Merydyan: a 'commissioned' map

The May/June mapping lite challenge is to map a country for a book. There are specific criteria that has to be met, as it is supposed to represent a commission. So all of the elements you are seeing in this map so far are things that have to be there - such as the mountain range with the volcano, a dungeon entrance near said volcano, the three solitary mountains, and the 100 mile wide crater with the wizard tower in the center.

I decided to use the Herman Weilink style for this map project, because between the molten rock bitmap fill, and the volcanic rock symbols, I thought I could generate 'realistic' crater.

I am running into a rather small issue, so I'm going to be posting both the png, and the fcw for this map. I think this issue also happened in my Aeterna map, so I'm hoping someone can figure out why it's happening.

It appears that, if I fractalize or smooth anything on my map, my land mass fractalizes or smooths as well. I didn't fractalize or smooth my land mass this time... instead I went in with the land mass edit to add or cut away land to get the the rough or smooth coastlines that you see. I did, however, smooth the rivers that I have done so far. With the largest river, that's actually a combination of a smoothed river line to get the general shape, followed up by a land mass edit to have it open up into the sea. I then did a smaller river from one of my solitary mountains, and connected it to the larger one.

So how can I keep this from happening? I've tried to fix it with further landmass edits, adding land mass back to those two areas in the top two corners, but as you can see, I wasn't very successful.
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Comments

  • MonsenMonsen Administrator 🖼️ 81 images Cartographer
    You say that you smoothed your rivers, but not your landmass. But your largest river isn't really a river at all, it is just a cutout of your main landmass, so when working with this "river", you are really working on your landmass entity, so fractalizing this or converting it to smooth will affect your entire landmass.

    This is one of the downsides of making rivers this way, since when you make them as a cutout, they are a part of your landmass, instead of a separate entity which you can manipulate freely. And a single polygon needs to be either straight or smooth, you cannot have both in one.
  • jslaytonjslayton Moderator, ProFantasy Mapmaker
    I made the Color Key effect precisely because I lack the will to do cutouts the hard way. I much rather would draw landmass A and details B and let the system calculate A minus B (and/or A+B if I draw multiple things not in the knockout color).
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    LadieStorm,

    I can't reproduce the problem on the map you posted. I was able to fractalize the rivers (the real river entities), the lakes, and the mountain terrain without having any visible effect on the landmass.

    The blue areas on the upper left and right corners appear to be caused by extra nodes in the landmass and the outline of the landmass entity "folding" over itself in those places.

    ~Dogtag
  • Actually... perhaps I should explain the process of that first river. First, I used the smooth line drawing tool on the right side, attached it to the river, then drew the winding river, and attached it to the coast. Then I smoothed it a couple of times (3 or 4) until it had the shape that I wanted. Then, using that line as a guide, I clicked the landmass edit, then I cut it out of the land mass, then erased the guide line.

    I smoothed the guide line, NOT the cut out. I have worked with the program long enough to know better than that :). But I can see the confusion, since my first river is cut from the landmass. The second river used the same process, but instead of cutting it out, I changed properties, widened the line, and changed it to the ocean bitmap fill. I think it was after the second river was made that I noticed my landmass had been smoothed. I tried to undo it, it didn't work. I then tried the land mass edit to fill it back in, which only partially worked.
  • That first sentence was supposed to be that I attached it to the lake...
  • Dogtag, do you know how to fix that?
  • I also noticed, if it helps, that the edge of my land mass did NOT get smoothed. I never used the fractalizing on my landmass. Those rough edges you see are about 45 minutes of landmass edits, cutting away at my coast line until it looked like what you see.

