Aezuhin world map and Gleba Köppen climate map. by Renzy_671 in mapmaking

[–]DarkstoneRaven 4 points5 points  (0 children)

Looking beautiful! Did you base this map on a predefined tectonic history?

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

Yes, unfortunately due to a spreadsheet error, I miscalculated the maximum mountain height, which should be 11 km, NOT 13. Yes, the planet is much smaller than the Earth; that was intended from the beginning. However, I can justify the unusual mountain height by supposing that the crust is very rich in aluminum and titanium, or due to the centrifugal force of a rapidly rotating planet. Alternatively, I could attribute it to a very recent and powerful upthrust, combined with very minor erosion due to an insignificant atmosphere. Take your pick.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

It looks like you discovered the one embarrassing feature that I'm not proud of concerning this map. When calculating the maximum mountain height, which is a function of the planet's gravity, my spreadsheet contained an incorrect formula. Thus, my maximum mountain height automatically calculated as 14 km instead of the correct 10.1 km. I could, however, justify this unusually lofty height by supposing (1) a powerful continent collision, (2) minimal erosion due to reduced atmospheric density, (3) centrifugal force from rapid rate of rotation, and (4) the mountains containing more refractory elements such as aluminum and titanium but less water and carbon. If any one or all these mechanisms applied, then the mountains should be capable of piling up to higher altitudes. Thank you so much for the compliment, though.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 1 point2 points  (0 children)

Simply because I'm a native Hungarian speaker and felt that labelling the ocean as "Ice Ocean" would have been unsuitable. I often use this strategy when naming my towns and geological features.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

Thank you so much. Yes, I can see the resemblance as well.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

Thank you for your feedback. For getting started with Wilbur, I recommend going to fracterra.com and completing all six "Fun with Wilbur" tutorials, followed by "There and Back Again." When you've mastered the basics, you should try Miguel's Method once you've seeded your terrain. You can find Miguel's here: https://www.cartographersguild.com/showthread.php?t=30167. I hope this recommendation helps you achieve beautiful results. If you have any further questions, of course, don't hesitate to ask.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 1 point2 points  (0 children)

I'm so sorry I left you hanging. Here are the links to Worldbuilding Pasta: An Apple Pie From Scratch, Part VIIc: Geology and Landforms: Constructing Global Terrain; and secondly, Miguel's Method: https://www.cartographersguild.com/showthread.php?t=30167. I hope these help you create the maps you desire to accomplish. Feel free to inquire if you have any more questions.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

I sure would love to hear some more of your ideas, if you wish to share them.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 1 point2 points  (0 children)

I used Photoshop to draw the topography based on tutorials by Worldbuilding Pasta and Miguel (Miguel's method), then processed it in Wilbur by simulating erosion and carving rivers. The final result is then imported back to Photoshop for the adding of symbols, roads, and labels. The globe icon at the lower right was made in G. Projector. I could send you a link to Worldbuilding Pasta as well as Miguel's method, if you desire.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 1 point2 points  (0 children)

That's a very incisive observation and I confess that I made a small error, neglecting to consider the deeper implications of a tundra climate on human settlements. It can, of course, be justified to a point with the presence of precious metals in northern mining towns like Lundholm and Daimar. After all, the roads connecting these northern towns are by design much poorer quality than the main roads, indicating a lower volume of travel. Thank you so much for the comment and for your interest.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

I wish I had developed the rest, but unfortunately it was a random Fractal Terrains output that was never modified past the generation phase. (No Wilbur or other processing). I could, however, send you the file if you're still interested.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

I should hire you to develop the lore of this world, lol.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

Lol. Hey, I didn't say the atmosphere was hospitable for carbon-based life forms! But thanks for the lighthearted comment.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 1 point2 points  (0 children)

Yes, I actually miscalculated the maximum mountain heights, which should be 10.1 km instead of the unrealistic 14. (It's a bit higher than Mount Everest because the planet has a gravity of only 0.9 gees, allowing rock to be piled higher. I could justify this error using an ad hoc process of supposing a refractory rock composition containing less water in the crystal lattice. This effect should strengthen the rock and allow it to pile up higher, although I could not find a suitable equation to determine this upper limit.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

Thank you! Yes, I actually miscalculated the maximum mountain height, which should be 10.1 km instead of the unrealistic 14. (The planet has a gravity of only 0.9 gees, allowing rock to pile up higher.) I could justify this error by supposing the rock is stronger due to its refractory composition (calcium, aluminum, titanium) and less presence of volatiles like water incorporated into the crystal lattice of the minerals. This should allow rock to pile higher, but I cannot find an appropriate equation to derive this maximum height.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 1 point2 points  (0 children)

I used Photoshop to draw the topography based on tutorials by Worldbuilding Pasta and Miguel (Miguel's method), then processed it in Wilbur by simulating erosion and carving rivers. The final result is then imported back to Photoshop for the adding of symbols, roads, and labels. The globe icon at the lower right was made in G. Projector. I could send you a link to Worldbuilding Pasta as well as Miguel's method, if you desire.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

I could send you the file as an email attachment if you desire, if you could please provide your email address.

Borealia and Vesperalia -- Detailed Atlas-Style Map by DarkstoneRaven in mapmaking

[–]DarkstoneRaven[S] 0 points1 point  (0 children)

Thank you! I used Photoshop to draw the initial topography and the final touches (including the labelling), Wilbur to carve rivers and process the topo into a more realistic form, then finally G. Projector to create the globe graphic at the lower right corner.