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[MOD] [IN DEVELOPMENT] BK City Map

Started by Huitznahua, Mar 31, 2024, 08:43 PM

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dcsobral

The topography of the rivers is lacking the "erosion" effect. For example, here's an image I took from a topographical map of Kauai, one of Hawaii islands:



It's hard to see the river in this image, but it goes from bottom left to top right. You can see the "U" shape of the topological lines around it. The elevation drops rapidly on the river path, until it gets to a valley. That river above joins the river in the central valley here:



So the river on the right looks reasonable, but I'd extend the contour line on the top to make it more U-shaped. To "explain" why it didn't just continue downhill to the North.

The left one looks weird to me. It feels right in some spots but in others the elevation line is too flat where the river crosses it.

I might also add one or two elevation lines on each side of the river once they reach the "plains", to make it more valley-like and explain why they go south instead of north.

22ndgentlemen

Quote from: Huitznahua on Apr 19, 2024, 06:18 PMNew progress:

Spoiler

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In the end I chose to shrink the mesa's left side AND build a peak on top.

I've followed the mook-up and put several streams within the city. I probably should have though at how to place them while I was making the topographic layers because it does not looks that good. I have a "solution" in mind but I'm not sure if this will yield a better result.
There is a stream coming from each peaks and going to the lake, plus one stream coming from the lake and going down to the lower districts. The Hold's stream come from the steep side of the peak suggesting (enough ?) that is a waterfall.
Is there any noteworthy bridge among the game's events ?

In the mook-up the road separate the districts but here it's not really the case : the southern stream will separate the docks and warehouse ; for the cathedra and garden on the mesa ... no clear separator because the road need to reach the Hold to the east.

The walls ... looks weird. I just hope they will less visible with all the buildings around. On the lowest layer the border are clear : mountain to sea. However I'm a bit reluctant to build walls all around the mesa. Maybe I can add some on the western part but I don't feel the need to build them on the northern part since it's a cliff. Same for the Hold, northern part is a cliff.

This is actually pretty accurate to the principles of historical castle building with just a few modifications.  First, the outer walls.  On the "left" the walls would actually go up the first "level" to dig into the peak.  This way an attacker would not be able to scale the far left of the lower left rise and just walk over the outer defenses.  Second, outer wall again but is more of a nit-pick (like this whole post isn't lol).  On the "right", where the walls meet the inlet, they should follow the water just to the inside of major dock infrastructure to prevent sea landings. This however, is harder to visualize without having buildings down as well.  Again, up slightly to prevent climbing up and over.  Realistically, the walls would be connected, but we are not dealing with sieges in game.... are we?

Overall though, I like what you came up with and this definitely fits with what I had in mind for the city of Zan.