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    • CommentAuthorJimP
    • CommentTimeJan 30th 2015 edited
     
    The old map is from my vague attempts to work in CC2. Trees, unless it is a special case, shouldn't be larger than guard keeps.

    The change in the bay location is due to changes in how I have my surface maps oriented. North being at the top of the maps now, when before it was South at the top of the maps.

    The new map is done with CC3. Age 13 and Alyssa Faden bitmap fills and some symbols. With CC3 overland symbols. And I couldn't resist adding cloud symbols to the new map. Some text should be smaller as well.
      brillar_a.PNG
      Brillar_area01b.png
    •  
      CommentAuthorMedio
    • CommentTimeFeb 1st 2015
     
    Such clouds are cool. Where did you get them? Maybe in more variety would be fantastic.
    • CommentAuthorJimP
    • CommentTimeFeb 1st 2015
     
    The clouds are part of the Alyssa Faden annual from last year.
    •  
      CommentAuthorDogtag
    • CommentTimeFeb 1st 2015
     
    I really like all the updates you've been doing to your maps, Jim. Thanks for sharing your progress.

    Cheers,
    ~Dogtag
    • CommentAuthorJimP
    • CommentTimeFeb 1st 2015
     
    You're welcome.
    • CommentAuthorJimP
    • CommentTimeApr 29th 2017 edited
     
    And here is a start on the city itself. One large map instead of 3 smaller ones stitched together from 9 smaller maps. Not ad infinitum though. This is at 65% size.

    Oops. Almost forgot 2000' x1600' template.
      Brillar02_00015b.png
    • CommentAuthorJimP
    • CommentTimeApr 29th 2017 edited
     
    Here are the old strip maps, 3 from 9. Uhm, the coast river part was always one map. The river splits and goes around this bit of land. These are at 65% as well.
      brillar_river_north01bb.png
      brillar_port_northwall01bb.png
      brillar_port_center01bb.png
      brillar_port_southwall01bb.png
    • CommentAuthorJimP
    • CommentTimeApr 29th 2017 edited
     
    More on the updated map. 65% size. The lighthouse is kinda big, but at a scale of 1.0, it vanished, at least it was hard to see.
      Brillar02_00024b.png
    • CommentAuthorJimP
    • CommentTimeApr 29th 2017 edited
     
    A bit more detail. City hall, merchant houses, townsfolk homes, open air market with connections from the Farmers, Fishermen, and the townsfolk. Again at 65%.

    edit: full size map
      Brillar02_00033b.png
    • CommentAuthorJimP
    • CommentTimeMay 1st 2017 edited
     
    And I think this one was updated to:

    65% of normal size. I need to decide what forests and villages to put in the large open area.
      Brillar02b.png
    • CommentAuthorWyvern
    • CommentTimeMay 2nd 2017
     
    Yeah, that looks about right to me Jim. I think Monsen had added a comment as well, which if memory serves was of approval for the update, and a comment that he wasn't keen on the strip map format in general.

    The latest looks good to me too, incidentally :)
    • CommentAuthorJMunsonII
    • CommentTimeMay 2nd 2017
     
    ...wishing there was a "like" button... :D
    • CommentAuthorJimP
    • CommentTimeMay 2nd 2017
     
    Thanks !

    My problems with walled city maps is deciding how close to get the buildings to the inner walls. Too close compromises city security, too far away means it looks like few live there.

    No idea yet who John Yew and The Great Sage might be... they are new additions to this city. And so is the redoubt.

    Ah the strip maps. Another gone post. Anyway. I had 9 small maps making up Brillar. I used Irfanview to make 3 maps of them because I was trying to get away from lots of small maps for a city, and was using the three strips as a temporary fix. The above map is the newest update/replacement.
    •  
      CommentAuthorMonsen
    • CommentTimeMay 3rd 2017 edited
     
    Posted By: JimPMy problems with walled city maps is deciding how close to get the buildings to the inner walls. Too close compromises city security, too far away means it looks like few live there.
    Considering that in most walled cities, space is at a premium (unless the wall is really new). Cities keep growing, and everyone wants/needs to be behind the security of walls. This usually leads to buildings being very close to the wall. If they are not touching the wall, they will most certainly be only a narrow streets width away.
    As for security, walls primarily protects from outside threats, so houses close to the wall shouldn't be a problem (Perhaps avoid very tall buildings right behind the walls [although these could be used as a defencive position of archers defending the city]), especially if the wall is wide enough so defenders are walking on top of it. A wall generally is much more effectively defended from the top of it as opposed to behind it.