Page 2 of 2 FirstFirst 12
Results 11 to 18 of 18

Thread: Aeolond - WIP

  1. #11
      waldronate is offline
    Software Dev/Rep Gracious Donor waldronate's Avatar
    Join Date
    Mar 2007
    Location
    The High Desert
    Posts
    1,612

    Default

    Best of all, there's a built-in conflict! Without constant divine maintenance, one of the rivers will eventually capture the entire outflow of the lake. Overzealous adherents of one of the attributes represented by a river will no doubt do things to hasten their river's capture of the lake outflow, reducing and eventually eliminating the influence of the others. Your job, dear adventurers, is to maintain the balance and prevent the destruction of civilization.

  2. #12
      Zar Peter is offline
    Guild Journeyer Zar Peter's Avatar
    Join Date
    Mar 2008
    Location
    The land without kangaroos
    Posts
    108

    Post

    Very beautiful map.
    I just noticed one thing: In the legend there are villages but not in the map. I wouldn't suggest to add villages because then the map would be overloaded with these things but you could remove them from the legend.
    Maybe you make the streets with dotted or broken lines and mention this in the legend instead of the villages.
    Avatar by courtesy of Castaras from the GiantitP-Forums

  3. #13
      Ghostman is offline
    Guild Adept Ghostman's Avatar
    Join Date
    Jun 2008
    Posts
    415

    Post

    Quote Originally Posted by elemental_elf View Post
    However it was simply a portal at the bottom of the sea to the west... I love the idea of making the portal a massive adventure site via a large Maelstrom...
    Maybe instead of a perpetually open portal, it could be one that opens and closes periodically. Kind of like pulling off the plug of a filled sink but putting it back in place before it's emptied. This would make the maelstrom bigger, and it would influence tides.

    It would also be very interesting to have it as an obstacle on an important ship lane. Captains would be aware of the timing of closings and openings, so they would try to sail across the danger zone when the maelstrom isn't active. But if a ship gets caught in a calm, loses it's sails or is otherwise stuck near the portal, it'll be in danger of being sucked in.

    Another interesting possibility would be if the thing starts malfunctioning, causing the world to flood or draining the ocean dry.

  4. #14
    Guild Member elemental_elf's Avatar
    Join Date
    Feb 2008
    Posts
    89

    Post

    Thanks everyone for your posts!

    Quote Originally Posted by Zar Peter View Post
    Maybe you make the streets with dotted or broken lines and mention this in the legend instead of the villages.
    I would love to do that but I have no idea how to make dotted or dashed lines... I'm using Adobe Photoshop CS3, if it matters.


    At any rate, here's the latest map. I've eliminated the roads in this version because I desired a less 'cluttered' version
    Attached Thumbnails Attached Thumbnails Aeolond - WIP-aeolond-newest.png  

  5. #15
    Guild Member elemental_elf's Avatar
    Join Date
    Feb 2008
    Posts
    89

    Post

    Hi everyone!

    Here's the latest map of Aeolond as well as a map with the road network. I've always had trouble with roads as its hard to really justify why roads go where they do. For your convenience I have color coded the 3 most common types of roads in Aeolond. The red colored roads, often called the Empire Roads, are those created back when the Second Empire was founded some 200 years ago. At that time the continent was sparsely populated with towns and thus the road network was likewise small and tended to connect the few towns that existed. These roads are maintained by a Road Guild, which survived the Empire's collapse. The Yellow colored road is called the Coast Road and was created to beater connect the coasts with the interior. Finally the blue colored roads represent highly trafficked roads maintained at at each Kingdom's expense (meaning they tend to vary in quality from great to a muddy path).

    At any rate, I'd love some feedback on the road network as well as anything else you can think of concerning either map
    Attached Thumbnails Attached Thumbnails Aeolond - WIP-aeolond-1854-slimmed-down.png   Aeolond - WIP-aeolond-1854-cartographers-site-1.png  

  6. #16
      Gandwarf is offline
    Community Leader Gandwarf's Avatar
    Join Date
    Jun 2008
    Location
    Netherlands
    Posts
    3,025

    Default

    Those are very nice maps Elemental Elf. The one with the road system is especially cool.
    Some of the place names are hard to read... do you have a bigger version?
    Check out my City Designer 3 tutorials. See my fantasy (city) maps in this thread.

    Gandwarf has fallen into shadow...

  7. #17
    Guild Member elemental_elf's Avatar
    Join Date
    Feb 2008
    Posts
    89

    Post

    Quote Originally Posted by Gandwarf View Post
    Those are very nice maps Elemental Elf. The one with the road system is especially cool.
    Some of the place names are hard to read... do you have a bigger version?
    Thank you for the compliments

    I am currently working on a larger map for the very reason you listed

    EDIT: But don't let that deter any comments, the larger map will be just that, a larger version of this one, so any concerns or criticisms of the current map will be carried over to the next!
    Last edited by elemental_elf; 06-03-2009 at 04:16 AM.

  8. #18
    Guild Member elemental_elf's Avatar
    Join Date
    Feb 2008
    Posts
    89

    Post

    Here's a blow up of the north east section of the map, in case any one was curious/interested
    Attached Thumbnails Attached Thumbnails Aeolond - WIP-midlands-final.png  

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •