Evensfell Full World Map

First, the technical aspects of this. The final image sizes were exceeding 3 gigabytes in Photoshop’s large file format. Most of this came in the last few days of the project, where I was combining layers from different files and adding touchup layers. I have a computer literally built for exactly this purpose (drawing huge maps), and I did not expect the 10-15 minute save sessions I was dealing with. Lesson learned — next time I’m going to handle large maps in chunks!

The project was entirely done in Photoshop CS4. For most of the early project I was using 64-bit since it could access the full 12gb of RAM. However, CS4 64-bit began locking up with light rendering, which I was using to aid the shaded relief I was working on. At about this point, any time my computer idled, CS4 64-bit would crash. For the last few days of the project I moved exclusively to 32-bit, which was mostly stable.

This is a hand-drawn map mixed with the aid of digital processes. Specifically, I used three layers of shading, one of which was a computer-generated shaded relief technique, which allowed for very accurate height-map shading. The height maps were generated from specific contours I designed in Photoshop, based off the drawn ridgelines. If you look closely, you’ll see the hand-drawn ridgelines that generate mountainous terrain.

That said, there were also two layers of hand-shading. Because an automated shaded relief does not accurately give a feel of depth in a map of this scale, I used airbrushes to add faint highlights and shades across the world. This is specifically what allows for things like plateaus and high mountains.

Rivers were by far the biggest time investment in this project. Unfortunately, for the precipitation of this world (called The Sinking Lands for a reason), I just couldn’t skimp on them.

The entire project was broken up into 9 segments before it could be processed by DeepZoom Composer. The viewer on the webpage above is based off Seadragon AJAX, the non-Silverlight version of DeepZoom.

Note: There’s touch-up to do on this map, especially w/ color and gradients that didn’t do the transfer to JPEG file format well. Most of this has already been done in the source files, but because a full compile locks down my Photoshop computer for so long, it may be a while before I update the files server-side.

There’s also one river violation. Not the one in the South w/ the big lake — that’s intentional and is a canal. The river violation will be removed; the river was there first and the mountain decided to jump in when I wasn’t looking.

The first thing to understand about this map is that it has been developed for use in a browser-based game. The reason there are no cities or other landmarks shown on the world map viewer is because — at a point relatively soon, we hope — we’ll have them as clickable, interactive markers.

We’ve got a lot of written story to Evensfell, most of which will be published in the coming days and weeks (some of which already has been, if you check out “The Firefly King”). Evensfell is a concept that is completely independent of the game based on it — more accurately, the people, places, and stories have been around since around 2003, and the game is built on the story, not the other way around.

The map does not show the entire world, nor even a major continent. When I refer to the ‘world’ or ‘world map,’ it is in reference to the world the people of these lands know.

Evensfell is a drowning world. Off the Eastern shores, an endless system of hurricanes and tornadoes permanently blackens the skies, whipping torrential rains across most of the lands. This is The Blackened Reach. Snow twists in from the north, feeding into the Reach.

The Blackened Reach has twice broken past the Eastern mountains and brought the Great Winters upon Evensfell. During these events, civilization has collapsed as food supplies disappeared.

Mountains are crumbling under the relentless rain. Through the interior seas of Evensfell, sailors see the ruins of ancient cities just beneath the surface.

The Reach will sink the world.

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Northeast Evensfell Complete Map

I’d like to put together a fuller post but I think I’ll finish more of the world before I get to that point. Here’s the progress on the full world map of Evensfell!

http://zoom.it/1aoT
http://zoom.it/1aoT#full

Direct download (If you use this, I suggest opening in a program that allows multiple zoom levels):
http://www.patrickocallahan.com/wp-c…ortheast01.jpg

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Ironspine Shaded Relief

Click to enlarge!

Follow-up on the previous post: Just jumped about a light year ahead in shading quality. This shading  technique closely mimics what is done in US National Parks maps and other works by Tom Patterson and other historical cartographers.

I feel that I’ve begun to find the sweet spot between geographical accuracy and fantasy cartography.While it’s not visible in this map, if you look at the 15,000 by 15,000 chunk of canvas in Photoshop, it looks (and feels) like I’m literally sculpting the world. Quite fun!

Anyway, here’s the ‘finished’ result of the new Ironspine. The terrain is a little different than the earlier iteration — this time I’ve aimed to keep it much closer to the original world map. I need to work a bit more on snow, coloring, etc., but I’m happy w/ where this is.

On to new regions!

P.S. As a bit of a side note on the actual technique, I made a very small image in Photoshop to learn it. Here are the initial results that encouraged me to pursue this:

Just the shading, please.

With color and hand-shading!

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Islands Draft

Normally I shy away from computer-generated maps but I spent the last few days studying shaded reliefs and methods and decided it’d be appropriate to try it on some real material. Beware, the following is not only very unpolished and poorly colored, but also 100% randomly generated.

The main reason I’m posting it? I’m already attached to the world. The chain of harbors and inland seas are absolutely incredible. With a bit of work this will turn into a serious world.

As far as shaded reliefs, I’m looking at using more advanced techniques on the Evensfell world. I can’t adapt the computer-generated technique directly because I have to map to specific terrain, but there are elements of height mapping I’ve learned that I’ll definitely begin working with on these maps.

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Mount Ironspine

Click to enlarge! (Designed for 100% zoom)

This is a piece I’ve been working on for the last month. This a 20/1 scale of the Evensfell continent map I published previously.

There’s still work to be done on this map, but I’m also very confident in the work and the processes involved up to this point. I’ll let you guys know about new maps as they come!

This needs a little bit more work in colors, especially on the water and near the coast. Additionally, I’m going to work on more human settlements, specifically farmland, roads, and small towns. I’m very happy w/ the mountain, especially towards the snow cap.

The main goal for this project is to lay the groundwork for a full world map, so most of what I do needs to be reliably reproducible over the next few years and adjustable on a mass scale. I believe the groundwork I’ve set works for this.

If you happen to be a TankSpot donor, I answer several questions about the map in this thread. Here are excerpts:

Pebbletop, Fort Valedea, and Southvalen are the major cities of the area, but I’m trying to keep population levels realistic (??), so you’re looking at a max of about 8,500 people in these cities. There are a few super-cities in the known world with numbers into the tens/hundreds of thousands but not much else in that ballpark.

Pebbletop is an Iron Trade city, which means it’s neutral and acts as an independent city-state with no higher governing authority. Pebbletop has a long history, hence several layers of walls and irregular street patterns. Crater Watch is an outpost of Pebbletop.

Fort Valedea and Southvalen are very new Valemen settlements, with fewer but stronger walls and better planned streets.

All of the other settlements are very small, with no allegiance save a broader identity with the Iron Trade. Save Grefall, most of these will have less than 300 people.

One main difference is there will be more Valemen cities in the new content I produce than on the world map. During the Second Great Winter (occurring just prior to the current setting) there was a mass migration of Valemen to Mount Sovereign. They are establishing their first real empire.

That’s also where Southvalen takes it’s name. The first Valemen council/kingdom was built at the old Valen Tier (West on the world map). Though Southvalen is named after this, it is not South of the old Valen Tier — instead, it is south of New Dominance, the new Valemen capital of Mount Sovereign.

While the work is specifically for-profit for my business, I’m completely fine with tabletop gamers and other fans using this for personal, non-profit pursuits — just make sure I’m attributed!

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