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ADVICE ON MAP MAKING

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Hello Hawks and friends,

 

I have been map making with AC/FB editor for a long time now.  The first ever map I made was the battle of Mollwitz for AC/FB (War of the Austrian Succession) and I remember Sir Will and Drake giving me encouragement to continue map making.  Looking back on that map now it was truly awful, but we all start somewhere.  I think the watershed for me was the map of the battle of Blenheim I made to commemorate its anniversary, its crude by today’s standards but really cemented my satisfaction for making maps that people get enjoyment from playing. 

 

So, hear is a step by step guide of how I go about making a map.  I hope to encourage every hawk to try to make at least one map employing some of these techniques.  It is not an exact science and everyone should aim to achieve their own style.  I hope none of you find this patronising and people of course will have variations on how they go about making a map, skip the parts your familiar with. 

 

Please give it a try, recently map production has really slowed and seeing other people’s maps generates new ideas etc that improve the quality of all the maps for the better.  If you start now then your basic terrain will be completed in time for the final release of the EW Mod and you can then place the detail and the troops.  I look forward to seeing and playing your new maps. 

 

Stu   

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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STEP ONE: WHAT MAP?

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Ok, maybe the toughest stage of the map making process is actually choosing which historical battle you want to recreate.  My advice would be to forget the battles that other Hawks have already made.  Choose the Napoleonic battle that fires your imagination?  What is your favourite battle?  What battle have you read about recently?  If there is already a map of the battle you would most like to make do it anyway and just filch all the best ideas and make a newer and improved map.

 

The battle about which you are the most passionate therefore is the battle you should try to emulate.  If you are passionate about your chosen battle it will reflect in your actual map.

 

I am going to use my recent Waterloo map as an example throughout this guide.  I love Waterloo, it is a fantastic battle.  The massed ranks of the Imperial Guard making their final doomed assault.  The charge of the Scot’s Greys.  The Grand Battery pounding the Allied lines. The quotes:

 

‘Give me night, or give me Blucher’

 

‘I tell you that Wellington is a bad General and the English are bad troops, the whole affair will be no harder than swallowing breakfast’. 

 

The romantic in me loves the final confrontation between Wellington and Napoleon played out like a Shakespearean tragedy. 

 

Making a map of Waterloo is therefore a good choice since my passion for the battle will help me spend enough time and skill in trying to make a great map.  Waterloo may seem an easy choice but other Napoleonic battles are just as dramatic and have just as good quotes; like the gross inability of the Allied High Command at Austerlitz to co-operate, this took place between the Tsar and Kustov. 

 

The Tsar demanded of his General: ‘Why do you not advance?’

Kustov answered ‘I wait until all the troop coloumns are untied.’

The Tsar retorted ‘We are not on the exercise field where one awaits the arrival of all the troops to begin the parade.’

The reply ‘Sire it is precisely because we are not on the exercise field that I do not begin.’

 

 

 

 

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STEP TWO: GOOGLE IT!

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If you own an extensive Napoleonic library that covers your chosen battle by including a map and an OOB then you may wish to skip this next part.  If you want a really detailed account of the battle purchase the corresponding Osprey Campaign book.  They are invaluable for troop dispositions and maps.  If there is no such Osprey book or like me you are thrifty with your hard earned pennies then get yourself on Google and search for maps of your chosen battle.

 

The best source of information is miniature war gaming sites.  If we take Waterloo as an example try such search terms as:

 

Scenario for Waterloo

Waterloo war game

Waterloo battle map

Waterloo map

Waterloo 1815 campaign

 

Also try Google images with the same search terms.  (N.B. You can use any search engine, neither I nor any of my family works for Google!)

 

If that bears no fruit then a post at the forum usually results in one of the guys being able to produce some information about the battle.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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STAGE THREE: TEMPLATE.M3D

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So once you have found a halfway decent map you are ready to begin.  However, much like a carpenter must sand down a piece wood or a painter prime a wall we must prepare our terrain.  All my maps start of on a template called……… Template.m3d. (m3d. is the tag that is automatically placed on the end of the names you save maps under).  Your template is a prepared map where the resources are infinite and everything is ready for building.

