DarkSunRising.info

Post/Author/DateTimePost
#1

zombiegleemax

Mar 20, 2004 6:10:35
My new website is now online to showcase the maps I have been creating for Athas. I am still in the process of putting everything I want on it, but most of the maps I have finished are there.

http://www.darksunrising.info
#2

Kamelion

Mar 20, 2004 7:26:22
Great site. Great maps. Nice one!
#3

zombiegleemax

Mar 20, 2004 7:56:02
Awesome, thank you.
#4

Grummore

Mar 20, 2004 10:51:28
Cyrus, you will now be assimilated. BIZZZT !



I will add your site to the HUGEST Ds links site on the web. yeah.... again I am soooo great ! :D
#5

zombiegleemax

Mar 20, 2004 13:19:01
I would be honored to be lost in the Silly Frog's pond of Dark Sun links!

:pile:
#6

zombiegleemax

Mar 20, 2004 14:32:19
your site is amazing.

I hope to see more of your work in the future!
#7

zombiegleemax

Mar 20, 2004 16:39:39
Your site looks really good, but I can't access the products guide. I always get php/mysql errors....
#8

zombiegleemax

Mar 20, 2004 20:51:51
Very well done . . . except for the errors in the product section, but we'll forgive you.

Once.

Don't let it happen again, kapeesh?
#9

zombiegleemax

Mar 20, 2004 23:27:51
Sorry about the php errors! I'll have'em fixed in a day or so.....
#10

zombiegleemax

Mar 21, 2004 14:43:14
Wow. I don't know why I didn't check your website before. I am very impressed.
#11

zombiegleemax

Mar 21, 2004 15:10:22
Thank you Pheonix. I corrected a problem with a spelling error in the map key if any one would like to download it.
#12

Grummore

Mar 21, 2004 18:30:44
I dont know if you changed it, but south west of Tyr was the city of Wilis, which should be "Walis".
#13

zombiegleemax

Mar 22, 2004 5:54:35
I have fixed the Walis misspelling Grummore, thanks. I just uploaded my newest map... The City-State of Nibenay If anyone would like to download it.
#14

Pennarin

Mar 22, 2004 7:20:26
Its the most beautiful city map I've ever seen!!!

You have to make Kurn and Eldaarich for the Lost Cities official document.

#15

zombiegleemax

Mar 22, 2004 7:43:02
Thank you for the rave reviews Pennarin! And as for the city maps of Kurn and Eldaarich... I intend to make them eventually, especially if someone already has a design in mind for them. My one driving ambition though, would be to create a map of Urik. This will take some time as I have to read the books for info. I really only made the map of Nibenay to see if I could make a city map. It is the first one I have ever made.
#16

jon_oracle_of_athas

Mar 22, 2004 10:45:08
Maybe you would like to do a map of Draj that could be added to the 3.5 version of CSoD?
#17

jon_oracle_of_athas

Mar 22, 2004 10:52:11
As for Kurn and Eldaarich, these will be detailed in the Lost Cities project in the works. There is a possibility that we need a map artist. Though I am not at liberty to speak on behalf of the project team, nor do I want to assign someone this task without a formal process where multiple artists are considered.
#18

zombiegleemax

Mar 22, 2004 11:49:17
Actually, I was looking into recreating the map of Draj supplied by Athas.org. And if a map artist is needed, I would be happy to be considered for that role.
#19

Nefal

Mar 22, 2004 12:04:40
Wow, wunderbar!! What's more to say... You're the

Had you seen my suggestion about your general map from another thread?

there's a preciser map of the region of Kalidnay in "Merchant House of Amketch" (Village of Red Obelisk, Rumish Rock, Ruins of Three Rocks, etc.) Maybe there's some elements to add here...

And if you're interested, I've done a map of Urik (quiet different from the one of Brax)... If you want it, I mail it to you.
But I can't find anymore the key...

Personaly I find the descriptions of Urik in The Crimson Legion, Arcane Shadow or The Dragon Crown quiet poor... maybe someone have found better source of information...?

Nefal
#20

jon_oracle_of_athas

Mar 22, 2004 12:06:51
You can start working on the Draj map. It will make a fine application for further work.
#21

jon_oracle_of_athas

Mar 22, 2004 12:09:02
Of course, if there are other map artists out there with a DS interest, please do submit a sample of your work. You can reach me at [email]jon@athas.org[/email].
#22

zombiegleemax

Mar 22, 2004 15:08:51
Originally posted by Nefal
there's a preciser map of the region of Kalidnay in "Merchant House of Amketch" (Village of Red Obelisk, Rumish Rock, Ruins of Three Rocks, etc.) Maybe there's some elements to add here..

