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Subject: 
Castle World Mapping Guide (beta)
Newsgroups: 
lugnet.castle
Date: 
Wed, 9 Feb 2000 20:40:02 GMT
Reply-To: 
tcoats@cyberis.(SayNoToSpam)net
Viewed: 
1130 times
  

Here is the preliminary version of the mapping guide/key for Castle
World (or any other world for that matter).

Castle World Maps: Key and Standards (beta version):

by Tim Coats

(meant for actually building the map in Lego, or in POVRay)

Scales:
Global = 100 miles per stud, 1 plate thickness = 5000 feet elevation
Regional = 10 miles per stud, 1 plate thickness = 1000 feet elevation
Local = 1 mile per stud, 1 plate thickness = 500 feet elevation
Town/Dungeon = 10 feet stud, 1 plate thickness = 4 feet elevation (This
could also be done at 20’ stud and 5’ stud at the discretion of the
mapmaker.)

Generic Terrain, Colors and Symbols (For use at all scales):
Light Green (Paradisa Green) = grasslands, plains, base color for most
maps
Green = dense forest
Medium Green (Found in Speeder Bike plate and some mutant palm fronds) =
light forest, forest edges
Orange = volcano, lava river
Tan = desert, wide beaches
Yellow = coral reef
Red (usually red dots) = points of interest, possibly major roads or
trade routes, country border (Will need to think much more about
representing the latter two well.)
Light Gray = high mountains, underworld main tunnels and caverns
Medium Gray = medium mountains, underworld secondary tunnels
Black = mountain bases, underworld fill
White = snow, ice, glacier
Blue = deeper water, most underwater terrain
Light Blue = shallow water, shallow underwater terrain
Palm Tree = forest, but more specifically jungle/rain forest
Round Tree = forest, but more specifically broadleaf/hardwood forest
Pine Tree = forest, but more specifically pine forest
Seaweed = kelp forest
Prickly Bush = scrub
Prickly Bush Base/Extender = swamp (on light blue only)
Teal = swamp
Purple = fungus forests in the underworld areas
Transparent Light Blue = alternate representation of water for rendered
relief maps
Brown = hills, broken lands

Local Scale Only:
Light Gray = may also be used to represent cities and castles (possibly
major roads), a 1x1 light gray square, without black and dark gray
surrounding it, should be easily distinguished from mountains

Town/Dungeon Scale Only:
This scale can be used to represent towns, castles, and dungeons in
miniature.  With this method a person could construct a vast city in
miniature.  The only buildings that would be built full scale (minifig
scale) would be prominent buildings or ones that the individual wanted
to use in stories, take pictures of minifigs in front of, etc.

Any Color = can be used to represent buildings, fortifications, etc. as
close to actual color (the color of the full sized models) as possible.
On this scale everything will be miniaturized.  Some examples would be:

A 2x4 white brick with 2x4 red roof apex brick would represent a 20’x40’
white building with red roof
A 1x2 gray brick could represent a 12’ high wall section 20’ long and
10’ thick
A 2x2 brown round brick with 2x2 round yellow plate and 1x1 round yellow
plate on top
might be a round hut

This scale will have much more flexibility and creativity involved than
the other scales as it actually seeks to produce a city, village,
castle, etc. in miniature.

Light Gray = cobblestone streets, stone bridges
Tan = sand
Brown = wooden buildings and bridges

Trees and Bushes:  On local scale trees and bushes would represent
individual plants of the appropriate type.

Mountains:  The colors for representing mountains would not normally be
used on castle scale maps (Though using dark gray instead of light gray
for cobblestones would be an interesting way of representing a city high
in the mountains.).

Other Map Symbols and Colors:  These may or may not be of any use at
local scale, but could potentially still be used.

Let me know what you think (excuse the weird autoformatting).  I am
trying to create a standard mapping system that all the maps in Castle
World (maybe some other worlds later) will use.

Tim

   
         
     
Subject: 
Re: Castle World Mapping Guide (beta)
Newsgroups: 
lugnet.castle
Date: 
Wed, 9 Feb 2000 20:54:45 GMT
Viewed: 
1065 times
  

Neat!

Now all we need to do is convince TLC that this is neat also, and sell a
map making kit with a decent variety of plates in all the colors...

"Wow, you must be planning a really big map."

"No, it's just the best way to get a bunch of plates in different colors
for my Star Wars creations."

