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Map art

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X3M
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Example map art

Planning to increase my skill in making maps.

This time my goal is to make a nice (hexagon) landscape, while using existing seemless textures. This goes well in fase 1.

My main problem is the combination of textures (fase 2).
Currently I am searching for a good grass texture with a fitting forest texture.
The results are;
sometimes the grass is to dark,
or the forest "seems" to be underground. etc. etc.
sometimes one of the textures seems drawn while the other is more or less photo quality.
Tried 5 x 5 = 25 so far.

Do I have to keep searching google and try out every possible combination?
Or is there a guideline somewhere to follow?

Any advice on this?

Mr Doctor
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Problems with top-down hexes.

I've made multiple attempts myself. I think it is one of the inherent problems when trying to achieve depth in a top-down projection. It is very hard unless you either cheat a little (projection-wise) or you go for a more abstracted look.

Is drawing the gfx yourself an option. In my own current project I have used both of my suggestions, a slightly offset topdown view along with a more symbolic representation. One problem though is that the maps cannot be rotated (well, they can, it just won't look very nice and consistent). But hey, I like drawing maps and if the players need more maps to compensate for the lack of 100% modularity I'd be happy throw together a bunch.

So far I haven't encountered even one topdown map style that is both modular and good-looking. Although the Lock n Load maps are very nice (I couldn't even dream of creating anything like them and also they seem to take forever to draw) but then there is the problem with hexes - street intersections and square angles - they just doesn't work very well with six sided polys.
Thats why I decided to go with squares, maybe a wargaming no-no but I managed to squeeze in a lot more squares than hexes per map board that way (there is a lot of empty space in a hex when fitting a square inside of it - a waste of space really, IMO). Since I'm not after 100% realism (or even 1% for that matter) it wasn't even that hard a choice. Now I have around 25% more space, more depth and a graphic from that won't make me that sick.

Maybe poor advice but maybe you can make something out of it...

firstcultural
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Maps are my specialty, maybe

Maps are my specialty, maybe I can try something:
- What kind of setting is it? Tropical forest? Snowy forest? Dense jungle or scattered trees? Is it lush green grass or dry yellow grass?
- What kind / color of pieces will be occupying the terrain?
- How big a distance is each tile supposed to represent?

X3M
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Mr Doctor wrote: Is drawing

Mr Doctor wrote:

Is drawing the gfx yourself an option. In my own current project I have used both of my suggestions, a slightly offset topdown view along with a more symbolic representation. One problem though is that the maps cannot be rotated (well, they can, it just won't look very nice and consistent).

I had this exact same story with the first batch. You still can find some of those pictures on this forum from a second batch where I was using google images. It was a very easy concept. Although a lot of copy/paste work back then. I think I could do it much much faster these days. And with less lag. The first batch was even a disaster in game play too.

Mr Doctor wrote:

So far I haven't encountered even one topdown map style that is both modular and good-looking. Although the Lock n Load maps are very nice (I couldn't even dream of creating anything like them and also they seem to take forever to draw) but then there is the problem with hexes - street intersections and square angles - they just doesn't work very well with six sided polys.

I have used those maps in the first play tests too. They are indeed good. But they lacked for me the requirements for strategic game play by my game mechanics. Thus I needed to create my own style.

Mr Doctor wrote:

Maybe poor advice but maybe you can make something out of it...

At least you have been on the same road. To bad, hexagons are a requirement to get my game going. If I where to change that at this point, than I might as well quit. :)

firstcultural wrote:

Maps are my specialty, maybe I can try something:
- What kind of setting is it? Tropical forest? Snowy forest? Dense jungle or scattered trees? Is it lush green grass or dry yellow grass?

All of the above :D. And more. But for now I am gathering just enough for the terrain effects in the game.

I have posted the list before. But I do have plans to simplify if needed.

