Thomas Bowman
First Post
Neat. How did you get such pretty hex numbering? Plug in for Photoshop or Gimp? I would love that one.
It took a while. I was working on this before I started discussing it. I found the map on the internet, buy googling Dungeons and Dragons Map of Europe, and someone made a map. The original map was half the size of this one. I imported it to my paint program, and then I doubled the size, so each pixel became four pixels. I then copied each hex type, I erased the original hex number as it was blurry, and I created a generic hex for each hex type I then went over the map, pasting a generic terrain hex over each hex of a given terrain covering over cities, names of cities, labels and so forth until their were nothing but unnumbered terrain hexes. I then created a blank hex map with a background color of dark blue.
I originally tried white as a background color, but when I typed the numbers at the top of each hex, even if those numbers were a dark color, the edge pixels had that color blended in with the background color of white, thus giving it highlights, that made the numbers hard to read when they were on a dark background hex on the map. So I redid the numbers on a dark blue blackground, so now the dark font color blended with the dark blue background color creating dark numbering. The coordinates are an (x,y) coordinate system, the first hex number is the number of hexes across from left to right numbering 0 to 109. the second number is the number of hexes from top to bottom which were numbered from 0 to 72. So I typed the second number first, which is the number of hexes down from the top. I typed the numbers on the top right to create the first column. I then made the background color Dark blue transparent and then I copied the whole column and pasted it over the next 109 columns to the right. And then I typed the horizontal numbers at the top left of each column. I made sure to leave the second row starting with column 3 black so I could number that second row from left to right. I then copied the second row with the background dark blue as the transparent color and then pasted that seconf row on top of all the other rows, I then completed numbering the hexes left black until I filled all the blue hexes on the black map. Then I copied the entire black map with dark blue as the transparent color and pasted it over the map of Europe I created, and that way I numbered all the hexes on the map. These numbers are the same as on the original map, only clearer and sharper. I then when over the original, and on a notepad coped a hex number for each hex with a metropolis on it, then next to it I wrote the name of the city, and I rolled the population of each city with a d100 using this method:
Roll 1d100: If result is from 1 to 25 multiply by 1,000 and add 25,000 to get the population; if the result is from 26 to 50 multiply the result by 3,000 and add 25,000 to get the population; if the result is from 51 to 75 multiply by 5,000 and add 25,000 to get the population; and if the result is from 76 to 100 then multiply by 7,000 and add 25,000 to that number to get the population. These are the largest cities in Europe, I'm not sure what the actual populations were in 1100 AD. I suppose I could look it up somewhere and their were some educated guesses based on archeological evidence, but this is a magical world paralleling our own, but not 100%, so I don't let the facts get in the way of creating this campaign world. Next up are the large and the small cities. Anything smaller than a small city is too small to appear on this map, as each hex is 31 miles. The original map had hexes as 50 kilometers, so I converted it to Imperial Units and got the number as 31 miles. The metric system just doesn't look good in a fantasy universe, customary measures imbues an more traditional feel to the setting without the science metric system, which describes better a science fiction universe. I don't think knights in shining armor should be talking in kilometers but in miles, so this is the in game unit of measure and the units the players use to measure the map scale.