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Thread: [WIP] Melandis, a pavement desert city

  1. #21
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    Hi,

    Yes, I was wondering if the roads were well placed... I will re-work on them, so

    What about buildings ? Are they OK ? As I'm not expert, I would prefer having some feedback now so I would not have to re-make everything after...

  2. #22
    Guild Expert Wingshaw's Avatar
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    Mornagest, this is looking much better, but there are still a few layout features which might need work. Feanaaro is right that streets are usually fairly straight (although not perfectly straight). I hope you don't mind, but I thought it would be easier to show you my suggestions rather than explain them, and so I've done a quick edit of your map.

    This is what I was aiming for: the red and green lines represent the primary and secondary roads of the city (green are the roads unchanged from your version, red are the ones you might want to consider adding). The yellow triangle ('B') looks a bit out of place. The easiest solution would be to add it to the palace district. The other yellow area ('A') is where the port is presumably going to go. 'C' is just somewhere I think you would be likely to have a large and impressive monument or building (eg. temple, statue, senate, whatever).

    Because you asked about buildings too, I've done a quick city block, showing a possible layout for the buildings in it (red boxes = buildings, blue lines = alleys). The white boxes behind the buildings are the private yards of the different buildings, a common feature in medieval cities - again, some online research will give you an idea (Amsterdam, I think, is quite good for this). It might be worthwhile deciding which streets in your city are major (primary) roads and which are minor (secondary) roads. Buildings are more likely to line up along major roads, than minor ones.

    When I made this picture I was trying to keep it consistent with what you have said about the city in the past, and also to make it the least amount of extra work for you. I have made no changes to the palace district, the district in the lower left, or the suburbs outside the walls.

    Now please please please do not take this image as anything but a suggestion. You are the cartographer, and you must make the decisions. What I have drawn was done very quickly and is probably inaccurate in a number of ways.
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  3. #23
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    Hi,

    On the contrary, many thanks for your suggestions ! I was wandering a bit for two days now, without knowing where to go... especially how to figure those damn buildings. I made a trial with the rotating brush technique, but I am not satisfied by the result : medieval cities do not look like this, indeed...

    Maybe I put too much secondary curved roads... I had in mind the ancient centre of Liège, in Belgium, that counts many short, narrow and curved streets like this, but maybe this is not the good model to take as...

    The "A" area shall be the port, indeed, but I intend to create it after, as I still don't know how I will figure jetties so I left it empty.

    For the "B" area, I was wondering if this couldn't be aesthetic to have some "pristine wood" in there... maybe this is dumb ?

    And the "C" area will be the cemetary that is maybe a bit too wide, but... not as dense as habitations, in my mind (regarding the writing we wrote until know, in any case), so it needs more space (tombs are not stackable unlike habitations).

    Again, thank you for your precious help

  4. #24
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    A less brain looking-like roads net...

    I also added towers as before, there were about one mile walls without any tower ; now there is one every 300 meters, and there are towers at city gates. I don't know if I have to do something else to figure gates...

    I will now have a look at those houses with yards, then I'll add alleys.
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  5. #25
    Guild Expert Wingshaw's Avatar
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    That is much better. I actually really like the way the roads on the top part of the map converge at one point - it seems like a smart place to put a town square or marketplace or something. The entrance to the cemetery also looks better, like something a royal coffin might pass through during a big ceremony. And the royal quarter's got a great layout too. This is a massive improvement from last time, and I'm looking forward to seeing the buildings going in.

  6. #26
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    Thank you for your encouragement

  7. #27
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    A small trial for buildings. I looked alot to find a satisfying effect for them, but I'm not sure they are convincing...

    Is the display of the building block OK, also ? I put some trees and alleys to give more "relief" on them.

    I also shrinked the scale once more... now it is : 2 pixels equal 1 meter.
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  8. #28
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    I think slightly bigger buildings would be better 4-7 pixels wider. I also think they need to crowd the road more and you could add some crowding the interior ally, if it is a poorer section. In addition I think you need a perimeter road or paths leading to each tower.

  9. #29
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    Hi,

    Thank you for your suggestion here's a new trial with slightly wider buildings, and a few inner buildings (those quarters are not too poor, I would represent them as outbuildings, in fact).

    About roads, I'll think about it (don't know how to draw them correctly).

    Thank you again !

    Edit : another, with some more houses along the alleys, and small walls to delimit yards...
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    Last edited by Mornagest; 02-23-2013 at 05:33 PM. Reason: newer version

  10. #30
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    Looking nice! The sample block of houses looks good, I think you should just keep going and fill out as much as you can. Put in the special buildings first. The shops, the jail, the public buildings, the mansions, etc...
    The best maps are the ones we like the most after looking at the longest.

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