OK, back again for another Ramble. It seems like people are actually reading these things, which makes me happy. Its good to do things that make me happy and I hope that I am also doing something that other people are enjoying. Right then, onto my thoughts.
More Map_Heights
I’ve had a chance to do a lot of thinking since my last post on this subject of map heights, especially on the use of satellite imagery to create them. I am currently banging my head on my desk trying to get the rivers and the city locations just right and this has sort of lead me to a better answer as to why I didn’t use satellite imagery. Basically, it comes down to perspective versus functionality.
What the heck does that mean Rama?
Well, I’ll tell ya. By using Satellite imagery your getting a great perspective on the land mass that you are mapping from way up high. From sort of the same distance we are looking at the map we are creating. If anyone has ever looked at a satellite image or a large map of South America they will notice two things right away, a large flat area of the Amazon and a long multi-hued brown and white line which is the Andes.
By trying to exactly replicate this in the TW engine as I would by using satellite imagery, it would never functionally work. This truth never hit so hard as it did the first time I loaded the map into the TIME map editor and saw a field of jagged line with teetering cities all over the place. The point was further driven home when I tried adding the rivers.
From several thousand feet up, river courses look like thin lines on the ground. If draw these lines exactly and try to place a river in them using the TW engine, suddenly you have these amazing waterways running sideways along mountains.
I looked at the map preview in Diadochi TW, specifically that for the Hinukusch and saw how to do it right. Nice wide river valleys to allow for the TW engines ungainly rivers that need to be wavy to run at angles.
If I was to stick with the satellite imagery, I would never get the rivers to work right, so I compromise. There in lies the functionality portion of my statement. The most important thing we must remember when designing a map for TW is the playability of that map. If it looks exactly like the area your trying to represent but has soldiers seeming to walk from mountaintop to mountaintop, it really isn’t a very functional map, now is it?
It seems like most mappers I’ve encountered here get that. I say this because I have seen nothing but amazing maps come out of the mods I’ve scanned over. However, as I said in my first Ramble, I’m a noob and am still making these critical discoveries.
Approaching the map with this idea of functionality but wanting to make it as authentic as possible, I chose to highlight several areas that the South American continent is known for. Tenochtitlan, called the Venice of the new world for its canal system.
OMG!!! Screenshots! Yes, I was aware people were waiting ever patiently for these. The only request I make is, these are not final nor are they textured, this is just a taste of what we are working on. Having said that, lets continue.
The Terraced landscape iconic of the pre-columbian Andean cultures, some of which is still farmed today using the same irrigation systems built by the Inca. (amongst other cultures.)
If you read my reply to Cherryfunk you will notice the radar map in this screenshot. Also, the Interface is not final, this was just one of the many ideas we’ve been playing with.
And I’m determined to remain true to the South American landscape;
Rio Magdelena
Larga Maracaibo
Lake Titicaca
Well, that’s all for now. I’m sure there’s more I can say about map_heights, and perhaps they’ll be a third or fourth or even a fifth installment. But that’s for some future time. Remember, questions are appreciated.
Until next time
Mod Well
Ramashan
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