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    • CommentAuthorLoopysue
    • CommentTimeFeb 9th 2020
     
    No worries, Jim :)

    All you do is right click the fractalize button and pick Straight to Smooth, and then click each of the fractalized polys, and do it.
    • CommentAuthorJimP
    • CommentTimeFeb 9th 2020
     
    Oh, I did the fractalize and selected smoothing.

    I can back up a few maps if I have to... I'm to the point where when I make changes, it fails out to desktop. I only have a 1.6 GHz CPU... and it doesn't like more than 2 or 3 fractalization clicks.

    Anyway, here is the map with fractal smoothing.
      DF_area01_0020b.png
    •  
      CommentAuthorQuenten
    • CommentTimeFeb 9th 2020
     
    The bottom hills look good, but some of the others don't seem to be smoothed.
    And a great idea using that annual for the non-ruined inn/hostel'
    Perhaps add a few workers' tents at the outskirts of the village, near the non-ruined inn, for those working on the reconstruction.
    • CommentAuthorJimP
    • CommentTimeFeb 9th 2020 edited
     
    I haven't seen any smooth hills nor mountains. But I'll change them.

    Edit. The ones middle left look much more correct than the rest do, to me.
    •  
      CommentAuthorQuenten
    • CommentTimeFeb 10th 2020
     
    I was talking about the contours, and it is just about 'prettiness'. But if you prefer the more jagged look for your contours as being more realistic, then I certainly understand. I was only suggesting, not demanding - sorry if I have given the wrong impression.
    • CommentAuthorJimP
    • CommentTimeFeb 10th 2020
     
    I prefer more realistic. While its possible hills are smooth, I have rarely seen such.
    •  
      CommentAuthorQuenten
    • CommentTimeFeb 10th 2020
     
    Are we talking about contours, or hill shapes?
    • CommentAuthorJimP
    • CommentTimeFeb 10th 2020
     
    Hill shapes. Occasionaly I'll see one that is 'smooth', but its very rare. Eastern areas of the US, the Applachians are older than the Rockies, tend to have smoother hills.

    I see the area map as more of 'map to see locations and relationships to various locations in the area' type of map rather than a map with details.

    Here is my basic list so far.

    1) area map
    2) destroyed village
    3) new Inn with an out building or two
    4) The ruined Manse
    5) one tower from the ruins
    6) worker village from the ruins
    7) the Fort's 3 levels includng the foot bath.

    So 9 maps.

    Some of the that I am going to have to think about and maybe try a few sketches before I settle on a map I'm willing to show.
    • CommentAuthorJimP
    • CommentTimeFeb 11th 2020
     
    Don't think I'll be doing much more to the overall area map. An extra battle area in the northern hills can be mapped by someone else.

    Added text.
      DF_area01b.png
    • CommentAuthorWyvern
    • CommentTimeFeb 11th 2020
     
    Maybe make some of the symbols a little larger, Jim? And also make the road line a little more obvious perhaps? The battle symbols look a bit too dominant just now to my eye. While that's reasonable enough - battles can easily happen over quite large areas after all, especially with mobile forces - it would be useful to have similar clarity for the vegetation symbols, I think.
    •  
      CommentAuthorQuenten
    • CommentTimeFeb 11th 2020
     
    Why so many keeps, Jim?
    • CommentAuthorLoopysue
    • CommentTimeFeb 11th 2020
     
    Looks like you're having fun, Jim :)
    • CommentAuthorJimP
    • CommentTimeFeb 11th 2020
     
    Their small town was attacked, they put up defenses while they rebuild.

    As for scale... the symbols were at 1.0 even though I selected 'set normal'. So I tried 3, 3.6, 4. and 5 on one or two, something like that. I'll regularize them later on.

    This map is 5 miles by 5 miles.
    • CommentAuthorJimP
    • CommentTimeFeb 13th 2020 edited
     
    Rescaled trees and battle area symbols. Buildings are 200 feet plus across now.

