Map of Maps 1 and 2

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Nomadic1
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Map of Maps 1 and 2

Post by Nomadic1 »

I don't know if this will be of any interest to anybody, but attached is a complete map of Maps 1 and 2 using the createmaps feature of Morrowind.

It's a quarter of the original size.
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Map1 and 2.zip
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Post by Theo »

It is very useful to me. At least in showing that some parts of map 2 need further detailing (the borders between maps and even some detailing claims are still very visible) and that now I can mark non-town interiors and check their distribution. I only regret that you didn't use the recentmost version of map 1, but there are just few differencies.
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Post by Bloodthirsty Crustacean »

I like these anyway. It's extremely useful for people like myself who are still a bit confused about where some stuff (particularly on Map 2) actually is. :P

I am also pleased to say that some of the inter-claim borders blurring that I did for Map 2 clearly paid off.

And agree with Theo that some parts of Map 2 could do with a tad more work to truly look proffesionally made. (Particularly, the 'northern strip', which is horrendously out of kilter in terms of static placement and also vertex shading style; and the 'south-east of Marog' Helnim Fields section, which is also extremely noticable on the mini-map (although it is a far more solid claim than the northern-strip, and just requires a less sharp static layout/terrain height change contrast to the northern claim) Also noticable, however boring, is the total lack of detail in our seas throughout both maps. Look at Vvardenfell's coast, and then look at the mainland's. Not just the far side, but also the near side as well in some cases!



I think it would be extremely useful to have one of these maps made as soon as Map 3 enters into the post-detailing (i.e. NPCing) stages. It would allow geogrpahic borders for Region Paint to be set up instantly, identify areas of land which need work early, and also allow NPCers to see exactly where their claim lies in relation to others, for directions dialogue etc.
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Post by Mwgek »

Bloodthirsty Crustacean wrote:Also noticable, however boring, is the total lack of detail in our seas throughout both maps. Look at Vvardenfell's coast, and then look at the mainland's. Not just the far side, but also the near side as well in some cases!
The seaflora is often fogotten when modding a landscape. Although some rock and plants in the water at the horizon makes then picture complete.

But I must say it is really top notch quality if you compare it to Vvardenfell Island.
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Post by Thrignar Fraxix »

I would love to know how you did that (putting it all together like that, not the createmaps. I can do that)
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Post by Nomadic1 »

Thrignar Fraxix wrote:I would love to know how you did that (putting it all together like that, not the createmaps. I can do that)
- I first set up a 10x10 grid (2560x2560) chequered template

- Then I went through and painstakingly hand-placed each tile onto the template (this takes ages)

- Once all of it was done, I shrunk each piece to a quarter of the size and put it all together

It took most of Sunday to do.
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Post by Gez »

There are tools that do this automatically... MapMerge I think it's called. I haven't used createmaps in ages.
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Post by Hemitheon »

Using your maps I created a map marking settlements, dwemer and daedric ruins in Maps1&2 if anyone wants it.

I might do another but for caves/wrecks/grottos.
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Post by Thrignar Fraxix »

Nomadic1 wrote:*snip*
And here I thought you found a faster way to work with those files, turns out you are just dedicated and anal...
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Post by Theo »

Hm - that is what I have been doing recently for all non-town interiors on map 1 using your list of interiors, but if you have one already I would really like to see it. Also I noticed that the 'Gilvan-Tidrith Iron Mine' of map 1 is not connected to the exterior. If we want to place it somewhere this map would be helpful to find the best location.
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Post by Hemitheon »

I haven't started on that map, but I can if you want me to.

This is what I created. I only created it for personal use as a wallscreen so if you want I can redo it, adding in all the other stuff and removing the ints like Lambinatha which can only be entered from within another int.
Last edited by Hemitheon on Thu Jan 15, 2009 1:43 pm, edited 1 time in total.
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Post by Túrelio »

Actually both of these are huge helps, I was actually going to ask if someone could do this because I want to try my hand at creating a illustrated map like the one that came with the games. I was just going to do some of individual cities(Port Telvannis really needs one IMO) but with this I can try for a much larger scale.


BTW, I think there might be some conflicting reports of where Sadas Plantation is, because I think I had NPCs telling me it was on the most eastern portion of the island, I have to check again unless this is something already known.
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Post by MMMowSkwoz »

Túrelio wrote:BTW, I think there might be some conflicting reports of where Sadas Plantation is, because I think I had NPCs telling me it was on the most eastern portion of the island, I have to check again unless this is something already known.
I think that's a reported error.
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Post by Hemitheon »

Ok. I have finished Map1 locations. Now I'll do Map2 locations. That way the modder/player has a place of reference.
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Post by Chin Music »

"Official" TR maps in the style of the paper map would be cool.
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Post by Gez »

Chin Music wrote:"Official" TR maps in the style of the paper map would be cool.
Yeah. [url=http://www.elderscrolls.com/codex/team_maps.htm]Bon courage.[/url]
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Post by Túrelio »

No one would happen to know of a website for Mike Wagner would they? I did a brief search, but only got links to TIL or Elderscrolls.com
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Post by Hemitheon »

Full Map
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Last edited by Hemitheon on Fri Jan 16, 2009 4:35 am, edited 1 time in total.
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Post by Gez »

You've got tiny things like Astius Claenia's hideout, but you don't have Ashamul.

