Oops. I thought the letter key for Wrelna Town was messed up, it is.
Here isthe correct version, and I extended the Farmer's Gate road.
a) main gate b) military commander's house c) town hall d) wizard tower e) merchant homes f) Bill's Inn and Bar g) Town water fountain and well h) wells j) storage k) commoner houses l) town militia or town military homes m) tax man n) stables o) warehouses p) store
edit: fixed the effect on the darker green/higher ground
Any who, I wont be making a store for Wrelna Town, the general general store map can be used for that.
I'll be looking at the suggestions for the kobold village names. And I'll come up with names for the two ruins.
I'll start going through my list of maps, write up some infor for most of them, and start posting them.
I'll put numbers on the map so all of us can keep track of which map is being commented on. I'll try to get that done later in the week.
This map of Keeper Tower top is map 37 out of 37 maps.
Spears in a stack. Quivers of arrows on the boxes, more quivers inside. Buckets of water to put out any fire arrows, etc. landing on the tower top. Toiletes for those who get stuck up here in battle or long watches.
Wrelna map's looking improved now Jim. Surprising what just a couple of tweaks can do sometimes!
Might want to rethink the wells perhaps. There seem to be rather a lot of them - including a couple of apparently identical structures that aren't currently labelled as such (so may not be wells, of course). Wells in a settlement tend to end up at road/path junctions, and sometimes with houses clustered nearby (especially poorer dwellings), because everyone has to go there every day at least.
The central fountain/well "G" works nicely as a focal point, and the market will likely set up in the area around that readily enough.
Some of the smaller ones might benefit from moving into the town a little more though, and moving the buildings closer to them. The well nearest the stables (N) might even be in the stable yard, because lugging enough water for horses any distance daily isn't practical. Essentially, the stables would have been built where the well was.
Not sure I follow what the difference between warehouses (O) and storage (J) is.
Starting with map 4. Shouldn't there be a road path leading up to the moat bridge? The compass rose and scale bar also looks weirdly placed, when there is so much space down in the corner.
Map 3 The road network only exists inside the map. Shouldn't there be a couple of roads leading out of the area as well? Bell looks like it is placed so that the road runs through it, but the actual city map doesn't reflect this. Perhaps move the symbol a little, maybe even add a small section of road to connect it as a "dead end" Similar with Moo
Map 7 I advice you to drop the drop shadow on the text. It just makes it harder to read. An outer glow is better.
On map 4, Castles style. Unless I am the one who messed them up, the top and left map border is on the Roof sheet instead of the Map Border sheet. The other two parts are on the correct sheet.
Added more buildings and roads/paths. For some reason even with effects off this one can take up to 4 seconds to refresh after a change. I'll add the fcw.
Map 18: general General Store. The benches in the waiting rook are 4.5' wide and about 10' long. Building must be large.
12: Zosh seem a bit empty. Maybe at least a road through the city. Something resembling a square in the center perhaps, or at least a more muddy section where people walk.
13/14: The ruined areas seem a bit empty. Given that they are ruins, and probably don't see much traffic, I would assume they are a bit more overgrown by vegetation and the like.
18: The scale of the store sounds weird. If those benches are really supposed to be 10' long, then the everything is impossibly huge, like the door openings, the payment desk, the stairs outside. You should probably look into the scale of that map.
17: The slowdown is because of the walls. Each 10-foot wall segment is made of about 200 entities, takes time to render all of them. That's one of the issues when vector symbols become too detailed.
1) the old tower, tree growing close to it. 2) two walls left, cracked ground 3) four partial walls, tree growing into the building. Might have been a house at one time.
4) two walls barely standing, shrub growing inside.
5) an old well.
Either something growing in the 7) garden, wandered around, and went into the well. Or something came out of the well, wandered around for a bit, and stopped at the garden.
6) some reddish weeds... they appear to almost be in formation. 7) the previously mentioned garden
8) a tree that appears to be an autumn tree, even in the spring. 9) a reddish tree in several locations. Sometimes move when there is no wind.
ruins west of Yonder Pond
The trees and brush are white year round, and they appear to be eating the buildings.
1) and 8) the old town defenses 2) a small building, curved wall 3) two walls left with brush growing inside
4) and 5) rather sturdier buildings 6) a small building, curved wall
7) a small building, two walls left.
9) a pergola, seems to be keeping the white trees and shrubbery at bay 10) either this tree is now being converted to a tree that eats buildings, or it finds the building unappetizing.
11) a path of ever white trees making their way ever so slowly to new feeding grounds.
updated general General Store. I scaled it down to 40% of the original size I made it. The furnishings and rooms are of a more believable size. Benches are 6' long and 2; wide.
Comments
That road should keep going.
I think I had a fade or something on that contour, I'll look at it again as I go through the maps.
Need to do the last 3 and post them first though.
Thanks for the feedback.
Here isthe correct version, and I extended the Farmer's Gate road.
a) main gate
b) military commander's house
c) town hall
d) wizard tower
e) merchant homes
f) Bill's Inn and Bar
g) Town water fountain and well
h) wells
j) storage
k) commoner houses
l) town militia or town military homes
m) tax man
n) stables
o) warehouses
p) store
edit: fixed the effect on the darker green/higher ground
Any who, I wont be making a store for Wrelna Town, the general general store map can be used for that.
I'll be looking at the suggestions for the kobold village names. And I'll come up with names for the two ruins.
I'll start going through my list of maps, write up some infor for most of them, and start posting them.