    The 'bumps' are not hills, but are rock and dirt mounds. Some could be burials.
      DF_area01_0036b.png
    • CommentAuthorLoopysue
    • CommentTimeFeb 13th 2020
     
    Its certainly very interesting seeing what someone else makes with the Ferraris Style. Thanks for sharing, Jim :)
    • CommentAuthorJimP
    • CommentTimeFeb 13th 2020
     
    You're welcome. It could be I did it while tired as well.

    Cell phone suggested sleeping after the word while.

    Don't think that is possible.
    • CommentAuthorWyvern
    • CommentTimeFeb 14th 2020
     
    Looking better Jim.

    Was the battle at the village more major than those in the hills (larger symbol still)?

    The "bumps" are presumably all artificial from your comments (from mining, maybe?). Is it worth identifying (perhaps only some of) those that are burial sites with different symbols?
    • CommentAuthorLoopysue
    • CommentTimeFeb 14th 2020
     
    I think the bumps are sand dunes?
    • CommentAuthorJimP
    • CommentTimeFeb 14th 2020 edited
     
    The bumps are rocks and dirt... but some could be burial mounds. Particularly the ones in a straight line/lines.

    The larger battle locaton symbol on the village is due to a larger area battle.

    The village ruins will take care of that, the one in front of the Fort is for that one. The other is left to the user's imagination.
    • CommentAuthorJimP
    • CommentTimeFeb 14th 2020
     
    Posted By: LoopysueIts certainly very interesting seeing what someone else makes with the Ferraris Style. Thanks for sharing, Jim :)


    I felt that since this was a wasteland, and had been attacked in the past, most of the symbols and look wouldn't have been here 'when' the map was made. It shows some progress to the way it was, but not much has been replaced.

    I may use that style for some town maps I have in mind for my game world. Of course, with my schedule, no idea when I'll do that.
    • CommentAuthorJimP
    • CommentTime6 days ago edited
     
    An update on The Manse map.

    Yes, thats a stone idol and a stone ring for a worship fire.

    The wood pieces are floor remnants.
      DF_Manse01_0009b.png
    •  
      CommentAuthorQuenten
    • CommentTime6 days ago
     
    What about some weeds in the buildings esp near the floors to break the hard edges (I agree you can't use Edge Fade, Inner on these). And perhaps some debris from DD3.
    • CommentAuthorWyvern
    • CommentTime5 days ago
     
    What, no surviving trapdoor to the cellar/dungeons Jim? ;D
    • CommentAuthorJimP
    • CommentTime5 days ago
     
    @Wyvern Sssh. That comes in later.

    Yup, Manse map isn't finished.
    • CommentAuthorShessar
    • CommentTime4 days ago
     
    This is looking really great JimP!
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Thanks. Not sure how I talked myself into working on 3 map locations at the same time though.
    • CommentAuthorJimP
    • CommentTime2 days ago edited
     
    Added a few things like the weeds. I want a graveyard in the upper right, but this older vari-color symbol doesn't work too well.
      DF_Manse01_0011b.png
    • CommentAuthorWyvern
    • CommentTime2 days ago
     
    What about using some short wall segments with shorter shadows as gravestones, Jim? The bevel on the walls would look about right for such markers, certainly.
    • CommentAuthorJimP
    • CommentTime1 day ago
     
    Thats a thought. I'll try it.

    I may forget, but I'll try not to.
    • CommentAuthorJimP
    • CommentTime1 day ago edited
     
    Updated Manse.

    A: some rotted wood bits hanging over the first floor unsupported.

    B: wood pile, with rats and termites.

    C: could be a root cellar, but why in the house ?

    D: evil worship area, fire ring and idol. Orange bushes and trees leadnng into the house from the cemetary.

    cemetary redone.

    Pumpkin patch near the 'e' in Manse.
      DF_Manse01_0012b.png
    • CommentAuthorJimP
    • CommentTime21 hours ago
     
    the Inn. Kinda small.
      DF_inn01_0006b.png