 

THE LAYOUT OF THE EDITOR

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


You can work in two modes.  Close up or zoomed out (called ‘L’ mode).  Choose between them using the ‘L’ key on the keyboard.  Unless it is detailed touches I work almost exclusively in the zoomed out mode because this is the mode that the games are generally played in and therefore first and foremost the map needs to look right in ‘L’ mode.

 

Two things you need to do to make your template. 

 

First is choose the correct map size by opening the editor, selecting the menu from the top of the screen and then choosing create new map.  Select the ‘Big’ option.  ‘Normal’ is too small for all but the smallest of skirmishes.  ‘Huge’ has an inherent problem in that scenery you have placed disappears after a set time.  Do not therefore use ‘Huge’ as you will be wasting your time. 

 

 

 

 

 

 

Second is to set the map up with infinite resources, unless you want to try your hand at a map where the sides have limited coal etc for ammunition.  If you are new to map making try a standard infinite resources first.

 

Infinite resources are created in one of two ways. 

 

  1. Select ‘set start parameters’ from the tool box in the editor then click on all players, then set the values to 99999999 click generate, then save your map.  Load it straight up and you should have infinite resources.  To test place some troops and see of the food resources goes down.  (This is known as the easy way)

 

 

 

OR

 

  1. Load up a map that already has infinite resources.  Delete every troop and tree/bush/river, level the terrain using the smoothing tool, and paint a standard green colour all over.  (This is known as the stupidly hard way and is the one which I did)

 

Now save your map with an appropriate name such as Template or Base.  This is then the foundation map upon which all future projects will begin life.

 

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STAGE FOUR: FLAT MAPS

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It is finally time to get creative.  Look at your chosen map.  It is probably what I call a flat map.  Like this example of a Waterloo map.

 

"The Battle of Waterloo at 2pm : D'Erlon's infantry attack past La Haye Sainte"

 

 

 

 

 

 

 

 

 

 

 

 

 

If you transfer it exactly as it is portrayed on the map the troops will end up being deployed like so.

 

 

 

 

 

 

 

 

 

 

This type of straight up in the air look is in my opinion a bit flat if used all over the map and does not show of the troops in their best light.  Troops look much better where you can have the majority positioned at an angle like so.

 

 

 

 

 

 

 

 

 

 

 

 

Turning our present map into a sketch the map would resemble something like this.

 

 

 

 

 

 

 

 

 

 

 

 

It’s a bit flat and boring.

 

What we need to do then is to twist our flat map to set it at a more stylish angle.  Angled maps achieve two things.  First I think they look better.  Second they provide you with a wider front because you are working diagonally.  Go wild, twist your map right around, decide who you want to have towards the bottom of the map, the attackers or defenders.

 

So possible options with my flat Waterloo map are to twist it at an angle to look like one of the following. 

 

 

 

 

 

 

 

 

 

 

 

 

I am going to go for the one on the right.  Bearing in mind that the French will have to be shown struggling up the Mont. St. Jean ridge it will look better to have them moving up the map rather then from the top down. 

 

 

 

 

 

 

 

 

 

 

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STAGE FIVE: THE UNDERCOAT

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Before we can sketch our map into the editor we need to decide on the basic colours.

What time of year was the battle fought, what was the weather like and what country was it fought in?

 

Open the texturing tool and have a look at all the colours on offer.  In order to achieve a good shade we are going to have to do some mixing.  By holding down ‘Ctrl’ on the keyboard and selecting colours you can choose more than one at a time. 

 

 

Additionally you can choose to have individual colours mixed in a greater strength by clicking on it twice three times etc…

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Here are some examples of different terrains and the colours I used.

Height of summer, with light greens and a tad of yellow thrown in for sun burnt grass patches.

 

 

Bitterly cold winter, where recent snow fall has left the ground frozen in a muddy slush.

 

 

Snow covered plain.

For Waterloo the battle was fought in June so it should be summery.  But wait! There was a ruddy great thunderstorm and the field was muddy and wet.  Here are the basic colours I therefore chose.

 

 

 

 

Make a note of your base colour cause you will have to keep coming back to it to paint over mistakes, and if you are anything like me there will be a lot of mistakes.

 

We also need to choose which grass texture to use.  Select the ‘detailed texture’ tool from the toolbox and select an appropriate texture.  I generally use either this one for muddy, winter battles.

 

 

 

 

 

 

 

 

 

 

 

 

Or this one for summer grass.

