![]() The primary characteristic of those mountains is that they are barren. In fact, there isn't much at all on those mountains other than what is known as "scrub" - basically weeds, vines, lightweight bushes and young sapling trees which have not yet grown heavy enough to fall over. ![]() Have you seen the "Dominican Alps"? Here's a picture. That is essentially what I did, but with a different interpretation of the mountainous area. ![]() So if there was a range of mountains with forests I simply mixed forest tiles into the chain of mountains to represent a wooden mountain. XYZ wrote:In my maps, I try to aggregate geographic information over several tiles. Spiral Sea 54x53=3k, 45% land, Classic, Flat, v1.sav.zip (7.27 KiB) Downloaded 165 times Here's a screenshot of the Spiral Sea scenario in play, and the scenario file is attached to this post. Despite being quite small, the Spiral Sea map / scenario presents some similar logistical issues as the Wrecktangular Labyrinth map but also adds the problem of long traveling distance for both land and sea units. the land is a spiral strip and a warrior unit walking from the beginning to the end of the spiral would take roughly 1,270 turns while the MegaHispaniola map is only 200 tiles wide by 100 tall. The terrain may seem unnatural but it's actually a pretty close match by elevation.Īttached is another map, a very small one at not even 3,000 tiles. So I used mountain tiles for the highest areas of elevation on the map. The "mountains" of Hispaniola may not actually be all that mountainous, but within FreeCiv there are very few tile choices (seven, basically) that indicate elevation. The two inland lakes are visible in both pictures. The screenshot I posted originally of the MegaHispaniola map is showing a section that is just below the center of the original image. I chose the latter method as being more representative of the actual land in a 2D view (looking down from above as it is in the original elevation image.) FreeCiv doesn't provide a third dimension (height) so in trying to demonstrate height one could either place a single mountain tile, for instance, where the real elevation picture shows a large area occupied by one mountain, or one could use many mountain tiles to show the entire 2D area which is occupied by that one mountain. I "flattened" that image to 7 colors, blurred it a bit to ensure that it would translate to square tiles well, then saved it in PPM format and programmatically converted the PPM image to a FreeCiv terrain layer map. The Hispaniola map is actually derived from an elevation picture which I will embed inline below. I'm not quite sure what "a natural feeling" could possibly be in a FreeCiv map. ![]() I'd rather that the difference in performance between tribes on similar terrain (or in same starting positions across multiple games) be only skill at terrain alteration / transformation choices. Specials are missing from -all- maps which I create because I don't like them. The labyrinth map was made much smaller but again with a deliberate logistical issue in that the map itself is a bit of a puzzle in several ways. The MegaHispaniola and MegaJamaica maps are somewhat largish, deliberately so, because at the time I made them, I was specifically interested in the logistical challenges of huge amounts of space with tons of other tribes. I made the maps for -me- (against "A.I." players), so each was designed to -my- preference at the time of creation. I collected all the scenarios I could find of Freeciv here: This is a rather big map but most of it is simply ocean or not settlable land.ītw. You can download this one over the modpack installer: I tend to make them small but detail-rich: You can also make valleys for rivers but the result is rewarding. It's a bit of work since you have to look at different maps like Köppen climate maps, topographic maps, maps of rivers etc. Give it a natural feeling and do some "landscaping" by making it look less artificial. You basically get no momentum such big distances.ģ. The game gets pretty boring if the distances between players are so big that they need an eternity to reach each other. It's the shape of Hispaniola and to some degree the correct terrain but it's large enough for many cities.Ĭongrats on your first scenario.
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