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Thread: Troa, the great continent - Continental Map.

  1. #11
    Guild Member Facebook Connected Romeinoneday's Avatar
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    The coastlines look much better. Feels more natural to me.

  2. #12

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    I'm also currently working on a height map and the advice I can give you is actually Pixie's earlier post in your tectonics thread.
    Quote Originally Posted by Pixie View Post
    I took your original map and superimposed on it your notes on tectonics. From there, I scribbled some notes about what could fit and what wouldn't. It was only later that I realised you were going to redraw the coastline, which means that my notes and suggestions are for the one you did before. With that in mind, here's what could be:
    Attachment 76101
    Fist map is your own with some weird mountains on it (my addition, to make it easier to "read" the ridges). Second is your notes. Third is my notes on your stuff. Fourth is a suggestion for tectonic plates.
    Tectonic activity determines most of the mountain ridges. Where two plates collide, at least one side will always be pushed up. This raises the land and because there's compression, mountains will emerge from these areas.

    That's as far as I can help you now. You can always add more mountains (from previous collisions), but these are usually not as high as the fresh ones. (I blame erosion and rainfall)

    If you want an example of what I mean, look at this image. I'm placing mountains where [1 and 4], [2 and 5a], [6 and 5b], and [7 and 10] collide.

  3. #13
    Guild Member a.coldyham's Avatar
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    Makes me think of a number 7 firing a fireball

    Sent from my SM-G357FZ using Tapatalk

  4. #14
    Guild Adept groovey's Avatar
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    I think Shikotei is spot on. With those guidelines you hardly can go wrong. Just be careful if you care about terrain scale not to make the mountain ranges too out of proportion, so keep the scale of your map in mind when delimiting the mountain ranges.

    As Pixie reminded us in another thread long ago, keep in mind this heigh-map of Earth, notice how most land is under 2.000m of elevation on our planet. The two areas where mountain ranges get extreme the cause is active tectonics.

    Of course, depending on the age and History of yours, you continent can be generally higher, so in the end you are free to do what you want with your world.
    Last edited by groovey; 11-06-2015 at 07:32 AM.

  5. #15
    Guild Journeyer Facebook Connected joaodafi's Avatar
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    Wip Update

    Latest WIP.

    Here is the outline of the height map.

    Troa V5 Height Map Esboço.jpg

    Black - Sea and rivers.
    Dark Grey - sea level to 1600 meters.
    Grey - 1700 meters to 3000 meters.
    White - higher than 3000 meters.

    I'll start detailing the height map, or at least try.
    Last edited by joaodafi; 11-29-2015 at 12:53 AM.
    Sorry any grammatical error, I'm better with Portuguese than English.

  6. #16
    Guild Expert Facebook Connected vorropohaiah's Avatar
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    how are you going to depict the contours/heaight map in the finished map? lines or colours, or 3d?

  7. #17
    Guild Journeyer Facebook Connected joaodafi's Avatar
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    Default Update

    Quote Originally Posted by vorropohaiah View Post
    how are you going to depict the contours/heaight map in the finished map? lines or colours, or 3d?
    I want to make the height map for use in Wilbur, thus producing a realistic and detailed map.

    Latest WIP

    Troa V5 Height Map Esboço 2.jpg

    Black - Sea and rivers.
    Grey 5% - sea level to 250 meters.
    Grey 8% - 250 meters to 500 meters.
    Grey 15% - 500 meters to 1000 meters.
    Grey 30% - 1000 meters to 1600 meters.
    Grey 50% - 1600 meters to 3000 meters.
    Grey 92% - 3000 meters to 3500 meters.
    White - higher than 3500 meters.
    Sorry any grammatical error, I'm better with Portuguese than English.

  8. #18
    Guild Expert Facebook Connected vorropohaiah's Avatar
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    nie, looking forward to see more of this

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