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PostPosted: Fri Aug 08, 2003 12:54 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
I was never planning on showing the .bmp to anyone, but the partner of my shard. But, as time passes, whats the difference.. ;)

Image

In case anyone was wondering, yeah.. there were ideas taken from other maps i had seen when i first started this project, in fact, I started originally with a map someone else drew, not thinking i would create anything myself.. As many of you know, I of course did take the steps to creating my own.
Even though you might see some similaraties of land mass there, I assure anyone that might debate this, the entire land mass was drawen free hand, by myself. some shapes remained, but overall, nothing there was left from the original bits i kept, from whatever map I started with.

I used probly 4 different versions I modified, and copied/pasted areas into one mul file, in the end..

Anyways, hope someone appreciates this stuff, I know i do.

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Last edited by Dian on Tue Aug 26, 2003 12:38 pm, edited 3 times in total.

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PostPosted: Fri Aug 08, 2003 9:05 am 
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Moo Cow
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Looks Great, ahh wish i could make dungeons like that maybe some day :D

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PostPosted: Fri Aug 08, 2003 12:13 pm 
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Apprentice
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The pic link is broken, but i can't wait to see. There are lots of map pic submissions, but hardly *any* BMP submissions. Seeing the BMP shows you so much more than just an overhead of the map, it lets people learn new techniques by just looking at your map etc.


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PostPosted: Fri Aug 08, 2003 1:09 pm 
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Moo Cow
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Yes but there are those people who would try to rip off other peoples work, thats the paranoia with giving out the bitmaps :( Too bad i would love to see new things

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PostPosted: Fri Aug 08, 2003 1:17 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
my web server went down for a bit..

Quote:
** Will post the bmp later, tomorrow, when resized for screen**

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PostPosted: Fri Aug 08, 2003 5:25 pm 
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Apprentice
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Looks excellent. Lots of little detail plus overall good composition.


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PostPosted: Mon Aug 11, 2003 11:13 am 
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Young
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That map is not based on barrowlands is it? From The Black Company stories? It sure looks like the books describe it :)


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PostPosted: Tue Aug 12, 2003 1:43 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
Okay, took me awhile to get back to this, but since there seemes to be enough interest in it, i have placed the bmp on the first post for whoever is curious to download.
Keep in mind again, I have rescripted many areas of dragon to compile this Bmp. (coast lines, mountains, etc ) you will notice many areas that will simply make little sence to you, from different colors..

If anyone is interested in the crazy works of this map, feel free to ask ;)

I may also think about putting up screenshots of specific areas of the map, for anyone that is really interested in seeing how things look.

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PostPosted: Tue Aug 12, 2003 4:58 pm 
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Apprentice
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It's very good.

Nice and complete. exactly how I want my map... complete.

So much work is involved in making a map and places in a map. I can appreciate the work you've done there. Well done.

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PostPosted: Tue Aug 12, 2003 9:40 pm 
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Apprentice
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Is there any special method you did to make the cities?
for example; draw out the overhead of the city ahead of time, then try to match the walkways around the buildings.
or just freestyle?
or doing the footprint of the building first, then the walkways last?

Im having trouble deceiding on the best method for some complicated cities i am buiding. If they were on flat ground it would be simple to do the layout, but these cities are in and through mountainside and other complex enviroments that cover lots of Z axis. when building in this situation there is lots more to take into account.

I think in my case it might just be a long and tedious trial and error until its perfected, 1 ground tile at a time. Hopefully not too much has to be done in worldforge (because then i can't revert back to the .bmp to make large area changes)


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PostPosted: Wed Aug 13, 2003 4:42 am 
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I personally like to do all city work manually as far as the map goes. Locations in the map are the places the players will spend most their logged in time at.

What I usually do is get some paper and draw the layout of a location, with as much detail as possible

I then place the basic layout in dragon (which is usually just an empty space of grass for me but most people also do the dirt paths as well)

I then use WF to give those areas of the map a lot more detail and at the same time place items to create a all round good looking and most importantly 'clean' map and static area.

