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Thread: The Town of Koppollex

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  1. #1

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    Quote Originally Posted by RPMiller View Post
    [*] The roads appear to be convex. They should be flatter looking, especially if they are well used, and definitely "lower" looking than the land around them.
    I was thinking that too, but thinking that (modern) roads are often crowned up to drain made me dismiss that comment.

    Probably should U shaped on foot trails and UU shaped/ruted on cart/wagon trails.

    -Rob A>

  2. #2
    Community Leader RPMiller's Avatar
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    They were actually crowned going way back in history, but at the scale we are looking at and the angle, they shouldn't appear convex which was the reason for the statement. If rutes and such can be added that would be cool as well.
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  3. #3
    Guild Apprentice AidyBaby's Avatar
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    I like it. I generally agree with the other posts above, especially the roofs. I've done this too on my maps http://homepage.ntlworld.com/adrian....ps/Farhill.jpg and it always looks a bit naff.

    I look forward to your tutorial...

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    Community Leader RPMiller's Avatar
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    Quote Originally Posted by AidyBaby View Post
    I like it. I generally agree with the other posts above, especially the roofs. I've done this too on my maps http://homepage.ntlworld.com/adrian....ps/Farhill.jpg and it always looks a bit naff.

    I look forward to your tutorial...
    Wow! Those are some mighty big rocks in that town.
    Bill Stickers is innocent! It isn't Bill's fault that he was hanging out in the wrong place.

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  5. #5
    Guild Journeyer Airith's Avatar
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    Everything has pretty much been said, so I'll just add that I think the map is too dark as well. Even if its supposed to be a dark medieval feel, could look less... foreboding. Also, couldn't make sense of some of your rivers in the top right... Maybe it's just me though.
    Other than that, it's way better than anything I could do
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    Community Leader pyrandon's Avatar
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    Thanks so much, everyone, for your encouragement, and thanks just as much for your critiques--they truly helped, although whew! You gave me some tall orders!

    The brightness was an easy, easy fix. Some vegetation & shadow issues also decently quick to fix. Other issues--like the roofs and the roads--were tough, mainly because after much a-playing I was never completely satisfied. I did end up making the changes for the better (IMO), but I also realized something: I posted the map too large. I never intended this to be scrutinized that closely, and I never drafted it at that high of zoom; so I reduced the size so that 100% zoom is where I intend it to be. (It also struck me that this is something we don't discuss much as cartographers). Hopefully that resizing eliminated many of the problems you see.

    I do have a couple lingering, minor beefs with this map (ex: the bridges), but I am too pooped right now to fix 'em. Maybe as I post the tutorial.

    I will post the tut soon. Thanks again for all your help. That is why the Guild rocks!
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    Last edited by pyrandon; 11-07-2007 at 11:24 PM.
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  8. #8
    Community Leader RPMiller's Avatar
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    I hope I wasn't too hard on ya.

    Looks much better now. Yea, that zoom thing is definitely worth considering in the future; that made a difference.

    I'm still seeing something odd with the roads that is bugging me, but it just may be the way the shadows are playing over them.
    Bill Stickers is innocent! It isn't Bill's fault that he was hanging out in the wrong place.

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