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    • CommentAuthorLoopysue
    • CommentTimeMay 1st 2018
     
    LOL Remy :P

    How many MB is 322570504 bytes?

    And you are right - its not crashing this morning, so the contiguous memory thing must have come into play.

    I'm having a rethink about how many fills I am using, and I will probably resort to the bevel method of making buildings - using plain colour polygons an a sheet with bevels.

    At the moment, you see, I've built all the buildings from scratch using the House command.

    It doesn't help that I'm using a crippled machine with only 1.5 GB RAM available to the user ;)
    • CommentAuthorLoopysue
    • CommentTimeMay 1st 2018 edited
     
    According to Google that's 323 MB, or about a third of a GB, which would only be about a fifth of what I have available to use.

    It must be the House constructions with all their groups of shaded polys?

    And I was having such fun!

    (This is just a screen shot, so its not antialiased)

    Its also only about a third of the buildings I've done so far.
      Example.jpg
    •  
      CommentAuthorQuenten
    • CommentTimeMay 1st 2018
     
    Have you considered doing what i did for Stromphe, another large city (80,000 pop) - I did an overall map, and so far have done one district (using house commands a fair bit). You could do something similar for Sanctuary. But your work, as usual is stunning. And get the money together to buy a better machine ;)
    • CommentAuthorLoopysue
    • CommentTimeMay 1st 2018
     
    I have indeed considered it, Quenten. In fact I'm currently trying to work out if I prefer to chop the city up, or go with the Hadrian style and keep it as one.

    Still thinking about it - though right now I have to hoover the flat ready for my landlord's insurance surveyor who is dropping in, in less than an hour, so I'm just a bit distracted.

    And thank you :)

    I'm afraid the better machine is just a dream, but its possible that I might be able to afford to upgrade this thing to 8GB RAM, instead of only 4, which will hopefully alleviate the some of the contiguous memory problems. Though again - that won't happen for a couple of months.
    • CommentAuthorLoopysue
    • CommentTimeMay 1st 2018
     
    Here is where I'm at for now. I've cut this right down to just 25 Sheets from 44, and it's still working at VH res with the effects on.
      City of Sanctuary V2 - 02 (1024).JPG
    • CommentAuthorScottA
    • CommentTimeMay 1st 2018
     
    Looks good. I'm wondering, though, why the top layer of brown stone or soil is shiny?
    • CommentAuthorLoopysue
    • CommentTimeMay 2nd 2018
     
    Thanks Scott :)

    That's CD3B_Stone 3 with an HSL effect to make it paler and pinker than it really is. I've also messed with the default bevel settings because I wasn't getting enough of a tone difference between the cliff and the flat surface. I was hoping it would look like some kind of rough pink marble. That top level also hasn't been covered by any cobbles, houses, grass or trees yet, so in comparison with the mostly cobbled tops of the other two layers - yes it does look a bit shiny.

    I haven't ruled out swapping it out for one of the Bogie cliff textures eventually, but I will need to generate more of the city before I start making those kinds of decisions. For now its CD3B_Stone 3 :)

    I can see all kinds of things that need to be modified - like the fact that the shadows cast by the docks are much more affected by the waves than the shadows cast in the bottom waterfall pool by the shape of the harbour, but that is easily remedied because all bar the house and tree shadows are hand drawn.
    • CommentAuthorLorelei
    • CommentTimeMay 2nd 2018
     
    Looking good, Sue!
    • CommentAuthorLoopysue
    • CommentTimeMay 2nd 2018
     
    Thanks, Lorelei :)

    Its not going to be as detailed as Merelan City because its larger - but those kinds of details can be added at battle map scale ;)

    Do you have any requests for particular features? I have two temples planned. A library, and an elven enclosure along the river, but I need a few more ideas or this city is going to be a bit bland!
    • CommentAuthorLoopysue
    • CommentTimeMay 4th 2018
     
    Here is a 7500' x 7500' area showing the progress within the city walls so far with an experimental elven district, modified wall, a dyke, and several experimental residential streets using the Street tool. Its a bit difficult to see at this scale, so I will also be uploading it to a new Sanctuary thread over at the Guild at 3 x the scale when I get organised enough to sort it all out later today.
      City of Sanctuary Version 2 - 02 (1024).JPG
    • CommentAuthorShessar
    • CommentTimeMay 4th 2018
     
    Oh my god, Sue. This is amazing already.

