Outer World: Sea of Dread Submerged Lands, 8 miles per hex

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Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Thorf » Wed Jun 18, 2008 5:31 am

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Replica of poster map from PC3, 8 miles per hex by Thorf, July 2008
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PC3's Sea of Dread Submerged Lands map is the most authoritative source we have on undersea contour lines (i.e. depths) in the Known World's southern coastal area. Not only does the underwater map show more ranges of depth than any other map, but it also shows new details such as volcanic islands which can be placed on the above-water maps.

For some reason, this map slows Illustrator down to a crawl - even on my newest computer. This is a definite problem to developing other undersea maps.

Sources: PC3 The Sea People (1990).

Notes on Updated map (PC3)
To Do List
  1. Adjust the replica map to hide the top right corner, which was covered by the legend on the original.
  2. Make an original colours variant of the replica map.
  3. Make an updated map incorporating any corrections, and developing the area hidden by the legend in the top right.
  4. Search PC3 for geographical info and add it to the map.
  5. Develop mapping techniques of this map to make undersea maps of other areas.
References
Thanks to: Kheldren, JTR (OldDawg), Andrew Theisen (Cthulhudrew)

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by OldDawg » Fri Jun 20, 2008 7:18 pm

For some reason, this map slows Illustrator down to a crawl - even on my newest computer. This is a definite problem to developing other undersea maps.
Thorf,

when I began adopting your Illustrator-8 material, I noticed performance related issues with a few "high-content" hexes - things like deserts, bogs, and reefs or campfires.

I think the culprit for your undersea maps may be the reefs and shoreline markers. Are you using a fill-pattern to generate them, or is every small point an actual vector element? If it is the latter, I'm pretty sure that's the problem. Nothing else in the map appears problematic.

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Thorf » Sat Jun 21, 2008 5:20 am

OldDawg wrote:when I began adopting your Illustrator-8 material, I noticed performance related issues with a few "high-content" hexes - things like deserts, bogs, and reefs or campfires.

I think the culprit for your undersea maps may be the reefs and shoreline markers. Are you using a fill-pattern to generate them, or is every small point an actual vector element? If it is the latter, I'm pretty sure that's the problem. Nothing else in the map appears problematic.
Everything should be either symbols or patterns, but you may be on to something nonetheless. I'll have a try at deleting various elements and see if it solves the speed issue.

Thanks for the advice! :)

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by OldDawg » Wed Jul 09, 2008 3:53 pm

Thorf,

were you ever able to isolate the performance problem with this map?

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by metal » Fri Jul 18, 2008 6:57 am

Thorf,

I can't get the map to open, it is showing "url not found".


Anyway, the reason I came here to post-
Has anyone mapped further out into the Sea of Dread?
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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Thorf » Fri Jul 18, 2008 8:21 am

metal wrote:Thorf,

I can't get the map to open, it is showing "url not found".
Thanks for the heads up. I had forgotten to put the scale (-8) part in the actual filename. Fixed now! :)
Anyway, the reason I came here to post-
Has anyone mapped further out into the Sea of Dread?
There's a non-hex map in PC3 with most of the Sea of Dread featured on it. It's on my list. And once it's done I fully intend to expand this map using it. :D

Hmm, come to think of it, I haven't seen anyone else doing underwater maps... um... at all? (Yet...)

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Plaag » Fri Jul 18, 2008 9:19 am

Thorf wrote:
Hmm, come to think of it, I haven't seen anyone else doing underwater maps... um... at all? (Yet...)
On this large a scale I think you are right, a city or underwater ruin/etc yeah, a whole region I'd be curious to know of one outside of Mystara.

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by metal » Fri Jul 18, 2008 9:37 am

How about Alphatia post WotI?
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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Plaag » Fri Jul 18, 2008 9:51 am

metal wrote:How about Alphatia post WotI?
:shock: Never thought about it, but that's a cool idea to map.

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by metal » Fri Jul 18, 2008 9:57 am

It shouldn't be that dificult to map. We have the pre-WotI maps. Just put them under the right amount of water.
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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Thorf » Fri Jul 18, 2008 10:50 am

I'll add it to the requests thread. :)

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Thorf » Fri Jul 18, 2008 5:22 pm

Update: I added the legend into the corner and made an original colour palette version. And I uploaded them as PDFs too.

The original palette is very clearly just a brighter version of my current palette - which is entirely down to the high quality scan. I'll probably adopt it as standard, but as always please feel free to comment on which you like better (overall palette as well as individual colours).
OldDawg wrote:were you ever able to isolate the performance problem with this map?
No, I still haven't been able to. I have a sneaky suspicion it might be something to do with all that seaweed, though. They are symbols, so they shouldn't take up much memory, but who knows.

In any case, the PDFs are there now for anyone who wants to look. Load them up in Adobe Reader (or Acrobat if you have it) and see how slow they are. Pretty, too. ;)

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Chimpman » Wed Mar 11, 2009 4:25 am

Geoff and I have talked about this in the Taymora 2300 BC thread, but I thought I'd post here as well because it seems relevant. With regard to the map region south of Utter Island where the ruins of Colhador are marked, I have a question: What kind of topography is really being displayed here?

If I look at the contour coloring, then the sense I get is that Colhador is sitting on the edge of a deep depression.

If I look at the cliff drawings, then the sense I get is that this is an underwater escarpment and not a depression at all (in which case the contour colors are off).

PC3 writes this:
PC3 pg 50 wrote:To the south of Utter Island, for example, is Colhador. Once upon a time this was an island, inhabited by elves as I'm told, but it sunk untold centuries ago, and now the whole place is filled with muck and monsters.

Which also lends credence to the theory that this is an underwater plateau, and not a depression as the contour colors indicate.

What's the community consensus concerning this?
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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Thorf » Wed Mar 11, 2009 5:36 am

I must admit I always thought it was a plateau rather than a depression, too.

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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Chimpman » Wed Mar 11, 2009 6:18 am

Thorf wrote:I must admit I always thought it was a plateau rather than a depression, too.
See, I've been thinking the other way around because I've only been looking at the contour colors. The more I look at it though, the more I have to wonder, what are those cliff lines doing there? They're drawn the wrong way for it to be a depression, but the right way for it to be a plateau.

I wonder if this was a coloring mix-up with the original map? Replace the blue with white, and the yellow with sand or coral maybe?

Based on the text describing it as an island and the cliff lines, I'm starting to rethink my original position. I think I'm more inclined to treat that as a plateau and ignore the colors.

EDIT: As an aside, most of the Taymora maps I've seen floating around draw that section as a lake - which further put in my mind that it was a depression. Could it be a depression on a plateau? but that sounds strange...
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Re: Outer World: Sea of Dread Submerged Lands, 8 miles per hex

Post by Hugin » Wed Mar 11, 2009 3:06 pm

I like the idea of it being a plateau, myself. That would make those old, sunken islands which is really interesting.

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