Showing posts with label Maps. Show all posts
Showing posts with label Maps. Show all posts

Friday, October 30, 2009

Doodling

If you believe that playing around with maps is a displacement activity from the reality of writing, then I haven't put the past couple of weeks to good use. If you think they're a good way of developing a fantasy world, which is not a five-minute job, then the conclusions are more hopeful.

Yesterday I expanded my map a little further by adding some names, as well as getting to grips with some software techniques to make the map more attractive.


I've narrowed down my field of operations to a single portion of the larger Azundel map (the top right corner of the original) and put in some drop-shading on the landmass to give a three-dimensional feel (this looks even better with the map blown up to full size). But the real development is place-names. Adding these moves us from a doodle to a real map. Next we may add some cities to populate our fictional "commonwealth".
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Thursday, October 29, 2009

On maps and worldbuilding

Once again I have been thinking about, and making, maps. Matt commented last week on the photorealistic quality of the map of 'Azundel', and clearly the style of the map influences to a large extent the way in which the observer responds to it.

I find a photorealistic map is very useful in determining 'what goes where' but it is not the kind of thing you would reproduce in a fantasy novel. I've done some work, instead, in making the same terrain into a more inviting style of map. The blues and yellows of a traditional atlas can be a good starting point, as in this version:


On a practical level, the colour scheme of this map lends itself to lettering, but it feels too modern to be a true fantasy map. To give a more antique feel, I often fall back on browns, and a grained paper surface, as in this version:


This produces a striking and decorative map, although not one which lends itself to easy lettering (imagine trying to show the names of cities against this background). Different maps, even of the same terrain, have different uses.

The next stage is to start to put cities on the map. This is where a world starts to find its feet; if you call a city "Z'Gnarth" (writer's hint: don't), it creates a different resonance in the reader's mind to "Azundel" or "Xhendelesse". At the moment I am enjoying the sound and feel of Dutch place names, so these are likely to influence the next version of the map. Who can fail savour real names like Medemblik, Zwaartsluis, Coeverden? I've always liked the look of Dutch names (who, except the Dutch, can actually pronounce them?) and the Emmenrule in my Mondia stories comes directly from the Dutch football team BV Emmen.

My next iterations of the map, therefore, are likely to place and name some cities: the point at which a map starts to become a world.

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Friday, October 23, 2009

More on Maps

I've been playing some more with maps this week (that's why they give me a lunch hour). The first is a refinement of one we saw last week.


This is created with a lovely piece of software called Fractal Terrains Pro. I've enhanced it from last week's by taking a bit more care over the colours and textures--plus, of course, giving it a name. It's easy to produce high-resolution images which means I can zoom in on smaller sections of the map. A map like this can be sweated to yield a lot more detail and hence imaginative stimulation. My Mondia series was kicked off with a map generated by FT Pro.

The second map is perhaps not as impressive, but took only seconds to generate with an application called Greenfish Relief Map. Once output it's not quite so versatile, but it cleverly decides where the towns go, even naming them using parameters you've supplied. I fed in some French, Greek and Arabic sounds to get the ones shown on this map.


Clicking on either map should produce a larger image.

None of this counts as real writing but it does start to provide some raw material.
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Friday, October 16, 2009

Maps

One of the things I always like about fantasy--and I acknowledge charges of nerdy geekishness here--is the maps. They can't redeem a bad book, but a fantasy map can be a thing of beauty. I'm sure most readers of The Lord of the Rings have pored over the iconic maps of Middle Earth at some time or other.

Creating maps can be a fine way of stimulating my imagination if I'm trying to think of a new story. They can act as a kind of Rorschach inkblot: the shapes, and particularly their inter-relationship, present all kinds of intriguing possibilities.

Take the two maps below, from a number I've dreamed up this week:
Each map presents a different set of possibilities. The first has many small land masses, peppered with even smaller islands. The inhabitants of these places might find their cultures more distinct from their neighbours because they present a series of discrete environments; and they would be less amenable to central control. This is a place of vibrant, individual cultures which would surely clash when they came into contact. Seafaring could form a major part of a story set here.

The second map has fewer, larger, landmasses. While there would no doubt be regional variations, it's easy to imagine a more homogeneous culture and a stronger, more authoritarian rule. The conflict inherent in such a place would be more likely to be internal: palace intrigues or dynastic struggles. There are also large internal lakes or seas on two of the islands; unusual topographical which again provide story-telling opportunities.

These maps, which exist in much more detail on my computer, are not in themselves stories: they contain neither plot nor character. But nonetheless they provide a hint of a framework (study the more detailed ones closely and you can work out where the cities might be).

There are stories in both of these places. Maybe one day I'll tell them.

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