--
Frank Filz

-----------------------------
Work: mailto:ffilz@us.ibm.com (business only please)
Home: mailto:ffilz@mindspring.com

   
         
   
Subject: 
Realm Size, CW Map Guide (beta 2)
Newsgroups: 
lugnet.castle
Date: 
Thu, 10 Feb 2000 18:44:30 GMT
Reply-To: 
tcoats@cyberis.netSTOPSPAMMERS
Viewed: 
2063 times
  

Check this idea out.  I think I have figured out a whole new set of
measurements for CW.

Castle World Maps: Key and Standards (beta 2 version):

Scales:

Global:  1 stud = 1024 Ks = 1 Ms (32x32x32x32) = 297.83 miles/stud, 1
plate thickness = 10 Kp (Stylized for representational purposes, but is
not actual height.  1 Mp would be 629,000+ feet high, which would be
useless as all the mountains would be microscopic on this scale.)

Regional:  1 stud = 32 Ks (32x32x32) = 9.31 miles/stud, 1 plate
thickness = 5 Kp (Stylized for representational purposes, but is not
actual height.  32 Kp would be 19,000+ feet high, which would be useless
as all the mountains would be 2 plates or less thick/high on this
scale.)
On regional scale a 32x32 baseplate would be ~298 miles across, which
would be a good size for the "realm" that everyone has been talking
about.

Local:  1 stud = 1024 s (32x32) = 1 Ks, 1 plate thickness = 1024 p = 1
Kp

Town/Dungeon:  1 stud = 10 s = 1 Ds, 1 plate thickness = 10p = 1Dp

Minifig = 1s (actual stud) = 1.5 feet, 1 p (actual plate thickness) = .6
feet



Generic Terrain, Colors and Symbols (For use at all scales):
Light Green (Paradisa Green) = grasslands, plains, base color for most
maps
Green = dense forest
Medium Green (Found in Speeder Bike plate and some mutant palm fronds) =
light forest, forest edges
Orange = volcano, lava river
Tan = desert, wide beaches
Yellow = coral reef
Red (usually red dots) = points of interest, possibly major roads or
trade routes, country borders
(Will need to think much more about representing the latter two well.)
Light Gray = high mountains, underworld main tunnels and caverns
Medium Gray = medium mountains, underworld secondary tunnels
Black = mountain bases, underworld fill
White = snow, ice, glacier
Blue = deeper water, most underwater terrain
Light Blue = shallow water, shallow underwater terrain
Palm Tree = forest, but more specifically jungle/rain forest
Round Tree = forest, but more specifically broadleaf/hardwood forest
Pine Tree = forest, but more specifically pine forest
Seaweed = kelp forest
Prickly Bush = scrub
Prickly Bush Base/Extender = swamp (on light blue only)
Teal = swamp
Purple = fungus forests in the underworld areas
Transparent Light Blue = alternate representation of water for rendered
relief maps
Brown = hills, broken lands

Local Scale Only:
Light Gray = may also be used to represent cities and castles (possibly
major roads), a 1x1 light gray square, without black and dark gray
surrounding it, should be easily distinguished from mountains

Town/Dungeon Scale Only:
This scale can be used to represent towns, castles, and dungeons in
miniature.  With this method a person could construct a vast city in
miniature.  The only buildings that would be built full scale (minifig
scale) would be prominent buildings or ones that the individual wanted
to use in stories, take pictures of minifigs in front of, etc.

Any Color = can be used to represent buildings, fortifications, etc. as
close to actual color (the color of the full sized models) as possible.
On this scale everything will be miniaturized.  Some examples would be:

A 2x4 white brick with 2x4 red roof apex brick would represent a 20'x40'
white building with red roof
A 1x2 gray brick could represent a 12' high wall section 20' long and
10' thick
A 2x2 brown round brick with 2x2 round yellow plate and 1x1 round yellow
plate on top
might be a round hut

This scale will have much more flexibility and creativity involved than
the other scales as it actually seeks to produce a city, village,
castle, etc. in miniature.

Light Gray = cobblestone streets, stone bridges
Tan = sand
Brown = wooden buildings and bridges

Trees and Bushes:  On local scale trees and bushes would represent
individual plants of the appropriate type.

Mountains:  The colors for representing mountains would not normally be
used on castle scale maps (Though using dark gray instead of light gray
for cobblestones would be an interesting way of representing a city high
in the mountains.).

Other Map Symbols and Colors:  These may or may not be of any use at
local scale, but could potentially still be used.

 

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