Imperial City help me punch it up
I'm currently working on an Imperial city for a new campaign. The current map is actually of the city center where the most "fun" happens. I started the map in the lower right with the area I have named the "Rat warrens". The most poor section of the city and down river of the main city. I made a mistake while mapping the city wall and that is why the southern walls do not face each other across ther river. When I saw my mistake I decided to keep it that way and added the ditch around the Rat warrens. It represents the ditch started as the foundation where the wall was to go but was moved do to bad stability in the soil there. Just one of those great "mistakes that make ideas", moments that I had to share.
I have two questions for the community. One, is the change in building style for the emperor's castle too jarring. Two I'd like any suggestions for punching up the whole map. I realize I dont have an index up yet but thats because its a WIP.
I have two questions for the community. One, is the change in building style for the emperor's castle too jarring. Two I'd like any suggestions for punching up the whole map. I realize I dont have an index up yet but thats because its a WIP.
Comments
Maybe some sort of overlay to the poor area houses so they don't look like they are in good shape. The scalable hatching under Fill Styles might work. The Rat Warren houses don't look any worse than the brown houses in other areas.
The south walls not meeting does make it somewhat vulnerable. Maybe a small castle or keep on the western shore near the wall providing an anchor for the defense.
What era is this? I'm assuming some sort of medieval period, given the walls and castle. Which makes me wonder what all those empty spaces are for - I think you need something to give the viewer an idea of what's going on there.
You can get away with the walls not meeting if you say that the river is fast-flowing, or there is some other physical impediment to an armed crossing - there are historical precedents on your side for that!
I'm worried about the "road" leading from the west to the east. It definitely looks odd - compared to the other streets, it's the width of a cycle path and a bit too straight.
Finally, it's very low population density for an Imperial city. If I compare the number and size of buildings to the trees, I end up wondering how the city works - who's manning all those towers, for example? (Or is it a military city, in which case I would expect to see large barracks somewhere to house all the troops.)
I would try to distinguish the various grey areas, too. At the moment, you have grey being used for stone walls, streets and buildings. To me, that's one element too many.
I like the muted colours - there's nothing jarring and they work well together.
I'm curious to see how this evolves and look forward to the update(s).
If you want to change the wall, you can easily use the Break command and then redraw the last segment. But, as Gak said, there are plenty of ways to explain its current orientation.
I would also agree with the comments regarding the central road, it looks completely at odds with the other roads in the city, given the rest are flowing. I'm also a little bemused by the sudden grassy areas in what appears to be an arid landscape, but I'm sure you have a reasoning behind it
Hope these help, if not for this city, then maybe for a future one