    And I have had this issue before, I just didn't realize it until it happened on this map. If you look at my Aeterna map, on the left edge down the side of my map border, you will notice a small bit of water on the edge of the map. I ended up covering most of it up with terrain fills, but there is still a tiny piece that you can see. If I were to hide everything except land and water, you would see that 'folding' that Dogtag mentioned. And it's JUST on that one land mass, the lower West continent.
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    I was wondering why the top of your landmass was a smooth poly. I recommend against using smooth polygons for anything other than smooth polygons. That is, I caution against trying to "fractalize" them via editing. Smooth polys use math to generate curves between points. Among other things, you can't do things like, for instance, trace them. Tracing follows from actual point to actual point and won't follow the displayed, smooth, outline.

    To fix the weird "folding" effect that exposes the water, you should use the node editing tools (lower left toolbar buttons). The easiest way to do this is to select the Land sheet and then hide all other sheets. Then you can zoom in on the troublesome areas and delete nodes at the corners of the water, which will help "unfold" the poly. Again, since this is a smooth poly, however, you may need to delete several nodes to achieve the desired effect. You'll probably have to add and move nodes when you're done since deleting nodes will smooth the landmass even more across the top, and it will almost certainly wind up inside the map border. You can check that by unhiding the Map Border sheet. If you want to leave the map border visible while you work (not a bad idea) be sure to freeze the Map Border layer before you begin work so you don't accidentally select the map border.

    Another thing that might help is to turn on the smooth poly frames (Tools>Drawing Aids>Toggle Frames or press Ctrl+F), which will help you see where the actual nodes are located (they are almost never on the smooth poly itself).

    I hope that helps.

    ~Dogtag
  • It might. And just to let you know, the only time I ever use the smooth poly, is when I'm putting in my lakes, and I may(but usually don't) use the smithing effect on them. And of course on the terrain fills, which defaults to a smooth poly.

    And I actually plan to attempt a different map border, if I can figure out how to do it right. I tried to create a frame once before, but I couldn't get my corners to line up correctly.

    Which brings me to a question I hope someone can answer, or course I guess I could just try it and see what happens. But what I thought about doing, was on the map border sheet I would apply a rectangular overlay to the map. I was hoping it would only cover the border itself, and not the entire map as well. Anyone have any suggestions?
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    Hm, strange. Your entire landmass is a 2D Smooth Poly.
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    Okay, on a whim I tried converting the smooth poly to straight and that worked surprisingly well. I say "surprisingly," because I expected all the edited parts to "un-smooth" and reduce to an altogether different shape, but that didn't happen.

    I've attached the resulting FCW below, but if you want to do it yourself — which I recommend — here's how. If desired, click the images to view full size.
    1. Hide all sheets except LAND and MAP BORDER.
      image
    2. Freeze the Map Border layer.
    3. Right-click the Fractalise button image and select Smooth to Straight from the pop-up menu.
    4. Select the landmass, right-click, and select Do It from the pop-up menu.
      image
    5. Zoom in on the upper left corner.
      image
    6. Click the Delete Node button image and then click the node extending past the border.
      CC3+ may still display part of the deleted area of the landmass but this will vanish on refresh. HOWEVER, to make things easier, don't refresh yet.
      image
    7. If necessary, scroll up and to the right until you see the node extending up from the map border.
      image
    8. If you haven't refreshed yet, simply left-click in the map window to repeat the last command, which should be Delete Node. If you did refresh (or used any other command) then click the Delete Node button again. Then select the node at the top of the landmass to delete the node.
    9. Zoom to Extents to check your progress.
      image
    10. Zoom into the upper right corner.
      Notice there's a tiny little white space to the left of the larger white space.
      image
    11. Delete the nodes along the white spaces. For some reason, there are maybe a couple dozen or so nodes here but keep deleting them until the landmass fills to the map border.
    12. Delete the node extending out to the right of the map border. You may have to scroll down and to the right to see it.
    13. Zoom to Extents to view your handiwork.
      image
    14. Unhide all sheets and, if desired, unfreeze (thaw) the MAP BORDER layer.
      image
    I hope that helps.