    I learn so much from following your posts and watching your progress. Thank you!
    • CommentAuthorScottA
    • CommentTimeMay 4th 2018
     
    Um, WOW!!! That is ginormous!
    • CommentAuthorLoopysue
    • CommentTimeMay 4th 2018
     
    Thanks Shessar :)

    Same in return - I learn a lot from you too ;)

    Hahahhaaa…. I've just realised that I totally forgot to leave a gap in the dyke for the river to flow through! :P

    Load of other howlers - like buildings in the middle of the street, but that's just about the best uphill flowing river I've ever done in my life :D

    I hope it will be small enough for people to enjoy by the time I've finished it - file size that is, not the city ;)
    • CommentAuthorLoopysue
    • CommentTimeMay 4th 2018
     
    Oops - ninja'd by Scott :)

    Thank you :)

    Its a lot bigger than Merelan City. Lets put it that way. MC is only about a mile square all included. This is just the city centre - the walled bit. There's as much again outside the wall.
    • CommentAuthorLoopysue
    • CommentTimeMay 4th 2018
     
    Ok I've started the Guild thread - main purpose to show the map at a scale where you can see things more clearly ;)

    Its right here:

    The City of Sanctuary (restarted) (the Guild thread)
    •  
      CommentAuthorMedio
    • CommentTimeMay 4th 2018
     
    It´s looking fantastic, Sue. The grass texture is perfect.
    • CommentAuthorLoopysue
    • CommentTimeMay 4th 2018
     
    Thanks Medio :)

    That grass texture is (believe it or not) a stretched and HSL adjusted version of HW green land - an isometric regional map texture, but it goes with the ocean, which is also HW. I found it more restful on the eye over the considerable area it has to cover compared to any of the built in city fills, and also much more acceptable than the grass I made for this map. There will of course be fields and things, but there will be quite a bit of HWs green land still showing by the time I've finished.

    One of the most interesting things I'm having to do is find new ways of bending the built in fills to give this map the style I want. If this wasn't for the Atlas I would already have made far more than just the 4 new fills that are available in the Malajuri folder.
    • CommentAuthorLoopysue
    • CommentTimeMay 5th 2018
     
    After a few questions about the proper defence of Sanctuary over at the Guild I have made a few changes.

    The gates are now the right way around :P

    The towers protrude from the outside of the wall to give better angles on attackers who get as far as the wall. There are griddles in a new proper channel for the river under the wall, and there is a Constantinople style chain across the mouth of the harbour that can be raised by two underground winching stations.

    I've also started playing around with the road system in the southernmost district of the city, where there will be the oldest part of the city - the original village of Sanctuary, which nestles in a bend of the river and is overshadowed by the fort. These days (present day for the map sometime in the medieval fantasy period) the old village of Sanctuary is known as 'Fort Gardens', and is where most of the fort household and servants live with their families - those for whom there is not room in the old fort except in emergency situations. The fort itself is used mainly by the military. Their families mingle with the household families in the Fort Gardens area.

    Across the river from Fort Gardens is the original elf settlement (not yet named). The elves have been there almost as long as the fort and the village, so the city has been built around them, leaving them in the green heart of the city with the river flowing mainly through their district.
      City of Sanctuary Version 2 - 03 (1024).JPG
    • CommentAuthorScottA
    • CommentTimeMay 5th 2018
     
    Meant to mention that I really like what you've done with the water. It looks really good and isn't just the standard water we all use!

    Also, at this view, the top level of soil/stone doesn't look shiny. I don't know if you did something to change it or it is just the level of zoom before. The whole thing is just lovely and is going to be a sight to see when finished, I can tell already!
    • CommentAuthorLoopysue
    • CommentTimeMay 5th 2018
     
    Aw, thank you :)

    I used a burn blend mode this time instead of a multiply blend mode (bottom sheet of just two). Otherwise its just the usual HW Sea Bue fill ;)

    I covered most of the stone with grass now, so only the cliff faces are really showing. And thank you very much for the vote of confidence :)
    • CommentAuthorShessar
    • CommentTimeMay 6th 2018 edited
     
    Gridles or griddles. You've spelled them two different ways in your post on on your map.

    I've never heard of them being called that. I would have called them grated culverts. Interesting.

    Love the map so far!
    • CommentAuthorLoopysue
    • CommentTimeMay 6th 2018
     
    Oooooops!

    THAT's what you call them - those griddly things in the water that catch things from going through :P

    I blame the meds myself ;)

    Thanks Shessar :)
    • CommentAuthorLorelei
    • CommentTimeMay 6th 2018
     
    oh Sue....I am loving this so much, already!
    • CommentAuthorLoopysue
    • CommentTimeMay 6th 2018
     
    Aw thanks, Lorelei, *blush* :)
    • CommentAuthorLoopysue
    • CommentTimeMay 6th 2018 edited
     
    I've reduced the size of the towers in the wall (they were 90ft across). There's now a draft castle and a palace, and I've added most of the buildings in the old village of Sanctuary.

