I really need a snappy name for this project, but I'm not feeling inspired yet. I had the time to add to the previous map. I'm still using the same basic filling strategy with Ground Rules, and now that I have the edges finished off, it's easier to deal with a full hex at a time. Detailing out a hex worth of terrain takes me about 20 minutes now.
For reference, here's the original big hex map, including the hexes I adjusted by hand and the coastal randomization I did.
And here's the current state of the map.
The biggest changes to the base terrain have been in hexes that were originally marked as scrub (the drab, middling green). Since scrub appears in every terrain type table except mountains, it ends up getting 'overwritten' by the underlying terrain type. There's also a light woods hex (the coastal hex to the NW) that went from light woods to mostly plains, but that's because the underlying terrain type, A3, is actually plains.
I'll be hitting a couple wetlands hexes next, and I'm curious to see how well they hold up. Wetlands is the least 'clumpy' of the terrain types, so there could be some significant breakup there.
Hi, great stuff, as the rest of the series has been so far.
ReplyDeleteI have just a little link for you to peruse regarding scrub on mountains: http://en.wikipedia.org/wiki/Chaparral -- may not qualify based upon your altitude restrictions on the Hill/Mountain division.
Yeah the whole geology vs. biosphere division is a place where I hand-wave a lot of stuff. Clearly a mountain can be rocky or snowy or forested or scrubby or... whatever. Ditto plains.
DeleteThe *real* way to do a project like this would be to divide things into geological formations, hills, plains, water, mountains, and biospheres. Once you go down that path you have to start worrying about stuff like rain shadows and tropical vs. subtropical vs. temperate, and so on. It's a very deep rabbit hole. :D
Agreed. I'm loving your work. :D
DeleteIt's nice to have a fan :D
Delete