 

 

 

 

 

 

 

 

 

Most of these textures cannot be seen in the zoomed out ‘L’ mode but are necessary for when you zoom in.  Because you cannot see most, covering the entire field with it is a bit of a chore.  Select the largest brush radius and start in the top left corner of your map.  Then move up and down alternatively making sure you are overlapping your strokes to cover the entire map with the texture.  Lastly zoom in and wizz around to check there are no bald patches.    

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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STAGE SIX: WHAT IS GOING WHERE?

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Now that you have the right angle for the map you can sketch out the dimensions of the battle.  I do this using bright or dark colour so the overall layout can be seen on the mini-map. 

 

This will all disappear on the map and is just so that the dynamics of the field and spaces in between the various features can be gotten right.  So for the Waterloo map: 

 

You can see that using various colours I have directly mapped out the angle for the map and all the important terrain features such as roads, building positions, major wooded areas, streams and rivers and the main elevations.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

I also check to ensure that the angle of the Mont. St. Jean ridge and the road that runs along it will allow troop formations to be lined up nicely along its length.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Here I am making sure that the position of the Grand Battery will be able to fire and reach the Allied positions.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This stage for me is really important.  Playability will be partly dependant on how well the field has been laid out.  Can the positioning allow the grand battery reach where it was meant too? Are the farmhouses positioned close enough to the edges of the field to make flanking attacks difficult?  Have I kept the shape of the battle?  Take your time on getting the layout so that you are happy with it. 

 

Once you start placing terrain it is really difficult to go back so save the time and trouble by spending just that bit of extra time on trying out different layouts at this stage. 

 

From here on in its downhill all the way. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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STAGE SEVEN: ELEVATIONS

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Please note that Drake prefers to use the editing tool named edit relief.  He wrote some advice on the use of this technique and I believe there still to be a link for it at the forum.  I do all my elevations by hand and therefore will concentrate on this way, but so that all choices are laid before you have a go with the edit relief tool.

 

There are most likely to be a few elevated formations on your chosen map that played a key role in the battle.  Ridges and hills that are essential if you are going to get the look of the map correct.  Dealing with essential elevations first then. 

 

On my Waterloo map there are three key elevated features.  The Mont. St. Jean ridge, the French held ridge and a small rise in the centre of the valley just before the sandpit. 

 

I am therefore going to make sure I get these elevations correct first.  Choose the raise hill tool and fix at an appropriate radius.  Hold down the left mouse button and gently raise up to the required height.  The right mouse button lowers terrain. 

 

 

 

 

Do not raise the elevation too high or horrible black shades will appear. 

 

 

WARNING: Trees and bushes placed onto the ground before the elevation is raised will tend to keep their full shading but those placed on top of an elevation after it has been raised for some reason lose their detail.  So if you are creating a hilly wood place the wood first.

 

To polish of the elevation gently run along with the create plateau tool as this rounds of the edges nicely and irons out that staggered look that sometimes appears.  Then remove your sketch markings to consider the finished product. 

 

If you want your elevations to have a sharper incline then again employ the left mouse button and the create plateau tool and run it along the incline of your elevation. 

 

 

The right mouse button makes the incline gentler. 

 

 

 

 

 

Now we can deal with the non-essential elevations.  The general rise and fall of the battlefield.  Select the raise hill tool and apply a generous amount of random sweeping whilst holding down the left mouse button all over any remaining flat terrain.

 

 

The result is a random, but controlled landscape that does not appear flat and bland.  Compare the two pictures below, one looks significantly better and it is the one that employs this technique.

 

 

 

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STAGE EIGHT: FLORA AND FAUNA

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As with the placing of the colour textures holding ‘ctrl’ and selecting multiple bushes and trees allows for a random placement that gives a more realistic look. 

 

Use only two or three tree/bush types to keep a consistency and choose flora and fauna that is in keeping with the surrounding landscape.  Then add a little of a darker base colour shade under the trees for finished effect. 

 

Here is a German forest

 

 

Spanish Wood (note the added stones)

 

 

Dutch Wood

 

 

Less is more; keep brush strokes small in radius and delicate.  This looks poor and the concentration of sprite objects may cause crashes.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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STAGE NINE: RIVERS AND STREAMS

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Sketch out the route of your river (this should already have been done when working out the layout of the map earlier).  Remember that there is no need to create massively wide rivers, smaller efforts allow for greater emphasis on curves that give a much better effect than straight thick river lines.  Here is how I go about making rivers. 

