Exilian

Game Design and Project Resources: The Workshops Quarter => Rome - Total Realism => Mods, Maps & Game Add-Ons - The Bazaar => RTR 0.5 Imperial Campaign => Topic started by: ahowl11 on February 18, 2014, 07:09:52 AM

Title: Workshop: The Map
Post by: ahowl11 on February 18, 2014, 07:09:52 AM
Here are the base files for our new map! The first instructions are below from Gigantus. Let's start making this thing!

http://depositfiles.com/files/bei5z3ihq

From Gigantus:
Quote
Underneath the radar map of the area. I didn't include map_fog and map_trade_routes.
Note to map_features: I left the coastline layout in case you want to add more rivers - for use simply fill in the background with black (RGB 0,0,0)

(http://i290.photobucket.com/albums/ll264/Gigantus_pics/Modding%20Stuff/Modding%20Temp/ahowl.jpg)

There is no real order on how to progress with the map, but the first step would be to make it playable. With a map this size you will need about 12-15 evenly sized regions, 2 factions with a named character each and the slave faction. When creating those regions it's advisable to give them their correct names already, eg. Latium for the whole of Italy with Roma as settlement. That way you later just have to resize the region without changing anything else.
Allocate one region to each faction, the rest to the slaves. Once the map works start working on ground_types and climates.
Once it look's to your satisfaction create the final regions and place trading resources, sort out the development details of settlements and add characters.

Here are mapping tutorials and resources for us to use. Just about anything and everything is answered below!
http://www.twcenter.net/forums/showthread.php?208570-Creating-a-World-%96-Basic-mapping-from-scratch
http://forums.totalwar.org/vb/showthread.php?50437-Making-a-new-campaign-map
http://www.twcenter.net/forums/showthread.php?429382-Bull3pr00f-s-Completely-Known-Tutorials
http://www.twcenter.net/forums/showthread.php?58786-How-To-Add-Relocate-Delete-Campaign-Map-Resources
http://forums.totalwar.org/vb/showthread.php?85902-Campaign-Map-Not-Loading
http://www.twcenter.net/forums/showthread.php?33471-Landbridges-and-how-to-implement-them
http://forums.totalwar.org/vb/showthread.php?68402-Mercenaries-mini-guide
http://forums.totalwar.org/vb/showthread.php?52483-How-to-make-real-rivers-%28or-Land-Bridges%29
http://forums.totalwar.org/vb/showthread.php?51387-Newbie-Mod-Tutorials-Provinces
http://forums.totalwar.org/vb/showthread.php?43747-How-to-limit-recruitment-construction-by-area-%28hidden-resources%29
http://forums.totalwar.org/vb/showthread.php?63614-Game-AI-stuff-%281-5%29
http://rtw.heavengames.com/rtw/mods/tutorials/map_features/index.shtml
http://rtw.heavengames.com/rtw/mods/tutorials/resources/index.shtml
http://rtw.heavengames.com/rtw/mods/tutorials/adding_new_regions/index.shtml
http://rtw.heavengames.com/rtw/mods/tutorials/descr_strat/index.shtml
http://forums.totalwar.org/vb/showthread.php?43149-Putting-features-on-the-Campaign-map-%28custom-tiles%29
http://www.twcenter.net/forums/showthread.php?122162-toggle_terrain-highly-useful-for-mapping
http://forums.totalwar.org/vb/showthread.php?51366-How-To-%C2%96-Edit-a-trade-resource
http://forums.totalwar.org/vb/showthread.php?51378-How-to-include-new-rebel-factions
http://www.twcenter.net/forums/showthread.php?13660-Descr_Strat-tutorial
Title: Re: Workshop: The Map
Post by: ahowl11 on February 19, 2014, 03:03:35 AM
Okay so taking Gigantus' advice, I've marked the locations as to where we should have our settlements.

Key:
1. Rome
2. Carthage
3. Numantia
4. Bibracte
5. Camulodunum
6. Teutoburgum
7. Sarmizegetusa
8. Gelonus
9. Thule
10. Sparta
11. Sinope
12. Alexandria
13. Mar'ib
14. Seleucia
15. Bactra
(http://i271.photobucket.com/albums/jj148/ahowl11/15Regions_zpsdde0b0ff.png)
Title: Re: Workshop: The Map
Post by: Hereje on March 12, 2014, 04:09:48 PM
looks good. theres an other tool u can use for mapping: http://www2.demis.nl/worldmap/mapper.asp

take a look.
Title: Re: Workshop: The Map
Post by: ahowl11 on March 12, 2014, 04:15:06 PM
I've heard of that tool before, yeah it's good. Basically all we have for the map is what you see above, nothing else! Haha
Title: Re: Workshop: The Map
Post by: Hereje on March 13, 2014, 12:38:28 PM
so easy to use it. Let me show you what I did for my mod with photoshop:

Spoiler
(http://fotos.subefotos.com/1f85fd9f23d86dc6cc100da898af6e26o.jpg)


Im gonna try to make the same with your map for now.
Title: Re: Workshop: The Map
Post by: ahowl11 on March 14, 2014, 06:14:53 AM
Great, looking forward to it. We are very excited to have you here. Mappers are so rare :)
Title: Re: Workshop: The Map
Post by: Hereje on March 14, 2014, 12:43:00 PM
I love maps  ;D
Title: Re: Workshop: The Map
Post by: ahowl11 on March 14, 2014, 03:31:01 PM
Hereje we actually have the base files of the map already. I forgot.. The link to them is in the OP at the top. You can use those if you want, they were made by Gigantus.
Title: Re: Workshop: The Map
Post by: Hereje on March 14, 2014, 08:07:34 PM
I can improve that
Title: Re: Workshop: The Map
Post by: ahowl11 on March 14, 2014, 08:09:29 PM
Okay thanks. Let me know when you are ready to add settlements, or if anything comes up :)
Title: Re: Workshop: The Map
Post by: Hereje on March 15, 2014, 07:14:47 PM
this is my idea: an extended map.