    I've also put the gridle thing right :P

    City of Sanctuary Version 2 - 04 (1024).JPG

    The larger image is here:

    https://www.cartographersguild.com/showthread.php?t=41375&p=376202&viewfull=1#post376202
  1.  
    so far so good! I like how this is turning out!
    • CommentAuthorLoopysue
    • CommentTimeMay 7th 2018
     
    Thanks Storm :)

    Looking at it again with fresh eyes this morning I think I may have a relative scale problem - the thatched houses in the village are meant to be cottages, but they do seem to be bigger than the gothic buildings on the South Docks quayside, which are mostly municipal buildings and by definition should be at least 4 times the size of a simple cottage!

    I think that may have been down to the extra large wall towers (90 ft across, but now down to 60ft across) that still existed when I was laying out the village. I may have to redesign the village again.
    • CommentAuthorLoopysue
    • CommentTimeMay 9th 2018 edited
     
    I've done a lot of things, but they are mostly detail work, so this may not look all that different at a glance.

    I've reduced the size of the houses in Sanctuary Village, and added a newer section to the north of the old village - originally built for the families of the men who were brought in to build the city walls. I've added a few taverns and a temple, crenulated the city walls and towers, added gardens to the village and started naming things.

    City of Sanctuary Version 2 - 05 (1024).JPG

    The larger image is here. (click for enlargement)
    • CommentAuthorLorelei
    • CommentTimeMay 9th 2018
     
    Looking AMAZING!!!
    • CommentAuthorLoopysue
    • CommentTimeMay 9th 2018
     
    Thank you, Lorelei! :D
    • CommentAuthorPeteF
    • CommentTimeMay 9th 2018
     
    This is an excellent map. I really like the textures and the detail. It looks very real. The shading has given me some ideas. Inspiring - Thank you.
    • CommentAuthorLoopysue
    • CommentTimeMay 9th 2018
     
    Posted By: PeteFThis is an excellent map. I really like the textures and the detail. It looks very real. The shading has given me some ideas. Inspiring - Thank you.


    Thank you :)

    Although everyone will see exactly how its done when I upload the map to the Atlas, I imagine that might be some time yet, so I will tell you that the shading was created by drawing a mid grey polygon on a sheet with a lighted bevel, a large edge fade inner, and a Blend mode set to Overlay and 100% opacity ;)
    • CommentAuthorLoopysue
    • CommentTimeMay 10th 2018 edited
     
    Rimtown is a bit disappointing. I clearly didn't have my story head on when I did that area. So I've moved onto a different area so that I can come back to it later and sort it out a bit better. After not looking at it for just half a day I can see that the roads are a bit too far apart, and that the houses are all a bit samey.

    So, this morning I moved onto Mandel to the North West of Rimtown on the other side of the castle.

    Hope you like the ampitheatre :)

    City of Sanctuary Version 2 - 06 (1024).JPG

    The larger image is here:

    https://www.cartographersguild.com/showthread.php?t=41375&p=376471&viewfull=1#post376471
    • CommentAuthorLadieStorm
    • CommentTimeMay 10th 2018
     
    Wow, it's really coming together! I know.. still a long way to go, but I like what I see so far!
  2.  
    Absolutely beautiful. I can only imagine how stunning this city will be when it's finished. I commend your dedication to detail, and some of the techniques you're using to attain the look and feel of the city and its environments are a credit to your skill.

    What's more wonderful, to a Dungeon Master like me, is the adventure you're going on while making the map. All the little stories and backgrounds that give the places, districts and buildings meaning and life are my favourite bits :)

    DMG
    • CommentAuthorLoopysue
    • CommentTimeMay 10th 2018
     
    Posted By: LadieStormWow, it's really coming together! I know.. still a long way to go, but I like what I see so far!

    Aw, thank you, Storm :D

    Posted By: Dungeon Master GazAbsolutely beautiful. I can only imagine how stunning this city will be when it's finished. I commend your dedication to detail, and some of the techniques you're using to attain the look and feel of the city and its environments are a credit to your skill.

    What's more wonderful, to a Dungeon Master like me, is the adventure you're going on while making the map. All the little stories and backgrounds that give the places, districts and buildings meaning and life are my favourite bits :)

    DMG

    Thank you very much :)

    I only hope it doesn't disappoint by the time I've finished it.

    I haven't gone on about the little stories I've made up for myself for fear of boring the socks off everyone, but I did rather enjoy a little fast paced daydream about being in one of two gangs of kids from Mandel earlier (the Wall Monkeys, and the Shoreside Rats), who were doing battle in and around the amphitheatre, but then had to join forces to rescue one of their number who fell into a forgotten labyrinth beneath the arena. That sort of thing?
  3.  
    Haha! Adventure abounds in Malajuri! :)

    DMG
    • CommentAuthorLoopysue
    • CommentTimeMay 10th 2018
     
    Glad you liked it :)
    • CommentAuthorLoopysue
    • CommentTimeMay 11th 2018 edited
     
    I dug a big hole for the dwarves today

    This hole was once a large lake, but it was drained and further excavated by the dwarves for building stone (an export of the city as well as used within it) and extra living space within the safety of Sanctuary's walls. It extends some way out beyond the city walls away from the coast, but so deep that it would be easier to penetrate the city wall than burrow down to get into Sanctuary that way.