X3M wrote:

The terrain by general names, also the pictures are like these:

Grassland
Desert or Sand
Sea or River

Grass and Desert/Sand = Savannah
Grass and Water = River Crossing or Swamp
Sea and Desert = Beach or Mud or Sand River Crossing

Forest additions:
-on Grass is Forest
-on Sand is Palm Forest
-on Water is Mangrove Forest
-on Savannah is Savannah Forest
-on River Crossing will have Mangrove and visible grass in water
-on Swamp is Swamp Forest
-on Beach is Palm Beach
-on Mud will have Mangrove and visible mud as ground

Rocks/Hills additions:
-on Grass are Rocky Terrain or Hills
-on Sand are Rocky Desert or Desert Hills (Dune's)
-on Water are Rocky Sea
-on Savannah are Rocky Savannah or Savannah Hills
-on River Crossing are Rocky River Crossing
-on Swamp are Rocky Swamps
-on Beach are Rocky Beach or Beach Hills (Dune's)
-on Mud are Rocky Mud


Now, those are relatively old plans. If these are possible, it would be a welcome addition. Not to mention that somewhere the plans of having both rocks and tree's is there as well. But that would be just to chaotic for any designer. The negative part would be that my designing would be more limited.

One of my newer plans, the simpler version:
Only Water/Desert/Grass/"Mountainous or Rocks"/Forest (5).
Which also have each possible combination of blending over nicely (10).
Thus still 15 textures in total. They would really be used as texture in the simplified version.

Having the texture like fields would give me more design options. Thus if you make an attempt, please go for the simplified version.

firstcultural wrote:

- What kind / color of pieces will be occupying the terrain?

This can be any (flashy) colour. Good to know is that the fields are hexagons and the pieces are smaller squares. About 2 to 3 can fit in the hexagons.

firstcultural wrote:

- How big a distance is each tile supposed to represent?

One field can contain about 36 rifle men or 6 tanks. The average soldier can march 2 fields in 1 turn.
The fastest Jeep goes 7 fields in 1 turn.

X3M
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My basic terrain template

My basic terrain template have sharp edges like triangle sharp.

Added a picture for reference.

This can still be seen of course when I replace the basic colour with textures.

Perhaps having a cloud like basic template would help. But often this would fall on the sharp edge as well. Thus not really helping.

Is there a trick to go around this sharp edge problem?
Or do I have to change the sharp edges in the basic template manually? (probably the latter, but I will give this a day or 2 on this forum, it's weekend! :) )

***

Further more, would it be wise to have besides a 50-50 mix, also a 25-75 and 75-25 mix? I do have a bit of a problem when making the basic terrain though. It would be hard to grasp, unless I make a palette with a series of basic colours.

larienna
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Radioactive grass! how

Radioactive grass! how innovative ... Oh! that is not what you meant?

Do you need to split your hex in multiple parts? Why not just use 1 texture for the whole hex?

Textures are generally created by combining various filters in gimp and photoshop. Look at this page to get some ideas:

http://bgd.lariennalibrary.com/index.php?n=Guide.PnpGameDesignPageA06

Else you can use stamps like on this map

http://www.boardgamegeek.com/image/383948/wizard-kings

Some people like it, some people hate it.

X3M
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I did need to split the hex

I did need to split the hex in multiple parts with the last play tests. That went very very good!
Even though, the ring segments will remain (cliff textures). If I can turn the inner hexagon into something with the same use as the 6(+1) parts. That would be great.

When parts are tree's or rocks, the overall vision of your squad goes down. This is with a dice roll. Thus if 2/6th is rocks, the roll for a miss is 2 or less. That was the function.

If you can advice me on making an overall texture containing enough information for this natural cover effect. Please enlighten me.

One of my plans however is to make a tree/rock "shadow" that is simply filled in with tree or rock or terrain texture. When choosing terrain texture, they simply dissappear.

Thanks for the first link, looks good, will check it out next sunday.

The second link? Yeah, I am one of those haters. Even though it was my very first method.

pelle
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I love the wk maps.

I love the wk maps. Functional and clean and look nice and like real (fantasy) maps.

Latest daily builds of the Tiled editor has support for hexmap. Might still miss hex support in the terrain tool, but worth checking out anyway if you can reduce map graphics into hexes that tile properly.

larienna
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Quote:If you can advice me on

Quote:
If you can advice me on making an overall texture containing enough information for this natural cover effect. Please enlighten me.

You might want to use a cover number on the hex and let the "art" of the hex remain pure esthetic.

I saw another design where the max population of an hex was calculated by counting the nb of hexside containing land plus a bonus if the tile was fertile. That end up being complicated to analyze all the time for no good reason. So we suggested to put the max pop number directly on the tile and it worked pretty well.