Hope that helps

- Thaal

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PostPosted: Fri Aug 15, 2003 2:13 am 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
There was really no planing to these cities. I just started drawing. The map has been redrawn over many, many times. We (my wife and I ) knew some basic styles we were wanting to build, thats about it.
As one town got started, I modified areas of the town to our needs.
Its probly a good idea to plan ahead with drawing out areas on graph paper.. but i was never one with patients enough to take the time. I wanted the thing done.

But, with paintshop pro, it shows the pixle location on the bmp, as you are painting.. wich, so happens to be the exact location on the real map. That is very usefull and can really take a great deal of time out of maping out areas.
But, in the end, you really dont know how things will look, untill you compile a map.
Nowadays, I can draw out just about anything, and know almost certain what it will look like in game..

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PostPosted: Fri Aug 15, 2003 7:39 am 
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Young
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Any good pointers on how to fix the north-south coastlines after running it thru dragon? I have run my map, and several other bmp's that are floating around and they all have the same crappy coastline problem.
Run it thru dragon then dragonsp and the north to south coastlines look choppy.


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PostPosted: Fri Aug 15, 2003 1:44 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
I rescripted Dragon because of the shity coast lines.. What I did, was replaced the 'bank' tiles that coasts are made of, and set it to place normal grass2dirt transitions. After that, I set all my Z-levels at the coast lines to 1z under the water level. (for whomever that opened my bmp up there, you will notice the odd colors sorounding the coasts)
But, to get them looking good on a default coast, you really need to set the banks lower i would imagine. The north side, and west for that matter, try setting them only like 2-3 Z above the water line.
I know i had made some good lines, but its rather tedious, and time consuming. you cant just paint the boarder, and fill. you need to take some thought in it, and compile many times, to get it right.
If you look at the MapEdit of World Forge, you will notice the huge range of Z-levels the coast line uses, to look fairly smooth.
I will put up a couple screenshots of my coast lines, shortly.

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PostPosted: Fri Aug 15, 2003 2:15 pm 
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Not your daddy
Not your daddy

Joined: Mon Nov 18, 2002 2:18 am
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Location: Oregon State
Image
Image
Image
Image

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Last edited by Dian on Mon Aug 18, 2003 7:08 pm, edited 3 times in total.

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PostPosted: Sun Aug 17, 2003 7:31 am 
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Young
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Thanks for the tips, and the screenshots.

I will try out your suggestions tonight when I get back home. I have been working on my coastline in one small section for 2 weeks now and have had next to no luck thus far :(

Thank you again,
Randy


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PostPosted: Sun Aug 17, 2003 8:44 am 
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Young
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impressive work, looks very nice


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PostPosted: Sun Aug 17, 2003 10:32 am 
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Young
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Joined: Mon Aug 11, 2003 10:26 am
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its good to see masters work, really nice.


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PostPosted: Sun Aug 17, 2003 2:32 pm 
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Moo Cow
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maybe you should submit your new coastline scripts as well, im sure lots of people out there would appriciate them, just being anoyingly sujestive :D

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PostPosted: Tue Aug 26, 2003 9:57 am 
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Young
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I second the motion :) Those are some NICE looking coasts!!


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PostPosted: Fri Aug 29, 2003 11:28 am 
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Grand Master
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Motion thirded! :)

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 Post subject: Coastlines
PostPosted: Sat Nov 01, 2003 7:16 am 
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Yeah those coastline scripts would be really nice to have.

Post em for the love of the game :wink:

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PostPosted: Sat Nov 01, 2003 8:49 am 
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Master
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they are sweet

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PostPosted: Sat Nov 01, 2003 1:56 pm 
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Don't pester the poor man, he will do as he will. But even if he dosent someone might want to relay the way he did it for ryandor to add to the mod10 of dragon...

not trying to steal from you Dian, only for the advancement of all the dragon users. BTW, everyone who likes his map and isudguest trying their shard its very good, the world-building and scripting is very well done...a great shard. :wink:

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PostPosted: Sat Nov 01, 2003 2:39 pm 
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Cal: One step ahead of you.
It's being worked into mod 10 (although not that far quite yet)

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