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Hal's game world map
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<blockquote data-quote="Conaill" data-source="post: 1574131" data-attributes="member: 1264"><p>Looks very nice for a first attempt!</p><p></p><p>Just a few comments:</p><p></p><p>- You should probably add a legend. I assume the heavy red lines are borders, and the thin brownish lines are roads? I would make borders a dashed black line, so you can draw then on top of rivers where need be (such as the Berugh R.) I would also recommend drawing the rivers as a sharp rather than a fuzzy line. Look through some atlases for inspiration.</p><p></p><p>- Borders and roads typically don't follow smooth arcs like on your map. That would be fine for a more abstracted, "back of the envelope" map, but it clashes with the realism of the rest of your map. Again, real-world atlases can provide good examples (do try to avoid some of the more modern straight-line borders and freeways though). The Ruol-Eragar and Eragar-Prool roads seem rather strange in the way they hug the border. Major cities are typically not near a border, and major roads don't follow borders, because borders are typically very unstable areas.</p><p></p><p>- Major cities typically have a river flowing through them . Your Beladia and Lords are very noticeable exceptions, with no running water for miles around.</p><p></p><p>- Try to avoid Y-shaped road intersections. For example, unless there's a valley or other geographical feature North of Lords to force travelers to Riddyn and Carudd to travel in the same direction for a significant distance, you would not likely see such a feature (and if you did, there'd probably be a trade settlement developing there).</p></blockquote><p></p>
[QUOTE="Conaill, post: 1574131, member: 1264"] Looks very nice for a first attempt! Just a few comments: - You should probably add a legend. I assume the heavy red lines are borders, and the thin brownish lines are roads? I would make borders a dashed black line, so you can draw then on top of rivers where need be (such as the Berugh R.) I would also recommend drawing the rivers as a sharp rather than a fuzzy line. Look through some atlases for inspiration. - Borders and roads typically don't follow smooth arcs like on your map. That would be fine for a more abstracted, "back of the envelope" map, but it clashes with the realism of the rest of your map. Again, real-world atlases can provide good examples (do try to avoid some of the more modern straight-line borders and freeways though). The Ruol-Eragar and Eragar-Prool roads seem rather strange in the way they hug the border. Major cities are typically not near a border, and major roads don't follow borders, because borders are typically very unstable areas. - Major cities typically have a river flowing through them . Your Beladia and Lords are very noticeable exceptions, with no running water for miles around. - Try to avoid Y-shaped road intersections. For example, unless there's a valley or other geographical feature North of Lords to force travelers to Riddyn and Carudd to travel in the same direction for a significant distance, you would not likely see such a feature (and if you did, there'd probably be a trade settlement developing there). [/QUOTE]
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