In your case, if you put a number, you will not need to count grass areas each time you want to attack.

firstcultural
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I think what you need are

I think what you need are shadows. Just add a small dark border to two sides of the tree polygon.

X3M
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pelle wrote: I love the wk

pelle wrote:

I love the wk maps. Functional and clean and look nice and like real (fantasy) maps.

WK?

larienna wrote:

You might want to use a cover number on the hex and let the "art" of the hex remain pure esthetic.

I saw another design where the max population of an hex was calculated by counting the nb of hexside containing land plus a bonus if the tile was fertile. That end up being complicated to analyze all the time for no good reason. So we suggested to put the max pop number directly on the tile and it worked pretty well.

In your case, if you put a number, you will not need to count grass areas each time you want to attack.


With a maximum of a total of 6 in one tile. The counting is rather easy. After some experience, players know where the path is the smallest in a quick view. On top of that, playable objects like soldiers and tanks count too. That is a bit harder to understand. This size is only for the movement and stationing.
I do understand your suggestions. However, some units can go over water, others have a bonus on sand etc.
So if I let the numbers return that I used to have, only a 3 digit number to indicate the parts of grass/sand/water (solid/soft/liquid). A number like 321 or 123 is easy to understand, right?

Things like tree's and rocks are for movement and projectile movement. Only the inner 6 count for the projectile movement though.

The counting remains for tree's and rocks. But with the link that you had given me, I can try new things out.
I also have a plan for making tree's and rocks more like objects instead of a "segment". If I do that in combination with estetic?? terrain. Than the game is like in the good old days. But better to look at.

Practise time.

X3M
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After practising. I have come

After practising.
I have come at a crossroad. And probably am going to follow Larienna's advice.
Thanks for that link, it has given me new insights.

I have created (in my oppinion) good looking stuff with only the grass and tree textures. While respecting the game mechanics. Thus far I can fill in the hexagon like above. But now I have a good finisher. The corners are not sharp any more (I will show again when that same little map has been worked on).
Thus far, each segment has several options with the grass and tree's. Also inverted options.

The choice that I have to make is:
To keep going with this.
OR
To discard this and just create each 19 hexagon segment in one go.

The positive with the second choice is that it takes way less time. The negative with the second choice is that each hexagon is so different from any other. Players will not know what the properties are of each hexagon.
Besides of altitude, I need to add more numbers. The 3 digits as mentioned before plus 2 more that indicate the ammount of tree's and rocks/hills. But the cliffs have their own function as well regarding these same numbers. Thus each cliff would get a number as well.
The only solution that I can think of is to keep the Cliffs completely one terrain type. And making the transition on the middle hexagon.

***

I do not like using more numbers.

Would it be an option? To be using little blocks instead?
With this I mean that the region has a little block somewhere that shows 6 colors. If all 6 are light green, the region is a complete grass region. If some are dark green or brown, than that means it contains tree's or rocks (with its properties applied). Of course, blue is water and yellow is desert.

Of course it will look nice if these 6 are gathered around the centre one way or another.

kos
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Number of numbers

Just my opinion:

One number per hex is fine.
Two numbers per hex is probably ok.
Three or more numbers per hex is probably too much unless each hex was very large.

The little blocks sounds like a good idea, certainly worth trying to see what it looks like. Although if you could integrate it into the image of the terrain (which I think is what you mean in your first option above) that would probably be better.

Regards,
kos

X3M
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Well, I have something

(This post is edited)
Well, I have something looking better than the picture above. Although it is laughable in how I use colour blocks and stripes to indicate the terrain.

Those blocks need to be smaller. Squares would look better.

I need to set up proper editing guidelines.

- Cliffs need to be exactly 1 type of terrain.
- A 50-50 mix for a cliff is allowed. The squares indicate the mix. Example: one light green and one dark green means a grass/forest cliff.

The height number stays though... but should be added only when needed. No more grey lines for the numbers.

I reduced the size to 39%² of this picture. So that I could post it. Advice on having better quality as example on this forum?

X3M
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Finding a set of textures is hard.

Finding a set of textures is hard.

Even though I had luck with the Forest and Grass combination. This took me some days in searching and adjusting until I was satisfied.

When using other textures like Water. The process repeats itself, but is harder. The water needs to fit with the grass and then the Forest texture.