 

 

Then select the add water tool and apply over your outlined.  Set the coast width quite high to allow for a shallowing effect at the rivers edge. 

 

 

Remove the outline by applying your base colour all over the area and you are left with the basic river.

 

 

Choose the create plateau tool and using the left mouse button run along the length of the river to lower the terrain and make the banks of the river.

 

 

Add textures that become more concentrated as they reach the edge of the river.  Here you can see that the banks are muddy where the water line rises and falls with the rain.  This effect decreases as we get further away. 

 

Using the same principles as in the previous stage add appropriate flora and fauna and maybe a few stones.  Remember not to apply too many.

 

Finally add a stony texture (This gravely texture is my personal favourite since it does not give too bright a look.)

 

 

Bake for 20 minutes on a medium heat (only joking) and you have something that ends up like…

 

 

 

 

 

 

 

See the same steps applied for small streams.  Press F5 to access stream options and select the tiny, almost invisible, green boxes that circle the chosen stream sprite to determine its direction.  Then place as you would a tree or bush.

 

 

Add bushes and reeds as above and you will end up with something resembling this:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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STAGE TEN: ROADS AND FIELDS

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Roads are fairly straight forward and I have three types of road category.  The paved highway, the major road, and tracks.  Below is an example of each.  You will see that the paved highway and major road are framed with a darker shade to emphasise their importance. 

 

 

My advice is to keep roads relatively small in width; large roads distort the proportions of the map so I try to keep them no wider than 4 troops abreast. 

Where a road crosses a river or stream you will of course require a bridge.  They are placed in the same way as buildings and use the arrow keys when the bridge is selected to move it into an exact place.  Ensure that all bridges are placed in a neutral colour (I always use Brown) so that players cannot select them during the battle.  The water running below the bridge must be deleted in order for units to cross and you need to zoom in and add some forced blocking using the blocking tool to ensure that troops will cross in an even manner.

 

 

Roads always look quite bare so to ensure a good finish they generally need to be lined with fields or bushes and trees and ditches.  Here are some examples:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

As far as fields go I have two categories.  Firstly the type of background patchwork fields that are designed purely to prevent large flat green plains.  Fill the gaps between roads with a criss-cross of hedged fields. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Then choose one ‘field’ colour (usually a type of green) and fill the majority of the fields.  Break up this effect with the occasional muddy or ploughed field.

 

The second types of fields are the more detailed farmland type, and the type that I shall employ on the Waterloo map. 

 

Firstly map out your basic field shapes.  Fill most with lines of bushes to represent various different crops.  The occasional field can be a corn field but do not place too many since this can cause crashes. 

 

 

To make a cornfield place some mills and wait for the crops to grow to their full height. 

 

 

Zoom in close and turn on ‘scroll lock’ then select the paste terrain tool and draw a box around as large a patch of the corn as you can.  Then press ‘ctrl’ and ‘c’ together.  An option box will appear in which you can put an appropriate name.  I use 1Corn as this will make it appear at the top of the paste terrain options list. 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Go to that option and select 1Corn from the list and place on the map.  Remember to turn ‘scroll lock’ of as it will mess up the use of other map making tools. 

 

Add as many of these as is required to make your cornfield and then place suitable textured shades and perhaps prune the cornfield to the right shape.  I also delete some of the cornfield so that it is not as concentrated. 

 

 

 

 

 

 

 

 

 


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STAGE ELEVEN: TOWNS AND BUILDINGS

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The same principles as with flora fauna apply to buildings.  Do not place too many and limit yourself to a couple of buildings that share the same architectural style needed for the battlefield. 

 

Use the arrow keys to get placement just right.  Too close together can cause crashes but you can still aim for a tight nit placement.  The key to a good village is the detail.  Place some walls, bushes, alleyways and streets, a little town square, signpost, barrels, compost piles, little gardens and church graveyards.  Not something of each in every village but a selection throughout. 

 

Here are some examples:

 

 

Note the walls and are used to frame the village and streets criss-cross between the buildings.  In the bottom right corner you can just make out some small gardens that help add detail when placed around a major town or village. 

 

 

 

This is the main square at Leipzig and the entire city is topped of with a twin cathedral and large fountain. 