Could you please give me a little more info on the area around Kalidnay. I am VERY interested in learning what others have written about that area.
#23

zombiegleemax

Mar 22, 2004 15:59:12
Very nice map. Now to take it up to Kinkos and make it poster sized :D
#24

Nefal

Mar 22, 2004 17:15:13
Originally posted by Ral of Tyr
Could you please give me a little more info on the area around Kalidnay. I am VERY interested in learning what others have written about that area.

OK... but maybe you would be deceived... I send you the map but here it's the descriptions of the places (you can find them in Merchant-House of Amketch-IMHO one of the best adventure for DS-actually I plan to expand it and do a real campaign... I'll post soon a sypnosis)

So... Red Obelisk:
"Red Obelisk is a tiny oasis at the edge of a white salt pan. An ancient rune-covered monument of red stone marks the site of a clear, cold spring. About 70 or 80 dwarves and humans eke out a living in the small fertile area, but there is little of interest in the village itself. However, Red Obelisk is regularly visited by the deep desert tribes, who come here to trade. Their hides, feathers, livestock, and gemstones command high prices in the city-states, so several merchant houses maintain smal outposts here to trade with them."
BAKER III, L. Richard, Merchant House of Amketch. A Dark Sun Campaign Adventure. Dungeon Master Book. Lake Geneva, TSR Inc., 1993.

Three Rocks is a gith camp... there is a map but no real description...

Shom Camp has no description

And of course, the most interesting, the village of Rumish Rock has no description at all and it isn't even quoted in the adventure...

However I hope it helps!

Nefal
#25

zombiegleemax

Mar 22, 2004 18:39:23
Thanks Nefal. Just two more questions. Was Amketch originally from Kalidnay & if there is an exact location for the Red Obelisk, where along the salt flat near Kalidnay would it be (I assume it is around there)?

I too am working on a map around the ruins of Kalidnay and I would like to know it's location to incorporate it in the map of the region.

I am thinking the Red Obelisk marks the site of a bloody battle in which Kalidnay fought and won.
#26

Nefal

Mar 23, 2004 3:40:22
You're welcome. In the module, Amketch is a new and small merchant house... and have fast nothing to do with Kalidnay... but it points another problem: Did Kalidnay have a major merchant house as the other city-states... it could be an interesting start of a campaign: The Merchant House trying to regain its lost prestige/might/influence.

Concerning the map... send me an email at etienne.guerry[at]gmx.net... I send you a scan... it will be simplier!

See you
#27

zombiegleemax

Mar 23, 2004 13:40:28
Yes, Kalidnay had it's own merchant house. It's talked about in Dune Trader and still exists to this day (based out of Tyr I think?).

I don't have the book here with me at the moment, so can't give all the little details.
#28

Nefal

Mar 23, 2004 15:17:34
Oh yeees... I remember... I have the book in my hands... so let me check this...
The House Vordon comes from Kalidnay! but has no more links with these ruins... it seems...
#29

zombiegleemax

Mar 24, 2004 17:18:49
I just added my City-State of Gulg map to DarkSunRising.info. Anyone who would like to download it, follow the link in my signature and go to my Maps page.
#30

nytcrawlr

Mar 24, 2004 17:45:16
Good work all around.

Do you plan to do anymore new areas for Athas besides the area east of the silt sea?
#31

zombiegleemax

Mar 24, 2004 18:01:52
Yes I do plan on doing other areas of Athas. I'd like to go south of the tablelands and map out the Deadland. Currently, my goal is to map the 7 original city-states. Right now I am working on the map of Draj supplied by Athas.org. If you or anyone else has any ideas for other areas of Athas, I'd love to hear them.
#32

zombiegleemax

Mar 24, 2004 20:48:31
I'm asking for an opinion. I have recreated two city maps now and was wondering which "style" is preferred. My first map was of Nibenay and it included a map key. My second map was of Gulg and its map key is seperate. I like the way I did the Gulg map better because the image looks cleaner and its not as bulky. The nice thing about the Nibenay map is that the key is there and can be readily viewed without switching images. I was wondering if anyone else has any input on this. As an
after-thought, what programs do people use to view these maps? I make them in Adobe Photoshop and Adobe Illustrator, But it is so much easier to view them with ACDSee. The problem with ACDSee is its not free. Does anyone know of a good image viewer that is freeware?
#33

nytcrawlr

Mar 24, 2004 21:38:29
I view them via IE or Netscape, or any other browser I feel the need to use.

As far as which style I like best, I prefer the key with the map version, though I guess the seperate version would work too. I could always just hold onto the key as the DM, and if the players have a question about distance I gave give them the info.