The question here is:
Where can I find a set of textures?
With this I mean that the textures kind of belong together. The same theme in darkness and in size.

In advance, thanks.

X3M
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@ Larienna or other

@ Larienna
or other experienced artists.

As example, lets think of a map with some nice water, sand and the beach in between. Now creating this beach is a hassle for me.

Most drawing programs do have the option for gradient layers. And especially the beach looks beautiful!
But the layers are not customisable. Instead, the layers are straight. This means that if I where to use this technique, I would have to revert back to very little squared textures and paste them all together.
It is an option, but one with relatively lots of work.

When using the paint provided with each windows. I can create several different textures that can be used in general. For each combination of 2 textures, I created 5 gradients in between. Sometimes it looks nice and sometimes it looks painful ugly. This especially is shown when trying to get a beach.
The reason that I like paint so much is that you can have completely random landscapes. Meaning, I just draw lines like in this example:
http://upload.wikimedia.org/wikipedia/commons/thumb/f/fa/Contour2D.svg/3...
And then I fill in the layers with each a colour. Then I replace these colours with the textures that I want. One of the "best" looking examples is the one that is sitting right now in this thread.

The difference is gigantic. (Especially the beach)

Can you point me to the program that has what I need with both options?
Or is there a trick to learn with option one?
Perhaps what I want is simply impossible?

schattentanz
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do you know the cartographer's guild?

You might want to turn to the cartographer's guild for help:

www.cartographersguild.com (offline, as I'm writing this .. maybe in a couple of hours back again?)

There you can find some very good advice and tutorials on how to create textures for landscapes :)

Kind regards,
Kai

X3M
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For all I know, that one is

For all I know, that one is down for several days right now.

It was in my study list. In a far past.

Since uploading to this forum consumes a lot of space. I am going to borrow examples from others.

This is sort of what I have now (like the picture in the first post):
http://cdn.instantkingdom.com/2012/02/preview/beach.jpg
A sharp edge between water and sand. Even though you still see sand in the water. This is not what I like to have and it looks ugly. Despite what the little guy in that picture is saying.
Before I get to that picture, I have something like this:
https://assets2.learni.st/learning_preview/1290450/image/w744h744_604279...
Then I replace every colour with one of the textures. Each texture is 100-0, 75-25, 67-33, 50-50 33-67, 25-75 or 0-100 %.

The map that I want to make has quality more like this:
http://pics.worldofjudaica.net/images/products/original/87643_tel_aviv_b...

I know it is possible with a program like paint.net. Although, I lack experience to make a random layout just like the picture in the very first post.
Light green and Darker green still make a good combination, light and dark. However, with 2 different colours, blue and yellow. It becomes problematic.
Some programs create a green waterdesert while other programs like paint (not paint.net) create sharp edges.

Perhaps the question that I am asking is wrong?

X3M
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Sort of bump

Bumpy.

Give credit for trying. And with trying; I know it is still to much work. The work is clumpsy. Thus back to basics.
Even though the grapix where so , so, Goood...

Wanting to much means, getting to much work.
Eventually I have made a choice to make one step backwards and keep the distance of the highest quality.

Quantity >> Quality is what I aim for and Quality requires making sacrifices for the game. Which I want not to happen.

*****

For making things easier and more practical, we are going to use 7 basic terrains instead of 5. With a bit of different rules in how the terrain works.
But the terrain will only be a pure one or a mix of 2. And the entire hexagon (except for the 6 edges) will be one texture now.

No high fancy graphix!
Only a number when the height is different.
No blocks.
No numbers.

Thus sand with water remains a beach. But it will not be a small or large beach.
Just a beach.

For more sand, patches of sand are added manually.
For more water, patches of water are added manually.
There are only 2 terrain types in one field possible, no exceptions.
However, i think this will look like !@#$. period.

The rules have been simplified as well for this.

*****

A simple question of opinion:

With having 3 types of vision blockers; Tree's(nature), Rocks(big ones) and hills.

In what order of vision block would you put them?

Rocks > Tree's > Hills
or
Rocks > Hills > Tree's

*****

Another question:
Would simple dirt (not mud, but the hard variant where paths are build of) qualify as "normal hard terrain?"
And would you place grass as a softer terrain variant?

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