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Loopysue

Loopysue

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Loopysue
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Member, ProFantasy
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Birthday
June 29, 1966
Location
Dorset, England, UK
Real Name
Sue Daniel (aka 'Mouse')
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Cartographer
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27

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  • Community Atlas - Blackrock WIP

    That's quite a lot of work for the time - especially if you are trying to do stuff you haven't done before :)

    There is an awful lot of space involved in this map that in the real world would be totally covered with detail almost as dense as the detail of the city itself. There would be a network of smaller roads and tracks with hamlets and farms along them, and the rest of the land would be covered in fields, woods and moorland. A city needs a network of satellite settlements to provide it with food and other produce. Presumably there will be a lot more than just a few bags of grain and the odd cabbage being sold in the market place. The fields you have done are good, but they wouldn't provide everything the citizens of Blackrock need for a healthy and varied diet - or enough of it by far. I think they would be killing each other for flour to make bread only a month after the grain harvest was done.

    There are lots of other land uses besides woodland and fields. Have you thought about mills, cemeteries, or landmarks like ruins?

    I sometimes add a sheet called SKETCH to the top of the map that can be deleted when the map is done, and I draw on it in white with the freehand drawing tool the approximate position of satellite settlements, roads and field systems etc. This makes it easier to fill in the area with the required amount of detail without having to entirely re-imagine everything every time I've finished a single field or copse before I do the next field or copse. I draw the manmade stuff first, and then fill in the gaps with fields and woods as appropriate.

    Title's, scale bars and compasses also help, and it is sometimes easier to pick a spot for these before it gets too crowded with detail so you don't end up covering a bit you are proud of with the title, or try to squish the title into the corner to avoid it.

    The Symbols in Area tools use the default symbol scale, which is set in the Drawing Presets dialog here:

    I would make a note of what the scale is before you change it, so that you can go back to the default when you are done.

    Mapping can be slow when you are learning. And that is exactly the point. You might not have got a lot done on the map, but you did a lot of learning that will help you be much faster next time you are doing a city. That is nothing to be scoffed at - especially if you are aiming to do commissions one day, where time is of the essence and could make or break your bid if it is only one among many.

    If you upload your FCW I think you might find that several people will look at it, and you will get a nice cluster of suggestions to pick little gems from and learn even more.

    jmabbott
  • Community Atlas - Blackrock WIP

    Ok. I'm not sure I will have time to look at the FCW, where I'm up to my eyeballs in Japanese structures in Sketchup right now, but I'm pretty sure that even with just a few more weeks experience you will probably find it yourself anyway.

    As for the scale of the fill - maybe. The thing about fills is that if you scale them up too much they pixelate, so it very much depends on how large you want to print your map. There are two ways of disguising the redundancy (which is what we call it when a seamless tile starts to generate that kind of noticeable pattern). You can either put a lot more in the map so that not enough of the background shows through for the pattern to be visible (you will have some idea of how that works by looking at the area of the settlement). The other way is only necessary if you don't intend to put anything at all in the rest of the grassy area, and involves creating irregular patches of a very similar coloured texture on another sheet above the grass that are themselves not large enough to have the problem, but which cover one in three or four of the more noticeable parts of the pattern where they appear in a line or column without interruption.

    jmabbott
  • Help with missing CSUAC2 Bitmaps?

    But I am working on the November annual! ;)

    I come up for air every now and then...

    argel1200JimP[Deleted User]
  • Light effects rendering problem

    Hi tafferka :)

    That's down to your Maximum Pixels Per Pass settings.

    When the image is rendered CC3 does a number of passes from side to side across the map that are as deep as permitted by the MPPP value. When the source of an effect lies outside the current pass CC3 is unable to 'see' the effect itself, so a pool of light is cut off with a horizontal band.

    Type EXPORTSETMPPP on your keyboard and hit Enter. Check the command line to see the current limit. If you haven't used this command before now the default is 4000000 (4 million). You can now add a zero and multiply it by a factor of 10 by typing 40000000 (40 million) and hitting enter.

    Hopefully, this should cure the problem. Please let us know if it does not.

    gmsh
  • HomeBrew World of Andaar by F.W.Whited Drawn By D.A.McDowell CC3+

    It is basically a good map, though you are missing a scale bar.

    The one thing that may need a bit of tweaking is the placement of trees. What is the map telling us? I get the message that this is either dense jungle and covered all over by trees that are represented by the spaced out single trees, or that there are remarkably even copses of trees, each symbolised by a single tree. Since I don't know the scale I can't be sure which of these may be true.

    If your area is only partly wooded (for example a forest that has been eaten into by agriculture, or which has large clearings of grassland) it may be communicated more effectively by creating clumps of trees as wooded areas.

    Take a look at other maps and the way that other people have shown forest and jungle. If you think a different method might portray your area better, it may be time to reconsider the tree placement.

    Quayuazue