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Thread: Mak'h'rag WIP

  1. #1
      razcor is offline
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    Default Mak'h'rag WIP

    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!

    Mak'h'rag WIP-map_v1.jpg

  2. #2
    Guild Journeyer dangerdog15's Avatar
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    Nice work! The map is better than some of the examples I've seen from more expirienced artists. Can't wait to see more.

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      anstett is offline
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    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
    We do not stop playing because we grow old.
    We grow old because we stop playing.

    www.dragonslayers-society.org

  4. #4
      razcor is offline
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    @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!
    Last edited by razcor; 01-23-2012 at 11:27 AM.

  5. #5
      Thesslian is offline
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    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.

  6. #6
    Guild Apprentice bradlavario's Avatar
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    I like the texture, though there are river flow issues.
    Brad LaVario: [ Home ] [ Blog ] [ Gallery ]

  7. #7
      razcor is offline
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    @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!

  8. #8
      razcor is offline
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    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!


    Mak'h'rag WIP-diciottesima_bozza.jpg

  9. #9
      anstett is offline
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    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
    Last edited by anstett; 01-25-2012 at 01:46 PM. Reason: spelling
    We do not stop playing because we grow old.
    We grow old because we stop playing.

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  10. #10
      rdanhenry is offline
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    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.

    Mak'h'rag WIP-riverviolation.jpg

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