Community Atlas - Artemisia - Stromphe City
Here is the 'big city' map of Stromphe, the very mercantile chief city of the Irisian City States - rather like Athens before the Pelopennesian wars. And of course, the thieves in the title refers to the canny merchants themselves - originally an epithet of derision, but later taken with pride by the merchants as an accolade of their bargaining skills.
This map is just the beginning, wanting to get the layout of the terrain right first. Rocks etc, along the shore will follow. Any sage advice would be welcome, especially from all you city-creator experts, esp Hadrian, Ladystorm and Lorelei and others. By chipping in, the map will be better than I alone could make it.
This map is just the beginning, wanting to get the layout of the terrain right first. Rocks etc, along the shore will follow. Any sage advice would be welcome, especially from all you city-creator experts, esp Hadrian, Ladystorm and Lorelei and others. By chipping in, the map will be better than I alone could make it.
Comments
As a general suggestion for larger city maps: try to do one district at a time and only move ahead when you are satisfied with the district. (I have not done this on my Vyrn map and that was a mistake)
However, when I zoom in, the cobble city background (no effects) seems to shrink away from the 'cliff edge'. This also happens with the city background for the upper hill. The effects on the lower hill are Bevel lighted, Bevel size 10, intensity 25,Lightness Base 50, Lightness Range 50, Smoothing 1, Slope Curve 2, Global Sun on, Map Units used. Can any of you experts on Bevel lighted help here - it seems to change as you zoom in and out.
Regarding the moving lighted bevel effects: I have noticed this too, but have not yet found away to avoid it. This is especially annoying when working with several different sheets with a lighted bevel effect. In your case, increasing the bevel size should do the job, since you cover up the top anyway. But you seem to have already found the solution.
Anyway, great job!
I have some thoughts on the cobblestone Island, but I will have to share them later because I'm at work.
Other option is to put a gatehouse or tower here.
I see how you put cobblestone in the background instead of drawing roads, but this also makes the place look a bit over-cobbled imho. Of course, with houses in place, it is mostly an issue when you do close zooms.
Do you have any suggestions for the background other than stone and cobblestone (which I like actually, but I appreciate other points of view - that is what makes a map better)
Of course, a fantasy city is not a medieval city (nor is every medieval city alike either), but since most fantasy RPG's are set in a medieval time period, I've always liked keep as much as the medieval element and feeling as possible. But that does come down to personal preference of course. (For example, I hate high-magic worlds, where magic is the solution to everything. So even if magic exists in my world, it would never bee used for mundane things like building and maintenance, resulting in cities being built and maintained the same way as true medieval ones)
And we have magic now - the telephone, esp cell phones, computers, TV, radio, quantum mechanics - and we use them in everyday life. So while I agree with you about high-magic worlds, if it existed, I feel it would be inevitable that it would be used for everything - look how the motor car and telephone took a while to catch on, but who would be without either now? So in conclusion, a high-tech world (like ours) and a high-magic world would be indistinguishable, except for the means of carrying out various functions. But that said, I do prefer a VERY low magic world.
For the dirt fills, I usually combine several of them, using edge fading and transparency effects to blend them together to make them more interesting.
On another note, thanks for your suggestion, Monsen - I will try that.
For effects I'd suggest a slight bevel effect.
This is coming on very nicely, Quenten
I'll take a few days break from Stromphe, and get into the Drunken Sailor Inn at Helinesa - doing something different often helps me get my ideas about the first task clearer! :D