Outer World: Mogreth 2300 BC, 8 miles per hex

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Chimpman
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Wed Apr 28, 2010 7:56 pm

Seer of Yhog wrote:You know, I originally planned for Ussur to be on the Issus itself (well, right next to it in real life, but on the river hex on the map). But, we could add a tributary that passes through the city – this one would have dried up quickly after BC 2000. We should also consider adding some escarpment on the map (not too much).
Are there implications for moving the city (other than redrawing the roads)? Or perhaps we could alter the course of the river slightly to pass through a portion of the hex it already occupies?
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Seer of Yhog » Thu Apr 29, 2010 1:26 am

Chimpman wrote:Are there implications for moving the city (other than redrawing the roads)? Or perhaps we could alter the course of the river slightly to pass through a portion of the hex it already occupies?
Nope - no implications at all. If it's easy to move the city, let's do that.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Hugin » Thu Apr 29, 2010 2:43 pm

Seer of Yhog wrote:- Most of the forts in the hills and mountains are probably at least partly intact.
Don't forget, though, that the region has been rocked with two major cataclysms involving massive earthquakes since that time. We might have some ground level remains and surviving underground sections, but anything higher would have come crashing down, possibly with portions of mountain as well.

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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Seer of Yhog » Thu Apr 29, 2010 3:31 pm

Hugin wrote:Don't forget, though, that the region has been rocked with two major cataclysms involving massive earthquakes since that time. We might have some ground level remains and surviving underground sections, but anything higher would have come crashing down, possibly with portions of mountain as well.
Sure - that's more or less what I was thinking. To me, "partly intact" ranges from Osgiliath in LOTR to recognisable walls (up to man-height in some areas) and/or a clear building outline that tops local vegetation. To get an idea of what I think might remain of a Mogrethian tower, think of how Amon Sul looked in Fellowship, and knock a bit off the top.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Mon Aug 02, 2010 6:18 am

My birthday's come a little early this year... check out the first post in this thread to see what I'm talking about! Let me know what you think.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Cthulhudrew » Mon Aug 02, 2010 8:08 am

Chimpman wrote:My birthday's come a little early this year... check out the first post in this thread to see what I'm talking about! Let me know what you think.
Nice! Is that Campaign Cartographer?
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by metal » Mon Aug 02, 2010 12:09 pm

Chimpman wrote:My birthday's come a little early this year... check out the first post in this thread to see what I'm talking about! Let me know what you think.
Very nice looking map!
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Dave L » Mon Aug 02, 2010 1:36 pm

Chimpman wrote:My birthday's come a little early this year... check out the first post in this thread to see what I'm talking about! Let me know what you think.
So, you went with the big package eh?

Looking very nice.

I still haven't played with it enough to develop a consistent style, but I hope to get one of the annual packs in a week or so.

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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Mon Aug 02, 2010 3:44 pm

Thanks guys! Yeah, it's Campaign Cartographer 3 (and I went with the World Builder package). What you see above is the result of about 2 full days of work and frustration, just trying to get to know the software. That's probably the 3rd map of Mogreth that I did. The first one I really messed up, and ended up crashing the program whenever I tried loading it. The second I'm pretty sure I only thought I messed up and scrapped it - thank you Merge Layer (what a pain). At this point I think I'm getting the hang of things.

The new map is pretty much a copy of the hex map - in fact I pulled that in as my baseline and used it for tracing out coastlines, rivers, roads, etc and also for placing symbols. I'm pretty happy about most of it. I like the mountains, and the swamp, but I'm not so sure about the "hill brown" contour layer for hills and mountains. I'm wondering if the roads should be a darker color (black) as well. At some point I may try for a map using Thorfs colors for land and sea and all the contours, just to see how that turns out.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Seer of Yhog » Tue Aug 03, 2010 2:12 pm

That is so cool! :D

You know, it reminds me a bit of a map for Civilisation, or Warcraft. That would be a fun mod - Warcraft: Mystara 2300 BC Edition - Lizard Men vs. Humans!
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Hugin » Tue Aug 03, 2010 3:01 pm

Nice! Maps like this would be perfect as player maps.
Seer wrote:it reminds me a bit of a map for Civilisation
I thought the same thing! :)

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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Tue Aug 03, 2010 4:34 pm

Hugin wrote:Nice! Maps like this would be perfect as player maps.
Seer wrote:it reminds me a bit of a map for Civilisation
I thought the same thing! :)
I used to play a game called Dominions - strategy/war game. I'd love to make a Mystaran mod for that game as well... and it does have lizardmen (as well as star children/illithids, demon worshipers, blood sacrificers, undead, and just about anything else you can imagine)...

Anyway, glad you guys approve. I got caught up in dungeon making last night, so no updates for Mogreth today, but the more I look at the map the more I want to try out some variants - mostly with color schemes.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Wed Aug 04, 2010 5:50 am

Ok, I've added a second CC3 map, this time using the more familiar Mystaran colors. Let me know what you think.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Hugin » Wed Aug 04, 2010 2:39 pm

Hmm... I think I prefer the other colour set better. Perhaps it's just that I have a preference for darker colours on maps.

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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Wed Aug 04, 2010 3:50 pm

Hugin wrote:Hmm... I think I prefer the other colour set better. Perhaps it's just that I have a preference for darker colours on maps.
The other difference is that the darker map is also texturized - which might be lending it a grittier, more realistic feel. I could create a lighter shaded texture for the Thorf colors map, but right now that's too much extra work for me.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Seer of Yhog » Tue Aug 10, 2010 4:00 pm

Gritty is good! Seriously, this is amazing work, but my mind keeps turning to your Minrothad Prince project, and how cool it would be to have a BC 2300 module....

Dock at Theliir - sell slaves (+5% market value - Isshum would be better, but it's too risky), pick up spices, rare swamp medicines, and spies (get 100 gold).

Sail south four hexes - oh no, pirates! Pitched battle, lose 50% of hull points and 30% of crew. Limp around coast to dock at Tarmoraz for repairs. Sell medicines (+60% market value) and unload spies (get 200 gold, plus hot tip: Spies in Isshum have secret plans for an invasion - take them to Tycur and gain 500 gold. Do you accept this mission? (Yes/No)
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Tue Aug 10, 2010 4:18 pm

Seer of Yhog wrote:Gritty is good! Seriously, this is amazing work, but my mind keeps turning to your Minrothad Prince project, and how cool it would be to have a BC 2300 module....

Dock at Theliir - sell slaves (+5% market value - Isshum would be better, but it's too risky), pick up spices, rare swamp medicines, and spies (get 100 gold).

Sail south four hexes - oh no, pirates! Pitched battle, lose 50% of hull points and 30% of crew. Limp around coast to dock at Tarmoraz for repairs. Sell medicines (+60% market value) and unload spies (get 200 gold, plus hot tip: Spies in Isshum have secret plans for an invasion - take them to Tycur and gain 500 gold. Do you accept this mission? (Yes/No)
:o :cool: I was actually fiddling around with it the other day, so you may see an update soon...

... and I really love the idea of setting it in BC 2300 :twisted:
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Seer of Yhog » Tue Aug 10, 2010 7:04 pm

Glad you like the idea! Whereas the AC 1000 (default) setting lends itself more to trade (with a bit of fighting), a BC 2300 version could involve trade, playng a pirate, etc. Once the basic mechanism is down, I wouldn't think it would be too hard to create other modules for it.
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Re: Outer World: Mogreth 2300 BC, 8 miles per hex

Post by Chimpman » Sat May 11, 2013 8:18 am

Updated the main Mogreth map. Added the castle border and a few more sea routes.
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