/me shrugs
#34

Kamelion

Mar 25, 2004 0:52:43
It's no biggie for me either. Ease of reference is good but at the end of the day I suppose I'd go for image quality and say do them seperately. Not such an issue - you spoil us with an embarrassment of riches. Those city maps are really nice - far superior to the old official TSR version imho. Can't wait to see more. (Got some ideas for the Scorched Plateau, btw, if ever you get around to that area...)

Also looking for good freeware image program. Ho hum...
#35

zombiegleemax

Mar 25, 2004 3:20:44
Quality. Definately form over function in this case. Doing the key seperate would also add a touch of customization for individual DMs who may want to replace official buildings and places with their own stuff.

Anyhow, great job on Gulg too.
#36

zombiegleemax

Mar 25, 2004 9:29:07
First I'd like to thank anyone who responded to my previous post. And second, I have updated my Nibenay map to match my Gulg map in an effort to standardize my city-state maps. I have also labeled the Noble's Cemetary which I neglected to do in V1.0.

City-State of Nibenay V 1.2 is now online
#37

Grummore

Mar 25, 2004 9:40:17
( I use the Macintosh "Viewer" prog or Photoshop to look your maps)

Ok, here is a comments. I hope you wont be mad at me. While I know I wouldnt be able to do better, I still have some insight in might I would like to share.

I seem to me that your maps, as they are, dont give me that athasian feeling I am seeking, why :

- Too much flashy and very differents colors. Make me feel like returning 10 years old with no tones, just blue, red, yellow colors in my animal book .

- More dusty (plug-in "grain" ?) colors, like if they would be a bit erased by the sand of time. Do you follow? Might be hard time for me to explain in english here hum...

I hope you dont take it bad.
#38

Grummore

Mar 25, 2004 9:43:11
Originally posted by Cyrus9a
First I'd like to thank anyone who responded to my previous post. And second, I have updated my Nibenay map to match my Gulg map in an effort to standardize my city-state maps. I have also labeled the Noble's Cemetary which I neglected to do in V1.0.

City-State of Nibenay V 1.2 is now online

Was writing my post while you posted yours. Just looked at v1.2 and it feel better, but then again, the colors could be faded more. IMO. More brown types colors.
#39

zombiegleemax

Mar 25, 2004 9:56:34
Hello Grummore, don't worry, all criticism is good even if it is negative. Without it, I can't get better. I have to admit, your very observant, I didn't bother to tell anyone that I forgot to "dull" my colors in Nibenay V 1.0 because I didn't think anyone would notice. I did dull them for V 1.2. I, also, was concerned my colors were to bright and unathasian. I am trying to use web-safe colors in my maps and I am limited to only a few hundred colors because of this. Also, I have to use distinct colors so they aren't confused with other colors. Not to mention with my background color I have a problem using dark browns, yellows and oranges or they clash. Maybe I'll come up with a different color scheme in the future.
#40

Kamelion

Mar 25, 2004 10:07:41
I love the colours. They are striking, fresh, original and an immediate aid to seeing what kind of building is where, imho. When I look at those maps, I don't find myself thinking "Aah yes, there's that old Athasian look", I find myself thinking "Wow! Dark Sun reborn!" It looks and feels like it is part of the new edition. You've put your own stamp on the maps and I think it should stay
#41

zombiegleemax

Mar 25, 2004 10:13:55
Originally posted by Kamelion
I love the colours. They are striking, fresh, original and an immediate aid to seeing what kind of building is where, imho. When I look at those maps, I don't find myself thinking "Aah yes, there's that old Athasian look", I find myself thinking "Wow! Dark Sun reborn!"

Kind of like a new Dark Sun Rising! :D

That is the reason I chose the colors I did. I always find it difficult to make out the little red dividing lines used in the original maps.

I hope no one thinks I'm crazy, but try as I might I have no clue what imho means! I see it all the time.
#42

gab

Mar 25, 2004 12:13:59
IMHO = In My Humble Opinion
#43

Kamelion

Mar 25, 2004 13:36:38
Originally posted by Cyrus9a
Kind of like a new Dark Sun Rising! :D

Exactly - heh heh.

I hope no one thinks I'm crazy, but try as I might I have no clue what imho means! I see it all the time.

