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Royal Scribe

Royal Scribe

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Royal Scribe
Joined
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2,157
Birthday
February 5, 1968
Location
San Francisco, California
Real Name
Kevin
Rank
Mapmaker
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13

Latest Images

  • [WIP] 1972 Travelogue (CA93 Modern Journeys)

    And here are some zoomed-in closeups:



    QuentenLoopysueC.C. CharronRaiko
  • [WIP] City of Wolfwell Falls (CA211 Watabou City Revisited)

    Following my test runs with the village of Greenwood Falls (population 920) and Redway Hill Township (population ~3,500), here's my attempt at a major city: Wolfwell Falls (population ~55,000).

    This is what Watabou gave me to work with:

    And this is what I came up with:

    Here's a close-up of the Castle District, which I figure is a bit more upscale.

    (I kind of messed up the river there. I when I did the "Change like drawing tool" command, I accidentally wasn't on the River/Water sheet, and I think when I fixed it I messed up the top layer or something.)

    The nicer neighborhoods have a lot more greenery. Most neighborhoods have more dirt than greenery, and the area by the docks is muddier.

    As predicted in the Redway Hill Towship thread, the longest part was redrawing the secondary roads. According to the Info: Count tool, there are 59 paved roads and 948 unpaved roads! I hope I successfully converted and/or deleted-and-redrew all of the roads. I had to do all of that, and also create a handful of special buildings, before being able to convert everything left to be the regular buildings. If you see any really weird buildings, it might be something I didn't properly convert to whatever it was supposed to be before turning it into a building.

    I should draw a lot more fields -- the ones on the north side of the city won't be enough to sustain a city of 55,000 people! (Also, I just noticed that I call it "Wolfwell Hall" on the map instead of Wolfwell Falls. Gotta fix that.)

    C.C. CharronLoopysueQuentenCalibreGlitch
  • [WIP] Haunted Mansion

  • [WIP] Town of Kukaar (Ancient Cities Annual)

    Finally had a chance today to add some names and some trees.


    LoopysueQuentenMonsenWyvernroflo1
  • [WIP] Community Atlas - Rhaghiant (western Doriant)

    Okay, here's a first pass at the portion of the map I've adopted for the Community Atlas. This was done using the Spectrum Overland style. So far, this is mostly just terrain converted from the parent map.

    I want to add more individual trees around the edges of the forests where they look too squared off. I still need to add rivers (this map only came with one in the bottom right), and if necessary, more hills or small mountains at the source of the rivers.

    This map came with five settlements. At this scale (each grid square is 100 miles), should I keep the beveled dots from the parent map or use the lovely Spectrum Overland symbols? I created a diamond-shaped one (on the larger island) for other points of interest. (I'm thinking that island may be a resort playground for the rich and famous, like a cross between Monte Carlo and Las Vegas, that operates outside of the reach of the country's law enforcement.)

    I wasn't thrilled with how the savannah/grasslands blur into the desert on the right. I may need to adjust the sheet effects. I also thought about encircling the desert with dunes. I did it half of it that way so you can see it with and without the dunes. Thoughts? Oh, and I need to add some saguaro cacti or joshua trees.

    I'd like to add a swamp somewhere. I plan to add a henge at one of the northern forests, surrounded by more trees -- that's where elves live. And a dwarven fortress in one of the southern mountains.

    Roads will come last, once I've determined the rivers, major settlements, and points of interest, and then need to connect them.

    Advice welcome, including the name.


    QuentenLoopysueBwenGunGlitchCalibre
  • [WIP] Atlas Contest (potentially) - Arbor Hollow (summer, autumn, winter, spring)

    Ooops, just noticed that I overlooked a change in Spring that I had intended: changing the farm fields to just furrows, since it's spring and the crops were just planted and wouldn't have come in yet.


    QuentenLoopysueGlitchRickoShessar
  • [WIP] Haunted Mansion

    Here is Basement 2. Most of it is taken up by the mansion's sewer system, including a branch that comes from beneath the barn. There are shadows from the shafts above where waste is deposited into the sewers. Waste flows to the southern-most part of the line, where a chute connects the mansion's sewers to the municipal sewers. There are also two shafts here to connect the wells (one in the barn) to the water table below.

    The secret stairs from the wine cellar connect to a small area here, with more stairs continuing even further below.

    Here's a zoomed-in look at the chute that also shows a closer look at the effluent (with sheet effects copied in from Sinister Sewers).


    LoopysueRickoQuenten
  • [WIP] Community Atlas Competition - Artemisia - Verinress Arl - Fon'Anar

    Made some good progress, including labeling some of the primary businesses and points of interest. I also widened it a bit to make room for a legend. The text was a little hard to read so I added a semi-transparent back. Let me know if it's still too hard to read, and what you'd recommend to help that (make the back less transparent? darker or lighter shade?)


    LoopysueMonsenQuentenJuanpi
  • FT3 Question

    Ralf does demonstrate it at the end of this "Fractal Terrains to Parchment World" tutorial (around the 38 minute mark), using a full world Parchment Map that he had created the week before.


    JackTheMapperJimProflo1
  • [WIP] Temple of Fah (May Annual: Stairs and Steps)

    I decided against trying to "erode" the levels of the ziggurat. It was a lot to change, and I decided that I will keep the technique in mind next time I do one. Instead, I focused on adding layers of the sand texture to each level of the temple (except for the top portion that the priests are more diligent about sweeping). I tried to vary the patterning by starting drawing from different corners, but I'm not sure that helped much. I might alternate which of the sand textures are used, as I did set each to different scalings. I like the color and scaling of #4 the best but I really should change it a little so you don't see angled paths of no sand like on the north face.

    I also added the edge of a mountain using the same techniques as the dunes, but with the bevel isn't smoothed as much, and I used a dark brown earth fill. Maybe I should move the mountain to the NW or NE corner?


    QuentenLoopysueJuanpiMonsen