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Thread: [CWBP2] World Map construction thread

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  1. #1
    Guild Master Falconius's Avatar
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    I'm not too sure as to how much clarity we should be going for in the height map. We are not actually making a complete world map, we are making a foundation for the maps of the plots. In fact I think it would be better to avoid too much information as that would impede, unnecessarily, the creativity of our cartographers. You guys both said it your self on another thread where regional mapping is more engaging than world mapping due to the unknown.

    No time for the elevation myself yet, here is the one thing I would change with the currents:
    water currents 2.jpg
    It doesn't make sense to me that that one channel of water would just go against all the other currents around there and the general trend of current at that latitude.

    EDIT: Actually looking at it now, I might also be tempted to change the currents south of Falconis and Thurlor Islands to the other direction as there is an immense volume of water all being pushed into that ocean there.
    Last edited by Falconius; 08-12-2014 at 07:08 AM.

  2. #2
    Guild Member BlackChakram's Avatar
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    Quote Originally Posted by Falconius View Post
    I'm not too sure as to how much clarity we should be going for in the height map. We are not actually making a complete world map, we are making a foundation for the maps of the plots. In fact I think it would be better to avoid too much information as that would impede, unnecessarily, the creativity of our cartographers. You guys both said it your self on another thread where regional mapping is more engaging than world mapping due to the unknown.
    That is a very valid point. But you still have to make sure there's at least enough info for things to be consistent from map to map. Like if one person does the northern half of a range and another person does the southern half, you'd want to make sure either both put volcanoes or none put volcanoes. (Although thinking about it, this is probably info that doesn't have to get created until a little later.)

    So how detailed do we want to make the topography at this point? What gives enough guidance but leaves room for each cartographer to get creative?
    “What is a fantasy map but a space beyond which There Be Dragons? On the Discworld we know that There Be Dragons Everywhere. They might not all have scales and forked tongues, but they Be Here all right, grinning and jostling and trying to sell you souvenirs. ”
    ~~ Terry Pratchett

    - My fantasy gamebook
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  3. #3
    Guild Master Falconius's Avatar
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    I'm thinking of an arrangement where if two mappers have plots bordering one another, they will have to coordinate the various aspects between themselves. People will also have the option to reserve or block the plots bordering their working plot to either avoid having to coordinate with another person or to continue their work themselves. Blocked plots can block for two mappers (in the case where each person has a plot to either side of the blocked area), where as reserves can block for only the mapper who reserved it. People will be able to work on whatever they choose within their plot (so they don't necessarily have to map the whole thing, they can map an odd sized chunk if they wish). Upon release the unmapped part will go back to the plots available and someone else can pick it up if they wish. This means over time the plots will slowly change their shape. The purpose of all this is to ensure that the maps will make sense in a continuem, as the plots will either have a finished map bordering them, or untouched territory bordering them, or a person who they know they have to coordinate with boarding them.

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