h'rag.The map shows the north-eastern part of a largest continent, with a continental-cold climate in the very upper half that slopes down to nearly temperate in the lower part. Feedback and critics will be really appreciated. Thanks all!

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dangerdog15
01-22-2012, 07:29 PM
Nice work! The map is better than some of the examples I've seen from more expirienced artists. Can't wait to see more.

anstett
01-22-2012, 07:40 PM
Very nice map, I like that it works at several different scales also.

The only critique of it I have is that rivers don't meet at 90 degree angles.

BOB

razcor
01-23-2012, 11:03 AM
@dangerdog15: thank you! You will see the new version in a few days ...


@anstett: yes, the connection points between some of the rivers are not very realistic, I shall correct them ASAP! Thanks for your suggestion!

Thesslian
01-23-2012, 11:46 AM
The river police are going to get you! Nice map. I think the rivers could be wider, while you are messing with them. And that lake in the north has two rivers flowing into it but no outlet to the sea.

bradlavario
01-24-2012, 03:46 AM
I like the texture, though there are river flow issues.

razcor
01-25-2012, 01:09 PM
@Thesslian: at first I wanted the lake to the north was a kind of closed lake with no emissaries, but only tributaries, with water drained through underground aquifers. But, thanks to your comment, I realized that it was very unintuitive so, since I didn't like the shape, I replaced it with a river. Regarding the size of rivers, it is made ​​to be consistent with the scale of the map: now I used the burning tool to make the flowing path more brighter and visible.

@bradlavario: thanks!

razcor
01-25-2012, 01:18 PM
New version's changelog :) :
- removed the ninety degrees rivers connections;
- made ​​the rivers steeper and more bright;
- slightly changed the forest texture;
- added a gradient (with hue) to make the landscape more "icy" towards the north;
- added a delta on the river in the middle of the map;
- removed the southern river;
- a series of minor changes.

As always, all your comment/feedback/critique is not only welcome but extremely valuable, so please let me know what you think about this map.

Thanks all!


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anstett
01-25-2012, 01:45 PM
Very nice update.

My only addition would be the river to the south. As it flows into the bay there should be some sort of delta. Perhaps if it is faster flowing river than the more northern one it could be more arrow shaped than delta shaped? I can picture it in my head that what is there looks off, but cannot see exactly what it should look like.

**paging delta specialist to Mak'h'rag, paging delta specialist to Mak'h'rag**

BOB

rdanhenry
01-25-2012, 08:19 PM
You have, it appears, a river violation of a most basic sort. However, it could be done artificially as a canal, but rivers don't split, except quite briefly and not without rejoining.

I've cropped down a bit and circled exactly what I'm talking about.

For coastal deltas, remember that they require a rather flat terrain and are built by the river dumping earth into the sea, so the coastline will generally bulge out into the sea where the delta is.

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razcor
01-27-2012, 03:40 PM
My only addition would be the river to the south. As it flows into the bay there should be some sort of delta. Perhaps if it is faster flowing river than the more northern one it could be more arrow shaped than delta shaped?

BOB

As always, thanks for the comment! :) The river to the south, in my opinion, should be the slowest, coming from a lake and along a very, very gentle gradient. So I plugged in the new version a delta that goes to create a semi swampy, not to large, delta.

razcor
01-27-2012, 03:50 PM
You have, it appears, a river violation of a most basic sort. However, it could be done artificially as a canal, but rivers don't split, except quite briefly and not without rejoining.

...

For coastal deltas, remember that they require a rather flat terrain and are built by the river dumping earth into the sea, so the coastline will generally bulge out into the sea where the delta is.

41556

Many thanks for your help, I really appreciate it. No, that river is not a channel so I removed and replaced it with a fork which immediately rejoins the main river.

As for deltas, I proceeded to flatten the area, then used a new layer with a muddy/swampy color and bulged out into the sea part of the coast as you suggested.

razcor
01-27-2012, 04:02 PM
First of all, thanks to all who have commented until now.

New version's changelog :
- removed the central-south river and replaced with a fork;
- added a delta on the river in the south of the map;
- upgraded the central river's delta;
- some minor changes to textures.

I really like to know any opinion/feedback/critique on this first attempt; is very important for me to understand and correct any errors or imperfections (increasing my skills), so if you want, write what comes to mind.

Thanks all.

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Baxder
04-03-2012, 03:19 AM
I'm brand new here, and only joined due to the same tutorial that inspired your work here. I already commentd on your map there, but let me just repeat my compliments. I hope to have something half this good when I finish mine.

How did you create the deltas, and achieve the ocean texture you have?

Lukc
04-03-2012, 05:42 AM
It looks nice! I like it. The muted water colours, the cold green of the woods ... very cool.

Morgan
04-03-2012, 07:42 AM
Very nice start! Congratulations!

I have only one personal opinion to point out (as it's not an error). If the reliefs in the northwestern part of the map are mountains, and not hills, perhaps you should try to sharp the peaks a bit. I point this out just because I'm under the feeling that you are referencing to Tear's tutorial, and I think that technique works best for large, zoomed out views. For more detailed regions, I think Pasis' mountains work best.
But then again, it's hard to say, since the map has no scaling reference yet. Those could also be hills and the noise in the grass just general terrain randomness.

Still, if you want to give it a try, give a look to Pasis' tutorial. It makes you work with 3 layers of mountains, and the results are great. I used that technique for my first satellite-view map and was very happy with the result.

Love the colors, and the terrain variation looks very convincing. Good job!