
Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
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- 8,378
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- Member
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- 3,076
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 16
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[WIP] Adnati - Birdseye Continental
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[WIP] Adnati - Birdseye Continental
Okay, here's the progress I've made so far.
After lots of experimentation, I ended up going with a default width of 6 for the rivers.
Then I added a grid brought in from Fractal Terrains to show the major latitude lines. This shows the equatorial line in the middle, with +/- 30 degrees latitude for the lines above and below the equator, and then +/- 60 degrees latitude for the top and bottom lines.
For context, cities like Cairo, Egypt and Austin, Texas are at the 30 degree latitude. Helsinki, Finland is at the 60 degree latitude. If anyone is interested, I once compiled an Excel spreadsheet of the longitudes and latitudes of major cities in the real world to give me some context for weather patterns and biomes for places in my campaign world.
Next, I drew in some lighter grass areas inland, leaving the darker green more to the coasts. (A little sloppy, but we still have mountains coming.) And I added snow to the equivalent of the Antarctic region, and a little bit of tundra.
After that, I added some icebergs in the polar oceans.
Then I added some contours to the oceans.
Here's the first step at creating mountains. I copied in a higher elevation contour from a Jerion-style export from FT, and then used Change Properties to change it to the Alpine terrain, placing it on the appropriate sheet and layer. Fortunately, I made a backup of my FCW file, which was good because I didn't like my first attempt and tried again with an even higher elevation. I also used the Explode "Straight to Smooth" option to smooth it out a little.
Then an even higher elevation for the Scorched Alpine.
And then copied in one very high elevation. I changed this to the Light Tundra terrain but created a TERRAIN TUNDRA LIGHT 2 sheet for it, where I could lighten it a bit. (Accidentally lightened it on the non-alpine bits on the lower left continent as well, but that gets fixed later.)
I added some snowy ridges and ripples to the alpine tundra areas, and then drew in a tight field of snow around them. These are the highest mountains in the world.
Finally (so far), I added more snow in the very north, more tundra in the northern and southern areas, a prominent desert area (my world's equivalent of the Saudi Arabian peninsula), and more of the lighter grass.
Much more to come. Still have to add lots more (non-snowy) mountain ridges and ripples, hills and uneven terrain, forests, and other natural features.
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Community Atlas - Fonlorn Archipelago - Bleakness - Death Forest.
Here it is with the missing asset deleted.
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[WIP] - Lumadair: Birdseye Continental
Added some more. Only put in Lumadair's capital city and a few notable landmarks, not the other cities that were in previous versions of this map. Do you think the font size for my labels for cities/landmarks is too small?
I'm glad Sue chose to use a default font that can do accent marks because when I do the global map, there are a lot of accent marks. Mostly in names derived from Elvish, because Elves are fancy that way, like the French.
This map is 6,109 miles wide. I used the technique that Ralf showed of creating a 1000 x 800 map so that symbols would default to the scale of 1, and then resized it. I assume I should do the same when I start my global map, which is 25,000 miles wide.
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[WIP] - Lumadair: Birdseye Continental
Reworking the mountains, replacing all of the ridges and ripples so they flow together better to my eye.
Here are a few different tweaks. Thoughts?
Version 1
For the snow-capped mountain, I replaced the scorched alpine fill with a tundra fill, and redrew the snow to be tighter around the snowy ridges. Also added an ice fill between the ridges. I should probably add some ripples onto the tundra terrain but should they be snowy or arid?
Version 2
All of the changes in #1, but I drew a hill polygon around the mountain. Not so sure about this one.
Version 3
All of the changes in #1, without the hill in #2, but I lightened the tundra using ADJUST HUE/SATURATION effect (Lightness +50%)
Version 4
Same as #3, but I added the Uneven Ground texture over the mountain.