(http://www.subeimagenes.com/img/rtr-map2-878415.jpg)

Title: Re: Workshop: The Map
Post by: Bercor on March 15, 2014, 07:49:37 PM
That would be good if we didn't had hardcoded limits like 199 provinces, 21 factions and 7 cultures. With that map, the provinces would be way to big and the rebels would hold most of it. The original map seems to be the best compromise.
Title: Re: Workshop: The Map
Post by: Fëanáro on March 15, 2014, 11:25:19 PM
Quote from: Bercor on March 15, 2014, 07:49:37 PM
That would be good if we didn't had hardcoded limits like 199 provinces, 21 factions and 7 cultures. With that map, the provinces would be way to big and the rebels would hold most of it. The original map seems to be the best compromise.

I agree. Most would also never be able to see the more cast-off parts. Which would mean that a lot of effort would have gone into something more that is more likely than not; going to be ignored.
Title: Re: Workshop: The Map
Post by: Alavaria on March 16, 2014, 01:14:55 AM
Massive tracts of Terra Incognita.

Or random settlements in the edges of the map suddenly have a ton more land under their magical control.
Title: Re: Workshop: The Map
Post by: ahowl11 on March 16, 2014, 04:17:22 AM
It would be great in retrospect but I have to agree with the others. Too much empty space, and it would take more away from the center of the map, which is our focus.
Title: Re: Workshop: The Map
Post by: Hereje on March 16, 2014, 09:17:16 PM
copy that guys. Anyway, would u like to see full India area or leave it as before? I mean, I can add India to the "old" map you proposed on top.
Title: Re: Workshop: The Map
Post by: Bercor on March 16, 2014, 09:32:44 PM
In my opinion, leave as it is. India deserves its own factions and culture, and we are out of both.
Title: Re: Workshop: The Map
Post by: ahowl11 on March 16, 2014, 09:34:33 PM
Bercor is right. We are out of options for an India section. Just leave as is :) it will be easier for you anyways!
Title: Re: Workshop: The Map
Post by: Mandoni on March 18, 2014, 01:01:21 PM
In RTRAgold have these units for India

El Imperio Maurya

(http://img402.imageshack.us/img402/8946/symbol128brutiicopia.jpg)

(http://img651.imageshack.us/img651/5360/elimperiomaurya.png)

1. Pattisainya Sainika (Infanteria Hindú)
2. Sreni Pattya Yoddaha (Nobles Hindues)
3. Dhana Dirgha Sainika (Infanteria Hindú)
4. Ksipati Sainika (Auxiliares Hindues)
5. Kamboja Asvaka Ksatriya (Nobles Hindues)
6. Taksasila Asvaka Ksatriya (Caballeria de Taxila)
7. Gaja Rajha (General)
8. Youdh Haati (Elefantes Indios)
9. Youdh Haati (Elefantes Indios)
10. Ksipati Asvaka (Caballeria Hindú)
11. Rhata (Carros Hindues)
Title: Re: Workshop: The Map
Post by: Hereje on March 18, 2014, 06:48:53 PM
something like this maybe

(http://www.subeimagenes.com/img/rtr-map3-882046.jpg)
Title: Re: Workshop: The Map
Post by: Bercor on March 18, 2014, 07:00:37 PM
It's good, but I think we should cut some corners that don't have relevance to something more like this:
(http://i.gyazo.com/470eb13c76b64dccc19f5254d4e8c4a6.png)
This way we can have a more focused map. ;)

BTW, nice units Mandoni.
Title: Re: Workshop: The Map
Post by: Hereje on March 18, 2014, 09:19:28 PM
I mean, why not full ireland area?
Title: Re: Workshop: The Map
Post by: Bercor on March 18, 2014, 09:23:33 PM
Well, because it's absolutely irrelevant in the time period. Plus, the smaller the map, the more detailed it can be. ;)
Title: Re: Workshop: The Map
Post by: ahowl11 on March 18, 2014, 11:43:54 PM
In reality having a full or half Ireland won't matter, it will only be one region anyway.
Title: Re: Workshop: The Map
Post by: Bercor on March 18, 2014, 11:45:18 PM
Yeah, it's just that smaller the map, more detailed it is...
Title: Re: Workshop: The Map
Post by: The Sloth on March 25, 2014, 05:04:55 PM
Not sure if this is the place to mention this, but in the current beta, the coastal areas of the Nile valley are covered in snow in winter.

edit: same thing for Mesopotamia and southern India
Title: Re: Workshop: The Map
Post by: Mausolos of Caria on March 25, 2014, 08:41:08 PM
Quote from: The Sloth on March 25, 2014, 05:04:55 PM
Not sure if this is the place to mention this, but in the current beta, the coastal areas of the Nile valley are covered in snow in winter.

edit: same thing for Mesopotamia and southern India

True I also saw that, we should definitely change it.
Title: Re: Workshop: The Map
Post by: Bercor on March 25, 2014, 08:57:16 PM
That's a problem of the current map.