Hopefully people will find this useful and/or fun:
//www.apolitical.info/webgame/map
I'm still working on it, so please let me know what improvements you'd like.
Nice.
Two things I can think of are the ability to set the size of the map (although I could just crop it myself), and the ability to adjust the farmland value directly. Is it whatever is left over after water/hills/forest, or a function of settlements, or both?
But really, beggars can't be choosers. Thanks for making this available.
Quote from: SaladmanNice.
Two things I can think of are the ability to set the size of the map (although I could just crop it myself), and the ability to adjust the farmland value directly. Is it whatever is left over after water/hills/forest, or a function of settlements, or both?
But really, beggars can't be choosers. Thanks for making this available.
Thanks!
Each settlement looks at random number of hexes around it - of those, it turns forest and marsh into grassland, swamp into forest, and plains into farmland.
Thanks again AOF, this is great - I've just generated all the maps for my FtA! campaign.
Quote from: SeanThanks again AOF, this is great - I've just generated all the maps for my FtA! campaign.
Cool!
The next thing I'll change with it will probably be making the map and key fit evenly on a single piece of paper for easier printing.
Cool! What do the funny squiggles denote? They don't appear on the key. I presume it's blank stuff to fill in yourself?
Quote from: One Horse TownCool! What do the funny squiggles denote? They don't appear on the key. I presume it's blank stuff to fill in yourself?
Do you mean this one -
(http://www.apolitical.info/webgame/map/water-top.jpg)(http://www.apolitical.info/webgame/map/right-end-top.jpg)
(http://www.apolitical.info/webgame/map/water-bottom.jpg)(http://www.apolitical.info/webgame/map/right-end-bottom.jpg)
If so, this is water : it should appear at the very top of the key :confused:
This is cool. One thing I'd suggest as an improvement would be coloured tiles, at least optionally. Right now, if I look at the map, all I see is a sea of black symbols on white. If there was a colour code - like, water is blue, forests are dark green, mountains grey, etc. -, I could immediately see the general layout of the land at first glance.
Could you change the symbol for water?
Somehow those squiggles just don't read as "water" when I look at it.
Do you have a similiar sized symbol that looks more like waves?
- Ed C.
Quote from: Age of FableDo you mean this one -
(http://www.apolitical.info/webgame/map/water-top.jpg)(http://www.apolitical.info/webgame/map/right-end-top.jpg)
(http://www.apolitical.info/webgame/map/water-bottom.jpg)(http://www.apolitical.info/webgame/map/right-end-bottom.jpg)
If so, this is water : it should appear at the very top of the key :confused:
Nope. It's sort of like a double row like this ^^^^^
The last map i did was almost entirely made up of hexes like that.
A suggestion is to have water hexes or plain hexes be blank hexes. While its nice to have every hex filled with a symbol, it makes the map look too "busy" and a little hard to differentiate between terrain types.
Also, if you can choose the percentage of water on the map, then why have a selection on the bottom for islands or mountain ranges?
Otherwise, I'm putting it into my "favorites" category so I can get at it quickly.
http://www.apolitical.info/webgame/map/map?maxslope=10&water=10&treeperc=40&ftype=Temperate&settled=20&rough=20&island=random
Quote from: One Horse Townhttp://www.apolitical.info/webgame/map/map?maxslope=10&water=10&treeperc=40&ftype=Temperate&settled=20&rough=20&island=random
oops - sorry, you were right. Those are 'wasteland', and they now should appear in the key (at the very bottom).
Quote from: jeff37923Also, if you can choose the percentage of water on the map, then why have a selection on the bottom for islands or mountain ranges?
Choosing 'islands' means that you won't have any islands that go off the map (the edge hexes will all be water). Choosing 'mountain range' does the same for a mountain range (usually...).
Quote from: jeff37923A suggestion is to have water hexes or plain hexes be blank hexes. While its nice to have every hex filled with a symbol, it makes the map look too "busy" and a little hard to differentiate between terrain types.
good idea, thanks!
Quote from: PremierThis is cool. One thing I'd suggest as an improvement would be coloured tiles, at least optionally. Right now, if I look at the map, all I see is a sea of black symbols on white. If there was a colour code - like, water is blue, forests are dark green, mountains grey, etc. -, I could immediately see the general layout of the land at first glance.
Thanks!
I might do coloured tiles next - although it'd only be an option, because it was originally intended to be printed out.
Fun!
Added to my bookmarks and del.icio.us!
Quote from: Zachary The FirstFun!
Added to my bookmarks and del.icio.us!
Thanks! :keke:
Very cool. The maps do look a little busy in that I find myself not quickly being able to see what the terrain is. Color would help, but make printing problematic. Maybe a color as optional in the view output. Also, I might suggest using one icon per hex for most of them rather than two. The pine trees look good, but some of the others that double up tend add to the busy look of it. But overally, great job. Thanks.
Quote from: Age of FableI'm still working on it, so please let me know what improvements you'd like.
A handful of suggestions:
Rather than get rid of the icons, I would try shading the water hexes at 25% gray, first. Better yet would be to allow color maps and color code each hex, along with the icon. Change the wastelands hex to have only one copy of the icon, not two. Go through all of the icons and make the density/darkness of the image correspond to how dense the terrain is (e.g., make the light forest a small tree in the middle and the heavy forest 3-4 small trees, put multiple mountains in the mountain hex, etc.).
Quote from: John MorrowA handful of suggestions:
Rather than get rid of the icons, I would try shading the water hexes at 25% gray, first.
Actually, that could really help differentiate! That'd be interesting to try!
Thanks, definitely can put this tool to use. I'll echo some of the other comments, color would be a great touch, especially if it was an option.
Grasslands should probably be blank, so that the other features stand out more, some has shading on the water would be handy.