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Thread: Vertical exaggeration in cave maps.

  1. #1
    Guild Journeyer Thurlor's Avatar
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    Question Vertical exaggeration in cave maps.

    Hello all.

    I'm in the process of working on some maps of a world spanning cave network and I've come across an issue with scaling. Any lateral (cut away) map showing the caves on a planetary scale cannot show depth in any meaningful way. Is it considered okay in such maps to use 'vertical exaggeration'? In other words, can I use a different scale for up/down compared to east/west? I'm thinking of something along the lines of 1px = 10km (east/west) and 1px = 10m (up/down) for large scale maps and only going to a 1:1 ratio for small scale maps.

    Thanks in advance for any help.
    Last edited by Thurlor; 04-14-2011 at 12:50 AM. Reason: Corrections

  2. #2

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    Can you post an image illustrating this? Frankly, when I read about how something looks, I can never properly visualize it in my head.
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  3. #3

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    I think shading things is another good way to show depth, the higher levels are lighter and the lower levels are darker.

  4. #4
    Guild Journeyer Thurlor's Avatar
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    This is a very rough concept sketch, and even with vertical exaggeration there is scaling issues, but it gets the idea across I think. It represents 40,000km from east to west (circumference of the world) and 20km depth.

    Desert Sink Hole.jpg

    I feel I should point out that this is all aimed at creating a map for the current challenge.

  5. #5

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    Quote Originally Posted by Thurlor View Post
    This is a very rough concept sketch, and even with vertical exaggeration there is scaling issues, but it gets the idea across I think. It represents 40,000km from east to west (circumference of the world) and 20km depth.

    Desert Sink Hole.jpg

    I feel I should point out that this is all aimed at creating a map for the current challenge.
    That works for me! Even is things like Google earth they provide a vertical scale parameter so you can exaggerate verticality and better appreciate elevation changes.

    -Rob A>

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    Guild Journeyer Facebook Connected anstett's Avatar
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    I think that the 2:1 ratio works well, just be sure to keep the elevations of mountains, etc. to the same scale as those caverns down below.

    BOB
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  7. #7

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    Quote Originally Posted by anstett View Post
    I think that the 2:1 ratio works well, just be sure to keep the elevations of mountains, etc. to the same scale as those caverns down below.

    BOB

    That's 2,000:1

    -Rob A>

  8. #8
    Guild Journeyer Thurlor's Avatar
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    Quote Originally Posted by RobA View Post
    That's 2,000:1

    -Rob A>
    Actually, it's 1000:1

  9. #9
    Guild Journeyer Facebook Connected anstett's Avatar
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    Chuckles so math is not a strong point. As long as it is consistent.

    BOB
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    We grow old because we stop playing.

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