We really need to put more rocks and little islands along the coast of Map2. Especially to the East of Sadrith Mora. It's quite jarring as it is now.
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Post by Hemitheon »

Yeah I noticed Im missing a few. I added Kemel-Ze, now I'll add Ashamul. Can anyone see any other gaps?
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Post by TheGooch »

thankyou Nomad for making the map.
and thankyou to Hemi for Naming everything.
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Post by Theo »

Darn! With people like Nomadic and Hemitheon around I feel less and less beneficial to the project :( Well, at least now I plan to help test and finalize map 1 quests. And I can also update the map with encounters.

PS: Looking at the map I think the best place to put the unconected mine is south of BO. I will do it once Beave is finished with map 1.
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Post by Hemitheon »

Stick it southeast of Nassudan. Talk about major negative space.

Sidenote: I've been doing filler interiors because I know TR will eventually need them. Just a couple ancestral tombs and maybe a cave and a tiny daedric ruin. Perhaps TR could fill in the peninsula Nassudan is on with those. Whaddya think?
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Post by Bloodthirsty Crustacean »

Personally, I quite liked it as 'isolated, windswept peninsula', rather than another bursting full place. Some more could be done, but I'd say only caves or grottos. The landscape there is really nice without another tomb sticking out every ten yards. (If you take the walk from Firewatch to Nassudan, I find it a quite nice trip. North of Nassudan more could go on, but I like the isolated valley)

Anyway, rambling thoughts...
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Post by Theo »

I am for leaving this part uninhabited and interior-free too. Adventurers who venture this far to the wilderness can meet with an Argonian hunter chasing strong Ogrim here. If you manage to find the Ogrim and kill him, you can harvest some nice loot from his body.
Filler interiors will come handy sometimes, do not worry about them.
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Post by Hemitheon »

Ok I reposted with fixes. Perhaps someone could spotcheck it? Then perhaps we could post it in the public forum as a reference for players.
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Post by Túrelio »

Could someone send me the original at full size, if it is possible. Just send it to my email at jamesnarnold@gmail.com

That would be a big help, thanks.
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Post by Hemitheon »

The file is in the first post by Nomi.
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Post by Túrelio »

Yea, I already have that one, but it's at quarter size, same as yours. Full size would be more helpful for me if I had it.
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Post by Nomadic1 »

Here are the files at original size in jpeg form. I usually use pngs but that would be 150 megabytes. They aren't put together - I found it would be a lot quicker to shrink these first - but it should be easy enough to do.

Hope they help.
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Post by Túrelio »

Yea that is great, thanks a lot. I can make out and see things much better, so I have a better idea of what I am drawing without having to look at quite everything in the CS.
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Post by Bloodthirsty Crustacean »

Túrelio, if you pull this off...

You are officially the Coolest Person Everâ„¢.
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Post by Hemitheon »

Turelio, will you need a list of geographical features?
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Post by Túrelio »

Yea eventually that would be helpful, it doesn't have to be full-size, just something I can compare with the others.

This is taking a long time to do on the computer, because of the way Mike Wagner did his. It is actually a good thing I got the map from you Nomadic1 in sections, because I'm going to try and print them out and do it by hand with tracing paper(stippling doesn't look as good done on the computer). Then I will merge them all on the computer and color it. I really want to make it look like the same style as the official maps, but I might have to go with something different.

Although I can certainly make changes later, one thing to discuss is how much to show and where to hint the player to important things. Like the X marks on the official, or just little things on the map to make people want to go explore something that might not be part of a quest. All the shipwrecks near Vvardenfell were marked, as were the locations to the player strongholds. I am not doing names till after I get the rest done, but eventually we will need to discuss what things are named and what will just be an image on the map.

Oh, and this is going to take a while, quite a while. Great Crustacean, I've never been the CPE before :P
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Post by Bloodthirsty Crustacean »

I agree that naming principles should be the same as on the original map. So that means rivers, 'regions', settlements, Dwemer and Daedric ruins. Possibly pilgrimage sites too (Koal Cave is marked).

One thing I would change, though, is the 'X system'. On the vanilla maps, they only(?) pointed to shipwrecks. I think they could be extended to other things (but only a very select few other things - some secrets should still remain). One idea would be to mark one or two of the 'treasure hunt chests' (currently only on Map 1; to be added to Map 2 on questing. Probably could/should have been added earlier. Though no one cares about them but me. :P) locations.
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Post by Gez »

Túrelio wrote:Oh, and this is going to take a while, quite a while.
By the time you're finished, you'll have to add Map3 to it. :P



Of course, in the distant future, it would be glorious to have the full Morrowind province map (with Bethsoft's ones inserted).
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