    Cheers,
    ~Dogtag
  • Dogtag, your idea worked perfectly! I decided to keep that little cut out in the top right corner, but I deleted the outside nodes once I did the smooth to straight, and it's all fixed now. Thanks so much for your help! I don't know why that's happening, but at least now I know what to do about it!
  • DogtagDogtag Moderator, Betatester Traveler
  • I've decided to take a 'less is more' approach to this map. In the past few maps I've worked on, I tried to add features to every part of the map, so it looked 'complete'. And while I do like the results of those maps(so far) I realized that with Herman Weilink's style, that is not only not necessary, but it also takes something away from the finished product. So while I'm little more than half way through, I'm not adding too much more as far as features to the land.
  • here is the next update to this map. I really don't have much more to do with it... just the labeling, adding 'art work' and some kind of decorative border. It's coming along...
  • This is the next rendering... I've added a few more things to it...
  • Hi Ladiestorm, this is looking much better. I really like your creative way of drawing a crater!
  • Lol.... Well, it was the only way I was going to get a crater big enough to put a wizard tower in! Plus, I didn't think it would look right any other way ;)
  • Great job on this! I just love this style ;)
  • Thanks! I'm actually almost done with it. All I have left to do is title it, labels, a legend, artwork and a frame.of course...those are.the elements that are.going to cause me the most trouble!
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    Looks nice! (Well, it looks a touch foreboding, but you know what I mean.)

    Cheers,
    ~Dogtag
  • Lol... It's supposed to. Funny thing...thus map is supposed to be for a fantasy based love story! So, to help focus my creativity, at the cartographers guild I am writing a short story to go with this map., based on the criteria I was given for the challenge.
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    If can make an observation? There are bridges across each of the huge rivers, but there are no towns at those bridges (on the map). It seems to me that settlements would probably grow there to take advantage of the traffic forced to use those crossings. Perhaps they might even charge tolls or some other form of payment/exchange. Just a thought.

    Cheers,
    ~Dogtag
  • A valid point, I need to weigh it against 'overcrowing' the map.with settlements. I actually thought about roadside inns...have to think about it.
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    Same with some of the "T" shaped crossroads (sorry, just had dinner and some things jump out at me more after I've had a good pizza). Some roads seem to branch off perpendicularly in the middle of nowhere. If there's no town or other noteworthy point of interest at the crossroads , you may want to consider using separate roads to each destination (more of a "V" or triangle shape), such as the roads along the southern end of the crater. Such roads would be much shorter and faster to travel.

    Again, just some suggested tweaks. I think it looks really good as it is.

    Cheers,
    ~Dogtag
  • VintyriVintyri Newcomer
    edited May 2016
    I generally agree with Dogtag, but based the history of this area, it might be possible to put ruins at these locations rather then still-existing hamlets, roadside inns, etc. In fact, if the areas mentioned are "dangerous," it might be illogical that small hamlets or inns would survive there.

    Then again, in the early days of my garden here, some neighbors called me a "Ruinenbauer" (ruin builder). So it goes.
  • DogtagDogtag Moderator, Betatester Traveler
    edited May 2016
    Posted By: VintyriI generally agree with Dogtag, but based the history of this area, it might be possible to put ruins at these locations rather then still-existing hamlets, roadside inns, etc. In fact, if the areas mentioned are "dangerous," it might be illogical that small hamlets or inns would survive there.
    Yes, absolutely, I agree. That's why I mentioned "other noteworthy point of interest" but I should have been more clear that such a POI needn't necessarily be of interest today.

    Of course, if the areas (crossroads/bridges) are dangerous, it also makes sense that travelers would avoid them if they can. In the case of bridges, that might not be possible but, with crossroads, they might blaze a new route. If you decide to go that route (heh), it could also help with the story you're writing, possibly giving rise to mercenary/security escort groups who take advantage of such danger and who may have grown a thriving presence at the route endpoints.

    But, again, the map looks really nice as it is now! :-D

    Cheers,
    ~Dogtag
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