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Thread: Argentia Topographica | The World of Naos

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  1. #1

    Default Argentia Topographica | The World of Naos

    It has been quite some time since I last posted! Recently I've been getting back into mapping, starting with a new world for an TTRPG setting I've been working on. I've been really trying to nail down the Pergamon Atlas look, and I think I'm getting close.

    Click image for larger version. 

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  2. #2
    Guild Journeyer Impractical Cartographer's Avatar
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    A tactical comment to observe this thread.
    I'm very curious to see how you fill out this map. Keep up the good work!

  3. #3

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    Really wanted to have the cities and roads done by this point, but my project file got corrupted and my last backup was a little old so I had to redo a fair bit of work. Ah well. Bless ArcGIS's labelling engine here—I'd hate to do these by hand.

    Click image for larger version. 

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    Also added in some bathymetry, though I'm not terribly happy with it. I may break my method and actually try hand drawing it something for once. How hard could it be?...

  4. #4

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    I love this kind of map! I think the issues with your bathymetry may be that it's not as detailed as the rest and it doesn't seem to be the continuation of the overall topography? But maybe I'm missing out on a thing or two!
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  5. #5

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    Quote Originally Posted by Eowyn Cwper View Post
    I love this kind of map! I think the issues with your bathymetry may be that it's not as detailed as the rest and it doesn't seem to be the continuation of the overall topography? But maybe I'm missing out on a thing or two!
    No, that's definitely part of it! I didn't spend as much time piecing together well-defined bathymetry from the source data as I did the topography, and my bathymetry DEM is only 16k x 8k (world), whereas the elevation DEM is 40k x 20k. I just need to spend some more time on it!

  6. #6

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    I see! Bathymetry can be quite confusing like that!
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  7. #7

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    Nearly wrapped up with the transport layer. Also added 1st order administrative divisions, which I've never done before so that was fun. Dark red is roads (no differentiation between primary and secondary at this point, though the technology of this world is early industrial, so there probably should be some more emergent highway/turnpike type roads). Also made some tweaks to the topography color scheme that I think make it stand out a bit more. I think there was too much green in the lower levels before.

    Click image for larger version. 

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    Next up is actually finishing the bathymetry...

  8. #8
    Guild Journeyer Rubikia's Avatar
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    I really dig the new colour scheme
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  9. #9
    Guild Journeyer Impractical Cartographer's Avatar
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    If I may interject:
    When there is a geographic coordinate grid on the map, the town names should be aligned with the parallels.

    For example:Click image for larger version. 

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    Also, the coordinate grid looks weird, like it's a fragment of another map. The tangent meridian should be in the center, but it is shifted to the east.
    For this map, the tangent meridian should be 28 E, not 26 E. A small detail, but always.

    What projection did you use for this map?

    Also, the place names should be on the same side of the river/lake as the signature of that town.
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    Besides that, it's a very cool map.
    Last edited by Impractical Cartographer; 02-20-2022 at 02:56 AM.

  10. #10

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    Absolutely, the color palette is great!
    What software did you use?

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