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Thread: Rust Map - Using Textures

  1. #11
    Guild Member aeronox's Avatar
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    WIP: Tectonics

    Disclaimer: I have the most basic knowledge of anything serious

    Note: I will insert islands (similar to those found around Earth's "Ring of Fire") in the north. Ocean coasts to the south don't match up; in my imaginary world, this might be explained by a very slowly-expanding (relatively) ocean ridge, but since it began, there has been some serious Ice Ages and the southern coast has been deformed drastically. Or something like that.

    A nice spattering of volcanoes and earthquake origins.

    Next: Hmmm..... ummm.... i'm not sure
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  2. #12
    Guild Member aeronox's Avatar
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    WIP: Civilisation's Journey

    Note: This shows the paths that civilised humans took. This is useful for:
    - Culture (incl Language & Religion)
    - Appearance/Race
    - History
    - Relationship
    - Civilisation type (fast, slow, maritime, inland, etc)
    The shaded regions are NOT nations (except for maybe the orange in the east - seems very imperial in its expansion), however by referring to the above list, we can see how many nations within a shaded area can share characteristics/origins.

    Next: Rivers (but not tonight!)


    THANKS FOR VIEWING!!!
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  3. #13
    Community Leader Facebook Connected Steel General's Avatar
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    This is really a novel idea using rust to define your continents, etc. I think the only thing that's a bit disconcerting (for lack of a better word), is all of the long narrow 'paper strip' islands in the extreme south. Other than that great job, looking forward to seeing it finished.

    *bonk on the head with my club of repping*
    My Finished Maps | My Challenge Maps | Still poking around occasionally...

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  4. #14
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    Thats a very cool idea. great map and the steps you've map. I also love the progress and the civilisation journey. Is this the whole world? If so it's a shame you just snippd off the land on the right.

    I really need to learn about those geological details like that, and the human migrations looks like fun.

  5. #15
    Guild Member aeronox's Avatar
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    Quote Originally Posted by Steel General View Post
    This is really a novel idea using rust to define your continents, etc. I think the only thing that's a bit disconcerting (for lack of a better word), is all of the long narrow 'paper strip' islands in the extreme south.
    I haven't worried too much about the south - when I get around to producing stylised maps, they will be from the viewpoint of a particular civilisation - and the southern extremes are sooooo cold that there's almost no maps of it.

    Quote Originally Posted by jezelf
    Is this the whole world? If so it's a shame you just snippd off the land on the right.
    It's not the whole world; there is a vast ocean to the north, a large frozen continent to the south, a small ocean to the west (and then a medium-sized continent), and that land on the right expands eastward and northward.

    I think the star on the migration map represents Stargrave, where a portal opened after a meteor impact. There may have been other such portals, in the ancient past, so there may be civilisations elsewhere, and they may be more advanced.

  6. #16
    Guild Member aeronox's Avatar
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    WIP: Rivers/Deserts

    Note: Using mountains (/altitude) and rainfall maps, I have now drawn rivers. I have also modified the Rainfall map to act as a "desert"/green-ness layer.

    Tips: Rain falls on windward sides of mountains. Rivers form in valleys, joining and proceeding downhill, to a lake, sea, or ocean (depending on how much water and the volume of the basin). Rivers (almost) never split.

    Next: I'm not sure! I don't want to do any civilisation stuff yet.
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  7. #17
    Guild Member aeronox's Avatar
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    For bottom-up worldbuilding/mapmaking, this is the order I'd recommend:

    Sun (type, distance)
    Planet (size, axis of rotation, rotation period, orbit period)
    Moon(s) (colours, distance, orbit period)
    Tectonic Plates
    Land Shapes/Terrain/Mountains
    Sea/Ocean Depth, Continental Shelf
    Subduction Zones
    Faults, Rifts, Volcanoes
    Glaciers/Glaciation
    Prevailing Winds
    Ocean currents (warm/cold, circulation)
    Rainfall
    Rivers
    Groundwater
    Cave Systems
    Climate types
    Biomes
    Cultures
    Trade Routes

  8. #18
    Community Leader NeonKnight's Avatar
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    WOW! What a map. I like where this is going.
    Daniel the Neon Knight: Campaign Cartographer User

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  9. #19
    Guild Member aeronox's Avatar
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    WIP: Territories (Unnamed)

    Note: This is unfinished. Territories do not necessarily represent unified nations; they could indicate a group of related cultures or allied city-states.
    Some borders should be blurred; where dominion diminishes, or where cultures clash or intermingle.

    I'm sure it's fairly nonsensical (I'm not sure exactly how borders work with mountains, rivers and gaps between them, but i've given it a go).

    EDIT: I've used the 4-colour technique here, but it isn't implemented correctly; proper usage would see alot more alternating colours, whereas I chose to use all 4 as much as I could (and almost ran into problems).


    Next: Vegetation (including swamplands)
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  10. #20
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    I like the look of it -- the mass of small islands makes me think of bayous and guys poling boats around swamps.
    I'm never lost -- I'm always exactly where I think I am.

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