Moderator: Cartographers

Alrighty, I'll put it on Version 11.ZeakCytho wrote:While you're correct in saying the current grass doesn't get in the way of comprehension, I feel that it could still be improved and made to look better. The noise is not too bad now, and I could live with this map as is, but I do think what wcaclimbing suggested is at least worth a try.
It's an ideal shadow, assuming a perfect universal light source that's somewhat in the top right of the map, when really it's at the top right of each building individually. I'm not that good at shadows, though I may end up putting a Drop Shadow and let PhotoShop do the work. What you see there is hand-drawn using marquees, another layer, and some opacity changes. Each building is a separate layer, so it shouldn't be that hard to do, woot.ZeakCytho wrote:Unrelated: since the light source is at the top right, shouldn't the shadows on the south side of the buildings be angled inward at their east ends? It seems to me they should have like a 50 or 60 degree angle where they now have a 90 degree one.
Okay then. I know almost nothing about lighting, so I'm probably wrong.TaCktiX wrote:It's an ideal shadow, assuming a perfect universal light source that's somewhat in the top right of the map, when really it's at the top right of each building individually. I'm not that good at shadows, though I may end up putting a Drop Shadow and let PhotoShop do the work. What you see there is hand-drawn using marquees, another layer, and some opacity changes. Each building is a separate layer, so it shouldn't be that hard to do, woot.


Bizarre PhotoShop anti-aliasing. I'll fix it somehow. The font proper shows up just fine, just look at Mark Clark HALL, Jenkins HALL, and Bond HALL for examples of where it goes right. Duckett and Capers decided to arbitrarily misbehave.RjBeals wrote:# I'm still not 100% satisfied with the font. It looks okay, but blurry in places. I think it can be improved.
See below.# I'm still not 100% satisfied with the legend either. The dark blue & purple are very hard to read on top of that dark green background.
Oh c'mon, everyone's got 47" 1080p plasma hooked up to their home rig by now, right? No? Okay, I'll stick pink in for one of the battalions, even though I think it completely and utterly inappropriate for a military college, but I've run out of contrast colors.# I think the 2 green buildings are too close in color. Not all monitors have great chrominance.
Only three of the buildings I portray on that map DON'T have flat roofs. Summerall Chapel, The Trailers, and McAlister Field House. Due to readability concerns, I've dropped McAlister's parabolic dome. All other buildings genuinely have flat roofs with exception of air conditioning units and some cornicework that coincides with borders for the most part. If it's truly detracting from the consistency on the map, I'll remove the roof and make it flat, but I currently consider it an asset.# I don't like the 3D roofing on the red center building "Summerall Chapel". It looks out of place to me compared to the flat roofs on the other buildings. The trailers looks okay because there is no territ name on the roof, so it's different already.
There is a metric ton of trees and shrubbery on campus, particularly along the Avenue of Remembrance (all trees were planted in memory of war fallen). Bummer is, I don't know how to render a top-down tree or shrub, much less the oak and palm varieties found on campus. Any tips/help/detailed suggestions appreciated.# Are there any trees or bushes you could add around some of the building fronts? Like architecture style "circle" bushes? Not exactly like CCU did, but similar.
Cracks in the pavement would be completely out of scale with the map. I'll add subdivisions in the concrete instead. Parked cars and tiny people walking do not match with the image I want to portray on this map. This is the campus as it is without any human interaction. A still life if you will. Adding such obvious "signs of life" would violate that, and omitting them I don't think is hurting the map at all, as I can think of at least 2 maps off the top of my head that don't have tiny people walking that COULD have them.# What about cracks in the pavement, or some parked cars in the lot? or some tiny people walking on the sidewalks?
Behold the new legend background. Not that color combination, but there will not be grass in that part of the map when Version 11 releases. Thanks for making up my mind for what form of paraphernalia I wanted to stick there.# How about take the crest (pictured below) and layer it on top of the parade deck? Keep it really subtle, like it was a pattern cut into the grass field.
I think adding some "signs of life" could do a wonder in adding some depth to the map. Right now all it is...is just some random buildings to me. There's a little bit of a hook...but I think my mind is thinking..."This map seems oddly quite and devoid of life."Cracks in the pavement would be completely out of scale with the map. I'll add subdivisions in the concrete instead. Parked cars and tiny people walking do not match with the image I want to portray on this map. This is the campus as it is without any human interaction. A still life if you will. Adding such obvious "signs of life" would violate that, and omitting them I don't think is hurting the map at all, as I can think of at least 2 maps off the top of my head that don't have tiny people walking that COULD have them.
lol.TaCktiX wrote: There is a metric ton of trees and shrubbery on campus, particularly along the Avenue of Remembrance (all trees were planted in memory of war fallen). Bummer is, I don't know how to render a top-down tree or shrub, much less the oak and palm varieties found on campus. Any tips/help/detailed suggestions appreciated.

I'm starting to feel like I'm the Foundry's new idea punching bag, taking each one for the team because I'm more interested in getting my map quenched than being able to stick with my original vision for the map. [/angst]AndyDufresne wrote:I think adding some "signs of life" could do a wonder in adding some depth to the map. Right now all it is...is just some random buildings to me. There's a little bit of a hook...but I think my mind is thinking..."This map seems oddly quite and devoid of life."Cracks in the pavement would be completely out of scale with the map. I'll add subdivisions in the concrete instead. Parked cars and tiny people walking do not match with the image I want to portray on this map. This is the campus as it is without any human interaction. A still life if you will. Adding such obvious "signs of life" would violate that, and omitting them I don't think is hurting the map at all, as I can think of at least 2 maps off the top of my head that don't have tiny people walking that COULD have them.
--Andy
First of all - thanks for the special thanks in the top left of the map. I just noticed. Not necessary - but much appreciated.TaCktiX wrote: I'm starting to feel like I'm the Foundry's new idea punching bag, taking each one for the team because I'm more interested in getting my map quenched than being able to stick with my original vision for the map.








Version 5. Been done before, people didn't like it that way.Kaplowitz wrote:What if you made all of the buildings the same, buildingish color, but make the color of the text different to differentiate between continents? I think it would still be easy to tell what goes where, but it would look much more realistic, and therefore better.

I think thats just because so much was going on. Maybe now with the simpler map it would look nice.TaCktiX wrote:Version 5. Been done before, people didn't like it that way.Kaplowitz wrote:What if you made all of the buildings the same, buildingish color, but make the color of the text different to differentiate between continents? I think it would still be easy to tell what goes where, but it would look much more realistic, and therefore better.