 

 

A small Spanish village demonstrates how limited use of building types creates a more realistic and pleasing overall image, rather than a multitude of ill suiting buildings. 

 

 

 

 

 

 

 

 

 

 

 

 

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STAGE THIRTEEN: FINISHING TOUCHES

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This one is nice and quick.  Lastly, wizz around the map and fill any obvious gaps with a small rise in terrain, rock formation, wooded copse or field. 

 

Make sure that any unneeded blocking is gone from hills and valleys.

 

Ensure that you have created a simple, yet beautifully captured impression of your chosen field.  

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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STAGE FOURTEEN: CONVERTING THE OOB

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This can be a nightmare depending on the type of OOB you have, below is an example on how I converted part of the I Corps of the French Army of the North for Waterloo. 

 

I Corps

Commanded by Général de Division Marquis Jean Baptiste D'Erlon

*1 GENERAL AND 3 AIDES*

1st Infantry Division: Général de Division Baron Joachim Q du Passage

     1st Brigade: Général de Brigade Quiot

          54th Rgmt de Ligne

          55th Rgmt de Ligne  *2 LINE REGIMENTS*

     2nd Brigade: Général de Brigade Bourgeois

          28th Rgmt de Ligne

          105th Rgmt de Ligne  *2 LINE REGIMETS*

    

2nd Infantry Division: Général de Division Francois Donzelot

     1st Brigade: Général de Brigade Baron Schmitz

          13th Rgmt de Légere

          17th Rgmt de Ligne *1 LINE REGIMENT AND 1 LIGHT INFANTRY REGIMET*

     2nd Brigade: Général de Brigade Aulard

          19th Rgmt de Ligne

          31st Rgmt de Ligne *2 LINE REGIMENTS*

 

Waterloo of course is a special battle since everybody knows everything about it, even down to the colour of Private Clayton’s (1st Foot Guards) underwear.  But the aim is not to exactly replicate each soldier but to capture the feel and spirit of the battle. 

 

For example in Battle X the Allies may have a total force of 75,000 men and France a force of 65,000 men.  It is easy to reduce the army sizes down by dividing each by 100.  So for our battle map the allies will have 7,500 men and France 6,500 men.  However, this will surely not work.  A difference of 1,000 is massive in game terms where as in the real engagement the difference would not have been so detrimental.  So in this situation I would give the allies only 400 or 500 more men.  Play it by ear.  Capture the spirit of the battle rather than trying to apply a rigid mathematical formula. 

 

Do not be afraid to tinker the OOB slightly in the name of playability.  The OOB may have a cavalry corps that includes 8 regiments of Hussars.  So many will unbalance game play so just place 3 regiments.  They are represented on the field still but not so they will make the map unbalanced.    

 

A good tip.  The more obscure the battle you create the more you can get away with before somebody points out that only one regiment of jaegers were deployed behind that rivulet on the upper east side corner of the map rather than two!

 

 

 

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STAGE FIFTEEN: TROOP PLACEMENT

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Neat and tidy is the order of the day here.  If troops are on the approach to the battle field then place them in coloumns.  Line up the artillery into nicely formed batteries of about 3 guns a piece (unless it is a grand battery).  I have seen a few really good maps where the troop placement has detracted from the overall look because insufficient time and care was taken over placing the units.  For example artillery facing the wrong way.  Just take the time to line everybody up in neat rows and columns and have all your generals, guns and aides facing the enemy.  It truly makes a good map great when the troops have been carefully placed. 

 

This may seem drastic but compare the two:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Lastly add the finishing touches.  A unique character unit and command post.  A surgeon’s station maybe staffed by a few priests.  All these little touches make a map.  When a player can see a single commanding officer outside a tent in L mode they realise that this map is populated by some 16 thousand little men and these individual details help to create an epic feel.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


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CONCLUSION AND STYLE

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I am not going to say much on the subject of style save to say that it is something that you will establish yourself over time.  My advice would be to try to employ a limited palette of colours to maintain a theme throughout the whole map and

keep it simple and small and neat.  Remember that more is less.  

 

I hope that this has been of some assistance.  Take your time and remember to make a map that you want to make, not one which will fill a missing gap or that others have requested.  There are no limits to how creative and daring you can be.  Go wild.

 

Stu