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Thread: Krastvin - an experiment in Wilbur-taming

  1. #31
    Guild Expert Facebook Connected Caenwyr's Avatar
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    Thanks Kacey!

    So I was shutting down my computer last night, and started wondering about why there's two measuring rings on the compass and two dials, while they can't move independently. So either I just attributed that to "it was made that way to look nice"... Or I could think of a second measure to be taken with the same compass, and redesign the damn thing entirely. Which is what I did, naturally.

    So here's the new compass, introducing a new concept to the map! In this world, there's a so-called spatiodynamic field that changes over time and depending on where you are. Basically what it does is this: the field stretches and contracts space in such a way that travel time increases or decreases, sometimes drastically. The effect can be compared to a strong yet imperceptible wind pushing you along or holding you back. It's generally much stronger on the open sea than it is on land, where it's barely perceptible at all, even during major field surges.It changes constantly but slowly, which has led to most major ports publishing daily plots (similar to wind rose plots) based on reports from recently arrived ships. Some are even beginning to forecast field changes, but these are still very rudimentary.

    ------------ WARNING, GEEK TALK COMING! ------------

    To calibrate the spatiodynamic sensors, a measuring station has been erected in the heartland of the southern continent, as far away from oceans as possible. the field still changes here, but so minutely that for most practical applications it can be considered constant. This constant is then used as the base value in sensors, and is set to 36. The scale is logarithmic: every 18 point increase reflects a doubling of the travel distance. So the formula would be 2^((SD-36)/18 = distance multiplier

    The inner ring on the Mihorian Compass now indicates the strength of the field in the direction you're pointing it at. Which is why it's generally hand-held, or mounted on a rotating ring in the steering cabin of ocean faring ships. That way the field strength can be measured in all directions.

    As you can see the scale goes from zero to LXXII (72). So in theory the compass should be able to measure multipliers between 0.25 and 4.0, although actual measurements have never been close to that extreme. The highest and lowest values ever recorded were LXVII/III (67.6, resulting in 3.4 times the normal distance) and VIII/IV (8.8, resulting in just 0.35 times the normal distance).

    ------------ END OF THE GEEKY FREAKY BIT ------------

    Alright, enough of that already! Here's the new compass in two flavours:

    the silver ring variant
    full rotating compass - silver rings.png

    the minimalist variant
    full rotating compass - minimalist.png

    By the way, the dials on this compass indicate a course of 51° west (yes, they go counterclockwise for some crazy reason), and a field strength of IV/I, which means distance in that direction is contracted by a factor 0.29. So that's really good!

    Also, they don't use the normal system of 4 cardinal directions. They only have 3, the names of which I still have to invent
    Last edited by Caenwyr; 09-07-2017 at 06:23 AM.
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  2. #32
    Guild Expert Eilathen's Avatar
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    Oh boy, do i disagree with you guys.

    The original color version looks so much better than what we have now. The blue-grey map looks "dead" to me...flat, lifeless (if that's the intention, then that's another thing ^^ ). The colors put some omph into it, to be honest. The whole style looks pretty "artificial" to me (not sure that word makes sense, but can't put it better into words. It is a modern-ish style...more like satellite maps than older styles), but with the greens and browns it was more alive, more natural looking.

    The only thing that could convince me (not that you need to, mind you ) that the blue/grey version is better is if the world depicted is a world of dead and ashen things (and/or cold and icy). Then i'd be fitting as is. Otherwise, as said, the first iteration was a lot better in overall feel and vibe. At least to my eyes.
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  3. #33

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    I also think the original land colours were better than the greyish current version. If you tone down the electric blue of the shallow waters from the current version, I think you would be pleasantly surprised at just how nice the original land colours would look with it.

    By 'tone down', I don't mean make the shore waters grey. I mean add a layer underneath the ocean that is sandy in colour, and make the coastal waters only a fraction lighter than the main body of the ocean, but grade the ocean in a very narrow band around the coast (think of the scale of this map to imagine how wide that shallow water band should really be, because it looks far too wide at the moment) to about 80% transparent at the shore edge.

    Doing that, and plonking the current land back down on top of the sandy layer, then colouring the land like the original land was coloured (but blending the topographical colours more gradually from green through yellow and brown to grey) , I think you might have something far more beautiful than either version on the way.

    And please don't take any of this the wrong way - both versions are already beautiful. I just wanted to offer one of a number of ways in which you could make it really sing

  4. #34
    Guild Expert Facebook Connected Caenwyr's Avatar
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    Quote Originally Posted by Eilathen View Post
    Oh boy, do i disagree with you guys.

    The original color version looks so much better than what we have now. The blue-grey map looks "dead" to me...flat, lifeless (if that's the intention, then that's another thing ^^ ). The colors put some omph into it, to be honest. The whole style looks pretty "artificial" to me (not sure that word makes sense, but can't put it better into words. It is a modern-ish style...more like satellite maps than older styles), but with the greens and browns it was more alive, more natural looking.