I'll put numbers on the map so all of us can keep track of which map is being commented on. I'll try to get that done later in the week.
This map of Keeper Tower top is map 37 out of 37 maps.
Spears in a stack. Quivers of arrows on the boxes, more quivers inside. Buckets of water to put out any fire arrows, etc. landing on the tower top. Toiletes for those who get stuck up here in battle or long watches.
Might want to rethink the wells perhaps. There seem to be rather a lot of them - including a couple of apparently identical structures that aren't currently labelled as such (so may not be wells, of course). Wells in a settlement tend to end up at road/path junctions, and sometimes with houses clustered nearby (especially poorer dwellings), because everyone has to go there every day at least.
The central fountain/well "G" works nicely as a focal point, and the market will likely set up in the area around that readily enough.
Some of the smaller ones might benefit from moving into the town a little more though, and moving the buildings closer to them. The well nearest the stables (N) might even be in the stable yard, because lugging enough water for horses any distance daily isn't practical. Essentially, the stables would have been built where the well was.
Not sure I follow what the difference between warehouses (O) and storage (J) is.
Just what occurred to me looking at it!
The O buildings are rectangular places more suited for storing larger items.
If you want to comment, and I do hope you will, please refer to the map number I will be placing on the top, or as close as i can get it, of each map.
There will be delays between posting of some maps as I correct errors/additions I want to do.
Added a few more buildings inside the walls, and one more well.
map 6
Moo village.
Outstretched Tower. Added/changed the effects.
Should I move these to put three maps in each post ?
My apologies.
Map 9
Shoro Town. No changes.
I'll quit here and await comments.
Please refer to the map number on each map. Thanks.
Shouldn't there be a road path leading up to the moat bridge?
The compass rose and scale bar also looks weirdly placed, when there is so much space down in the corner.
Map 3
The road network only exists inside the map. Shouldn't there be a couple of roads leading out of the area as well?
Bell looks like it is placed so that the road runs through it, but the actual city map doesn't reflect this. Perhaps move the symbol a little, maybe even add a small section of road to connect it as a "dead end"
Similar with Moo
Map 7
I advice you to drop the drop shadow on the text. It just makes it harder to read. An outer glow is better.
I'll wait for more comments before I post the next set of 9 maps.
I see a couple of things. I'll go ahead and correct them, and change out these maps with any corrected maps.
Map 3; Crops near Zosh were in the middle of the road.
Map 4; trees in the middle of roads, and added a road.
Map 7; dropped the drop shadow and added glow outer.
Map 10 Stout Tower.
better fortified than some other towns. Do they know something the others don't ? Or is it just newer construction ?
Map 11 Wrelna Town
Hopefully I have the town lettering for locations correct now.
Map 12: Zosh town
fixed the glow on the text.
Map 13, a scattering of brush and dead trees added.
Map 14, an almost path of small brown brush going between upper left and lower right of the map. Marching plants ?
They are a little hard to see. Should I put them on their own sheet and add bigger shadows ?
Map 15: Ost Kobold
( Ost is north and Sud is south ? I think I remember that from my stamp collecting days decades ago. )
Thanks !
Added more buildings and roads/paths. For some reason even with effects off this one can take up to 4 seconds to refresh after a change. I'll add the fcw.
Map 18: general General Store. The benches in the waiting rook are 4.5' wide and about 10' long. Building must be large.
Please refer to the map number on each map. Thanks.
This brings the total to 18 maps. There will be two more sets of 9, with a couple of maps after that.
Likely later today.
Zosh seem a bit empty. Maybe at least a road through the city. Something resembling a square in the center perhaps, or at least a more muddy section where people walk.
13/14:
The ruined areas seem a bit empty. Given that they are ruins, and probably don't see much traffic, I would assume they are a bit more overgrown by vegetation and the like.
18:
The scale of the store sounds weird. If those benches are really supposed to be 10' long, then the everything is impossibly huge, like the door openings, the payment desk, the stairs outside. You should probably look into the scale of that map.
17:
The slowdown is because of the walls. Each 10-foot wall segment is made of about 200 entities, takes time to render all of them. That's one of the issues when vector symbols become too detailed.
1) main gate
2) food stall
3) weapons stall
The store and sundries building between the two stalls carries more items.
4) secondary gate
5) one of several apple trees
6) shops, family lives upstairs.
Greensih buildings, must be moldy.
1) the old tower, tree growing close to it.
2) two walls left, cracked ground
3) four partial walls, tree growing into the building. Might have been a house at one time.
4) two walls barely standing, shrub growing inside.
5) an old well.
Either something growing in the 7) garden, wandered around, and went into the well. Or something came out of the well, wandered around for a bit, and stopped at the garden.
6) some reddish weeds... they appear to almost be in formation.
7) the previously mentioned garden
8) a tree that appears to be an autumn tree, even in the spring.
9) a reddish tree in several locations. Sometimes move when there is no wind.
ruins west of Yonder Pond
The trees and brush are white year round, and they appear to be eating the buildings.
1) and 8) the old town defenses
2) a small building, curved wall
3) two walls left with brush growing inside
4) and 5) rather sturdier buildings
6) a small building, curved wall
7) a small building, two walls left.
9) a pergola, seems to be keeping the white trees and shrubbery at bay
10) either this tree is now being converted to a tree that eats buildings, or it finds the building unappetizing.
11) a path of ever white trees making their way ever so slowly to new feeding grounds.
updated general General Store. I scaled it down to 40% of the original size I made it. The furnishings and rooms are of a more believable size. Benches are 6' long and 2; wide.