    City of Sanctuary Version 2 (experimental) 1024.JPG

    Larger image here: https://www.cartographersguild.com/showthread.php?t=41375&p=376552&viewfull=1#post376552 (click the thumnail in the Guild comment, and then click it again for the full size).

    Not sure about how the winch on the funicular (the incline tram system) should be powered just yet. I'm reluctant to add a thundering great steam engine. Maybe it uses a counterweight - two carriages balanced by water tanks - one on each side of the incline. Then it would just need a very big braking system, and something to move the top carriage over the rim and onto the slope of the incline. It would still need a really big horizontal pulley quite apart from the power.

    So for now I've hidden it inside a really large building while I think about it.
    • CommentAuthorJimP
    • CommentTimeMay 11th 2018
     
    How about a water brake ? A cylinder inside a cylinder that pushes on water in the inner cylinder. The size of the water holes would need to not be too large, nor too small. Too large and the provide no braking. Too small and the water comes out at such a high velocity the streams could cut metal.
    • CommentAuthorLoopysue
    • CommentTimeMay 11th 2018
     
    That's an idea, Jim.

    How would you apply it to the funicular mechanism?
    • CommentAuthorjslayton
    • CommentTimeMay 11th 2018 edited
     
    For best effect, use two cars on parallel tracks attached by a large cable. The difference in the weight of the cargo is all you need to move. If you already have water pumps to keep the hole empty, you use the outflow of the pump to fill up a tank on the descending car until it's heavier than the ascending one, spill the tank at the bottom and fill the tank on the top one. Or use a large wheel powered by Giant Space Hamsters (http://forgottenrealms.wikia.com/wiki/Giant_space_hamster are technically gnomish, but gnomes can be hired). Or a large earth elemental that pulls on ropes to move the cars. Maybe a wind elemental that blows on sails in a windmill at the top. Maybe do the humane thing and use captured humanoids in the large wheels that power the whole thing instead of defenseless hamsters.
    • CommentAuthorLoopysue
    • CommentTimeMay 11th 2018
     
    LOL!

    Thank you so much, Joe! :D

    I haven't had a good laugh all day till now.

    I see how it should work now... but I'm still seriously tempted by the giant space hamsters :P

    The ramp is 50ft wide, so there should be more than enough room.

    I've just realised I forgot to put any shadows on the towers! Doh!
    • CommentAuthorjslayton
    • CommentTimeMay 11th 2018
     
    Sadly, http://www.spelljammer.org/ships/Gnomestar.html doesn't have a good picture, but it does have six large hamster wheels to power it according to the description.
    • CommentAuthorLoopysue
    • CommentTimeMay 11th 2018
     
    ROFL! Bells and chimes, and personnel catapults ?

    Ok, but I've still got to work out how to fix the hamster wheels on the side ;)
    • CommentAuthorJosh.P.
    • CommentTimeMay 11th 2018
     
    What the hell Sue... This is going to be a master piece. A prime example of what most people will never achieve haha
    • CommentAuthorLoopysue
    • CommentTimeMay 11th 2018
     
    Thanks Josh :)

    I'm giving away all my secrets in this city! :P
    • CommentAuthorJimP
    • CommentTimeMay 11th 2018
     
    Posted By: LoopysueThat's an idea, Jim.

    How would you apply it to the funicular mechanism?


    Two possibilities.

    1) handwavium.

    2) description

    Otherwise I have no idea how to represent that.
    • CommentAuthorjslayton
    • CommentTimeMay 12th 2018
     
    Disaster scenario #31: a sewer breach for some reason or another happens and huge amounts of sewage cascade down into the pit, worsened at high tide by backflow through the channels. This scenario is a close relative of #1 "the river floods", which is only similar in effects to #11 "storm surge". Expected mitigations for surface flow include a large levee directly around the upper part of the hole and spare pump capacity in case the levees begin to fail. The last line of defense is the portal (portable drain type iii, model 2) from the sump of the hole that opens up above the wizard's college because they made the !@#)(* things and forgot where they put the other end.
    Life is hard at the bottom of the gravity well...
    Putting a drive wheel directly underneath each car greatly reduces the need for cabling, btw.
    • CommentAuthorLoopysue
    • CommentTimeMay 12th 2018
     
    Jim - LOL! At least that's easier than trying to attach giant hamsters to the sides of the trams!

    Joe - Hmmm.... Maybe the cavern wasn't such a massively splendid idea?

    Maybe I should do a massive ziggurat instead and go the other way? Save the cavern idea for another city?