Middle class areas are similar, but with smaller areas between roads, or with tenements, and more alleyways. Grids look good for this too, and quickly give off a sense of ordered planning. Place straight(ish) or gently curving roads in these areas, with lots of space for mansions. On the other hand, merchants and nobles live in large houses with land around them on straight tree lined avenues. let your pen wander and lay in a messy labyrinth of twisting alleyways. Slums are unplanned and ungoverned, so roads go where they need to, not where they should. This is where the demographic of an area comes in. Now you should have a spider's web of main roads and you need to fill in the big irregular spaces with little roads to define the different districts. If there needs to be a road from the barracks to the palace and from the Barracks to the city gates, make sure it's clear that it does - but still remember that roads also go round places, and are designed to leave roughly rectangular spaces for building houses. Again, don't make them rod straight, allow them to have kinks and doglegs in them - but make sure they go in one clear direction. The major locations will work as focal points for your roads - people need to get there, so large roads will come off them like spokes off a wheel. It's also worth pencilling in the different demographics of the quarters of he city now as well such as: Secondary power center (parliament/royal residence).Major roads from the center to the outside worldĪt this point, pick some major locations that people are going to need to get to/from. Walls restrict the passage of major roads - so they're important.ģ. You need to decide on whether the newer wider city has walls around it too. The old town normally has a wall around it - again from the history of being attacked. Now you start creating the rest of the city. Draw these in, and feel free to put in wiggles and kinks - roads don't necessarily go straight. They'll follow the contours of the land and will be constrained by where they cross rivers. All main roads to other cities will lead to the power center, because that's where they started. Once you've got that, you know where the old town is. So you need to know where the rivers/coastline and hills are. If a city can be beside the water it will be, and again as the city started small, the power center and the old town will be at the waterside. Or they'll be in a bend in a river, so that they're defended on 2 or 3 sides by water. Power centers are almost always on top of a hill as they started off small, and needed to be in the best place to stave off attack. You don't need to pin them down precisely and render them up beautifully, but you do need to know where they are. So I think it's better to say - start with the important tactical terrain. You need to know where the streets are going to and from so you do need to know the locations of major landmarks first. I know I said 'start with the streets' but that was a little disengenuous. That might not be the case as I've not used it for a - You're absolutely right. However powerpoint suffers when you have lots of objects, and (I think) lacks the means to group sets of items easily to show/hide. I know I used to crate posters (not for mapping) using powerpoint. Guidelines ▾ - Any software that allows you to collate pngs into a single document will allow you to create a map - and powerpoint actually does that surprisingly well.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |