Ricko
Ricko
About
- Username
- Ricko
- Joined
- Visits
- 6,366
- Last Active
- Roles
- Member
- Points
- 10,220
- Birthday
- February 7, 1977
- Location
- merlo san luis argentina
- Rank
- Mapmaker
- Badges
- 21
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Snowy lands
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working fast - kinda tutorial
I'm going to try using google translator in this mini tutorial to try to make communication easier, taking into account that my english is very bad.
the intention of this explanation is to work quickly in the production of maps as well as techniques that I discovered by myself during the use of the program, adapted to my style of map that allow me to work very quickly.
1 - select mike schley overland style and a background. I forgot to print the first image with only the mountains on the map (they will appear when I refresh the third image). Distribute the mountains quickly, without thinking too much about the juxtaposition.
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Fast Marshes Tutorial
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Fast Marshes Tutorial
By chance i was listenning https://www.youtube.com/watch?v=d72j6GEgaJc during this tutorial :D <3
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Community Atlas - Elen Daelarion - Foranwe
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Community Atlas - Serkbergen / Peredur
The regional maps I kept the scale. But you may notice that in every section of Peredur that I have had the honor to map, there are some descriptive maps - similar to a landscape photograph/painting, these do not have scales.
I also believe it is interesting to stimulate the DM's imagination and leave him free to design/imagine a castle larger or smaller than the one shown on the map.
Anyway, thanks for the wise advice.
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Spring in Hobbitland
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Budapest
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Crypt
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Community Atlas - Berenur - Urtrah Desert
I understand your point of view and thank you very much for the suggestions.
I also consider that distances on maps, especially "medieval" ones, are anything but accurate, since at that time there was no geolocation. :D
Having a scale that indicates approximately how many kilometers are from one point to another is valid, but disregards the distance variables such as the number of curves, ups and downs that demand the relief and that directly influence the final distance. that is, one way or another the distance will never be exact. an example of this are mountain scales, it shows the physical distance from point A to B, but the complexity of the relief will directly influence the final distance, since more zigzag will be needed to cross the mountain.
since I was little I use these rpg story maps as references that don't influence my story much if city A or B is 53.7 kilometers or 64.9. This difference of approximately 10km represents approximately 1.5 hours of walking and does not change the total context of the story. normally I would take a ruler and measure the scale, then measure point A to B and convert to distance. added 15% more distance (through the curves) and divided by 30km/day = so many travel days.
not using the grid above all, and only below the cartoons and text is a matter of personal aesthetic choice.
for example where I live, it is 800 meters above sea level and the top of the mountains is 2200 meters. by the scale of a medieval map it would be only 1.4 kilometers of ascent, but the path to the top is 18 kilometers only to climb on one side, on the other side of the mountains there are approximately 60 kilometers of lowland and on the google earth scale they represent only 12 km.
As Sutat now have sheeps with shadows 🤣






