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Hello all;
I heard about this site from a conversation on the rpg-create Yahoo group, and since I'll need to make maps for the RPG I'm allegedly writing, I thought I'd stop in to read tips and suggested resources. The premise of my game is a sharp rise in sea levels in the mid 19th century, which understandably throws history for a loop. My project, then, is to produce maps with a 19th century feel but reflecting a rise in sea level of about ten meters. (fun taking precedence over realism) I've already seen some great work, and hope to be able to share some of my own before too long.
Welcome to the Guild!
Daniel the Neon Knight: Campaign Cartographer User
Never use a big word when a diminutive one will suffice!
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MY 'FAMOUS' CC3 MAPS: Thunderspire; Pyramid of Shadows; King of the Trollhaunt Warrens; Demon Queen's Enclave
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Browse around, try some of the tutorials, ask questions...but don't feed the CLs
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Unless otherwise stated by me in the post, all work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License.
Sounds like a great concept! Can't wait to see the maps....hey if you download Wilbur or buy Fractal Terrains you can raise the sea level by however much you want and you will instantly see the effect it has on a world map (including our world). That's definitely the way to go. Redrobes and Waldronate are the people who can help you more here.
Hang on, I've got FT so here goes: Real World as we know it. And Real world with the sea levels raised by 1,000 feet. Wow, Europe is just....gone! The third one is 10m (about 32.8 feet)...doesn't really show much of a difference (which surprises me).
Last edited by ravells; 03-23-2009 at 07:38 PM.
Is it calculating tidal actions? How far in storm surges go can be impressive in places with a 10-20m rise in sea levels. But for the most part, there isn't all that much difference on the large scale. The only 'bad' part about rising sea levels tends to be the number of large cities we've already built too close to the ocean.
Tidal Surges: No, I don't think that FT is that sophisticated...probably need some sort of cray type computer to run those calculations even if the software supported it.
Hey, Ravi, can you tell us where you found the global HF? I've found GTOPO-derived stuff, like shaded imagery, but actual heights are hard to come by. Well, I can easily find a few terrabytes of DEMs in, like, 30-meter res, but stitching those together into a global HF is a bit much for me and my computer.
Astrographer - My blog.
Klarr
-How to Fit a Map to a Globe
-Regina, Jewel of the Spinward Main(uvmapping to apply icosahedral projection worldmaps to 3d globes)
-Building a Ridge Heightmap in PS
-Faking Morphological Dilate and Contract with PS
-Editing Noise Into Terrain the Burpwallow Way
-Wilbur is Waldronate's. I'm just a fan.
Hi Su Liam,
I found the link on 'the Welsh Piper's' site. I think he used to be a regular here.
Anyway....link here.
I'm sure there are plenty of these out there on the web, but one more never hurts. The green/blue color divide ("Sea Level") is set to the indicated altitude, in meters.
-120 meters if the lowest sea level got during the last glacial maximum and +80 is the predicted maximum based on ice cap melting. Note that the terrain does include ice caps so the overall map doesn't really represent much of anything.
I need to get around to using the ETOPO1 bedrock DEM for this sort of map, but not today.