Wyvern
Wyvern
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WIP: Fane of the Swamp People...
Looking a lot better now!
Yes, I think the walls would work very nicely for ruins too.
If the stepped outer surface was full regulated, it would also work for buildings such as ancient Mesopotamian temples, which had deliberately constructed outside walls that had this kind of "vertical recesses" patterning all round them. I've had to draw these before, both by hand and on computer, and it can be pretty tedious for a larger building plan!
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Community Atlas: The Vale, Panaur
There is an old text-file of the fonts available via a standard Win 10 installation plus those fonts that come with CC3+ and its numerous add-ons and in the Annuals, which is intended for use by Atlas map creators, although it hasn't been updated for some time (and I did run into a problem because of a duplicate font name for the "Mayan" font that came in the 2019 Annual, which I already had installed; so the list won't be infallible under such circumstances for others). The text file is available via this post from March 2018.
I have to admit, I now tend to list whatever fonts I've used in my Atlas maps as part of the Submission document for Remy, which makes it easier to spot if there could be a problem (I hope!). Plus it also serves as a reminder to me to check that text file to see what fonts are preferable to use.
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Community Atlas - Forlorn Archipelago - Marine map
You might want to add a box and maybe a background to the map key here, and move or delete that "50" fathom depth label currently in the key. It looks a little odd to have the green low tide line marker set between the 75 and 50 fathom contours presently, for instance. Might be worth adding a land indicator to the key as well? And perhaps a compass pointer.
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Annual 1, issue 4 - Sarah Wroot map. My example after the Live Mapping session
I seem to have missed this earlier, and it's been a bit of a battle to get to it tonight - Forum kept redirecting me for about 15-20 seconds, but it seems to have stabilised for the moment. I hope...
Interesting looking map, certainly.
The trees seem a bit overwhelming in places, contrasted with the settlement sizes. I'm not sure if it's as much the transparency issue though with this style; placement is everything to avoid overlaps, and this looks a little messy in places to my eye. Struggling to follow the river lines in places, for instance.
The settlement and ship symbols seem to have ended up on different Sheets, as some are transparent, others not, which also looks odd, as I'm assuming the lack of a key means these variants don't have some particular meaning.
The navigation lines out of Lake Quelimar into the sea also look a bit confusing, unless there's some concealed connection between the two the lines are meant to represent?
Vederit's too close to the northern map border, I think.
Does the darker shading on some of the more southerly mountains have an especial significance?
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River Artifacts
As Loopysue suggested, this is indeed a too-many-nodes problem, and it's very common when drawing river lines using the fractal drawing tools.
The SIMPLIFY command should help reduce the number of nodes to the point where you don't get these artefacts, but you might also lose much of the naturalistic appearance along the river line, especially if you have to repeat the command on the line more than a couple of times.
I spent ages early on trying to locate and delete the individual problematic nodes, until I discovered said command...
You may find that drawing rivers using a straight or smooth line, rather than a fractal one, means you don't get this problem in the first place, but you will need to add more separate nodes to get a similar organically-natural-looking line for your rivers.
Personally, my preference is for straight lines, since at the scale of most overland maps, you won't notice the line segments as being straight at all, and they're much easier to adjust afterwards, should you need to, than smooth curved lines, because you can see more easily where the nodes are on straight lines, and how the line will change when you move a node, than with the smooth curve, where the node frequently isn't on the line, and where moving it can cause issues for adjacent line segments as well.