    The only thing that could convince me (not that you need to, mind you ) that the blue/grey version is better is if the world depicted is a world of dead and ashen things (and/or cold and icy). Then i'd be fitting as is. Otherwise, as said, the first iteration was a lot better in overall feel and vibe. At least to my eyes.
    Hey Eilathen, thanks for speaking up! I'm more of a fan of more lively colours myself - I was starting to think I'm the only one Anyhoo, the colours you see in the current version are still the bleak grey from the previous one, with a pair of parchment textures thrown on top for good measure. The colours will come back!

    Quote Originally Posted by Mouse View Post
    I also think the original land colours were better than the greyish current version. If you tone down the electric blue of the shallow waters from the current version, I think you would be pleasantly surprised at just how nice the original land colours would look with it.

    By 'tone down', I don't mean make the shore waters grey. I mean add a layer underneath the ocean that is sandy in colour, and make the coastal waters only a fraction lighter than the main body of the ocean, but grade the ocean in a very narrow band around the coast (think of the scale of this map to imagine how wide that shallow water band should really be, because it looks far too wide at the moment) to about 80% transparent at the shore edge.

    Doing that, and plonking the current land back down on top of the sandy layer, then colouring the land like the original land was coloured (but blending the topographical colours more gradually from green through yellow and brown to grey) , I think you might have something far more beautiful than either version on the way.

    And please don't take any of this the wrong way - both versions are already beautiful. I just wanted to offer one of a number of ways in which you could make it really sing
    Oh no worries Mouse, I appreciate your opinion. Yes, the colours will make a return, albeit somewhat subdued due to the parchment on top. I'll also add the compass (and an equally weird, spatiodynamic-dependent scale) below the parchment to have an even effect.

    Colours will be done with a simple enough gradient map, although I might have to tweak my selfmade (but based on topographic maps) gradient a little bit before it's up to the task. I can't just bring the old version back, since that wouldn't play nice with the new DEM, but creating a new one is pretty easy in photoshop. Thank the gods for small blessings, right?
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  5. #35
    Guild Journeyer Meton's Avatar
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    It's a very good looking map! I really like how the use of DEM and the erosion calculation makes the rivers flow naturally. I also like your coastlines, cities, roads and states.

    I think the one thing why those mountain ridges look somewhat artificial is that they all have a very clear and straight central ridge. The mountains in our world don't do that so much, usually the mountain range consists of separate peaks also in the central drainage divide area. This is my advice for the next DEM trials!

    I also liked the version with colouring by elevation, good to hear that it's coming back. I think you should also do a version with different colours for every state with the hill shading on the background - a nice political map!

    One comment still: I'm not a fan of the "glowing" coastline, if you know what I mean. But altogether a brilliant map!

  6. #36
    Guild Expert Facebook Connected Caenwyr's Avatar
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    Colours!

    Oh, and a compass of course.

    Krastvin_19.jpg

    What do you think: is this better or worse than the parchment-y grey I had before?
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  7. #37
    Guild Expert Facebook Connected Caenwyr's Avatar
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    Okay. I had something of a near-death experience with Photoshop just half an hour ago, but luckily Dropbox saved the day so I'm back in business. If this got you curious, be sure to check out this post in the General Discussion section.

    On topic:
    I believe I'm nearing completion here!


    • I changed some details on the compass (north arrow is now actually pointing north, and the DYN hand is indicating a more reasonable XXXI/II value, meaning a distance contraction of only 0.84),
    • added a variable scale that allows you to estimate the actual travel distance based on the current DYN value (the thick horizontal line shows the distance assuming no field distortion), and
    • tweaked the colours and the exposure of the map a little bit (I have the bad habit of darkening my maps too much, so I have learned to correct that in post).


    ### Latest WIP ###
    Krastvin_21.jpg

    There's still a few silly details to iron out (like sea labels overlapping border lines, which looks pretty horrible), but I think I'm getting close to a finished product.

    So! What do you think?
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  8. #38
    Guild Expert Eilathen's Avatar
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    Ah, color indeed

    Looks a lot friendlier again and better overall, imo.

    I'm not sure if i like the compass in such a prominent size...it kind of detracts from the map, imo.

    All in all, interesting project...but if i am honest here, i like your hand-drawn style a lot better. Not that this is a bad style by any means, i just think your other style has much more personal character and uniqueness.
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  9. #39

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    I agree with Eilathen about the compas size. It is a neat compass, but looks huge.

    The colours... i dont know, to saturated for me. I would bring them down a bit.

    The map looks way better then previus one.
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  10. #40
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    Nice update! The compass is really cool, but I agree it needs to be smaller. As for the colours I like these much better then the original I think it looks pretty nice. Like Voolf, if it were me personally I would tone it down a bit, but that's just it I'm partial to muted colours and warm subtle tones. I always prefer maps with a more subtle palette so I think I'm a bit biased on this one.

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