WIP Free Port City of VoudCaliff (Complete)
LadieStorm
🖼️ 50 images Surveyor
VoudCaliff is the solitary gateway into and out of the island prison of Pilnderstraad. Nestled just outside the 150-200 ft high wall that encloses the island, no one enters, or exits Pilnderstraad except through here, and must do so under the watchful eye of Ward Governor, Ardeth Tayngor.
VoudCaliff houses a myriad of wardens, magistrates, traders, and the families of all, not to mention entertainers, and craftsmen, for some of the finest materials come out of Pilnderstraad. There is virtually no crime in VoudCaliff, for Governor Tayngor rules with an iron fist, justice is swift, and the threat of an indentured slave's life for criminals, and their families, is immediate, and just on the other side of the wall.
Since I'm almost finished with my map of the island of Pilnderstraad, I thought I would start on the port city of VoudCaliff. I will admit, I haven't done much, and everything is subject to change, as I try to map out this city. Right now, all I've really done, is to set up the land mass, the docks and the wall... but I'm not very satisfied with my wall at the moment. Perhaps you all can help me make it better. It's about 150 ft high, 10-15 ft thick, and it incases the entire island, with the single exception being this port city.
VoudCaliff houses a myriad of wardens, magistrates, traders, and the families of all, not to mention entertainers, and craftsmen, for some of the finest materials come out of Pilnderstraad. There is virtually no crime in VoudCaliff, for Governor Tayngor rules with an iron fist, justice is swift, and the threat of an indentured slave's life for criminals, and their families, is immediate, and just on the other side of the wall.
Since I'm almost finished with my map of the island of Pilnderstraad, I thought I would start on the port city of VoudCaliff. I will admit, I haven't done much, and everything is subject to change, as I try to map out this city. Right now, all I've really done, is to set up the land mass, the docks and the wall... but I'm not very satisfied with my wall at the moment. Perhaps you all can help me make it better. It's about 150 ft high, 10-15 ft thick, and it incases the entire island, with the single exception being this port city.
Comments
I've figured out my roads, and I have already started filling in the map. Just little things, here and there...
Now, when someone is 'convicted' of a crime, the convicted, and their families, are sentenced to the island prison, where they are slaves, until they've earned their freedom. They can't begin to earn their freedom until they have lived out their original sentence (if they live that long). Their family may also earn their freedom at half the price of the convict, depending on what the person was convicted for. Some families have to wait a generation or two before they can start earning their right to freedom. It's a harsh system. But, 90% of the adventurers come from here, because they tend to be tougher, stronger, better at what they do. They have to be, to survive the island prison. My players will probably all be children, or grandchildren of people who were convicted here... innocent themselves, but still slaves earning their freedom.
But enough backstory... I decided to remove the wall I had, I really didn't like the way it looked. I'm going to construct the city first, and then put the wall back up afterward, with the hopes of making a better wall. So here is what I have so far:
Of course, if you feel like getting real detailed and simulate the entire history of the city, you should probably draw some city, throw in some walls, grow the city so it fills the walls, then beyond, construct new outer walls and demolish the old one and so on. For realism, it is a good approach, but for map-making, it is very time-consuming. Which is why drawing the walls first is an acceptable compromise.
Of course, rules and regulations and enforcement of those may change this. For example, in a prison like this, there may very well be quite strict rules about not building next to the wall, which changes behaviour quite a bit, especially if it is properly enforced.
Are you working at fixed VH resolution?
However, this is unlikely since you didn't know what it was.
I've no idea why it would freeze on you.
Is it really a freeze (as in nothing moves at all for half a minute or more), or is it just a couple of seconds delay between zooming and the window actually zooming?
I don't have the CSUAC at all.
But is that really the difference? Why should it cause something like that to happen?
As you know - my machine is crippled (btw - I will be getting a new one this year, so don't feel sorry for me). I have 1.5 GB RAM available to me at this present moment in time, but this map isn't causing a problem at all. Its zooming in and out at about the same speed that I would expect it to for the size and number of nodes and symbols.
I suppose you could try putting all the Vintyri symbols on a layer by themselves and see if it still crashes if you hide that layer?
The thing is I am amazed that those few symbols could cause such a huge difference. I've done much much larger settlements than that one with CC3 symbols and never had that kind of problem till I got to about 5x the size. And that's with a machine that's totally crippled.