Heh - easily done. Trollbill has this enormous list of terms and abbreviations . Very cool.
#44

zombiegleemax

Mar 28, 2004 15:55:47
Currently, I am working on a map of Raam and I am wondering if anyone has any palace design ideas. Just a basic shape-like idea. I have already desianed one similar to the Taj Mahal. I don't know if I like it or not though.
#45

Kamelion

Mar 28, 2004 16:01:17
Isn't there a picture of the Alabaster Palace in the 1st boxed set? It's at night, with the moons above it, under the WJ entry for Raam.
#46

zombiegleemax

Mar 28, 2004 16:11:35
Yes there is. I have looked at it several times, but I can't figure out the general shape of the building.
#47

Pennarin

Mar 28, 2004 16:35:53
Slave Tribes, p.95

Also the one with the huge palace with at the front of the image 2 kreen guards and a couple of giant poted plants.
Can't find it...
#48

bengeldorn

Mar 29, 2004 8:22:01
Great work!

I love the topograhical maps. I can give them my players and they can explore the world for themeself by using their skills. No more silly questions like "what does this point mean?"(pointing on Pristine Tower) no more "We are out of water" - "Let's go to next oasis".

As suggestion:
Maybe you could add some/the paths for the Silt Skimmers in the Sea of Silt (City by the Sea Silt p.25).

As question:
Do city states have temples of elements? I allways thought, that elemental clerics don't build temples and that the SKs wouldn't allow adoring other divinities in their citys.
#49

zombiegleemax

Mar 29, 2004 9:57:14
As suggestion:
Maybe you could add some/the paths for the Silt Skimmers in the Sea of Silt

I have thought about doing that. When I'm done mapping the city states I'm going to continue work on my giant world map and I think I will put it on that map. If I like it enough, I might add it to my regular sized maps as well.

As question:
Do city states have temples of elements? I allways thought, that elemental clerics don't build temples and that the SKs wouldn't allow adoring other divinities in their citys.

I just finished work on the map of Draj for Athas.org (to be released with CSoD 3.5) and it has elemental temples. I don't think the SKs have problems with it. I have not put much thought into it, but there are several examples published in the official material of temples in the cities.
#50

zombiegleemax

Mar 29, 2004 14:47:36
Do city states have temples of elements? I allways thought, that elemental clerics don't build temples and that the SKs wouldn't allow adoring other divinities in their citys.

Most of the city states have at least one if not more temples devoted to a particular element (but not every city has one devoted to every element). These entirely 'open' displays of personal power though are likely as fraught with hardship as anyone else in a city-state is. They get roughed up and jailed by templars, routinely have their temple goods confiscated, pay heavy taxes, have their higher ranking members get arrested and executed on trumped up or entirely false charges. All to keep them from getting too big or too powerful. Granted, a few may work in co-op with the SKs or other important city factions. Some may be little more than shrines with semi-regular priests who come and speak to the masses. Also, don't forget the para-elements. some would have a toe-hod in different cities (like the silt church in Balic that worked closely with the Balican Navy, or the magma priests in Urik that help with the mining of obsidian from the Smoing Crown by melting and resolidifying large chunks o obsidian).

[/End thread derailment]
#51

zombiegleemax

Mar 29, 2004 14:48:56
Added City-State of Raam map to DarkSunRising.info. It is based on the map by Brian Carpenter from http://www.Siltskimmer.net.
#52

zombiegleemax

Mar 29, 2004 15:09:39
On a side note: Does anyone else feel that Dark Sun is the most popular dead world by TSR/Wizards?
#53

nytcrawlr

Mar 29, 2004 16:51:41
Originally posted by Cyrus9a
On a side note: Does anyone else feel that Dark Sun is the most popular dead world by TSR/Wizards?

Aside from RL and DL which are no longer "dead", I would have to agree.
#54

zombiegleemax

Mar 31, 2004 9:19:51
Added Avegdaar, Dhurghaaz, Morghaz, Shault, and Waverly maps under the heading "Islands of the Silt Sea" on my Map Expansions page. Each are magnified 400 times from the Known World map.
#55

Kamelion

Mar 31, 2004 11:51:07
Outstanding work - keep 'em coming

(Not sure, but looks like there's a typo in Akaracle. Sorry to nitpick ).
#56

zombiegleemax

Apr 03, 2004 12:10:45
I am looking into producing a Green Age Giustenal and am looking for input. From what I can tell about the city from the maps, the following image might be the outline of the city.

IMAGE(http://www.darksunrising.info/images/giustenal.jpg)

Of course such a design leads to a small harbour. Does anyone think the harbour should be outside the city maybe like ancient Athens, only closer? Or should it be in the city? If the 2nd option, the tip of the city may be pointing out into the water. Of course I could have the city walls mapped incorrectly. Anyone have any suggestions?

I corrected the misspelling of Akarakle in the Morghaz map (thanks Kamelion).
#57

zombiegleemax

Apr 03, 2004 15:00:37
I like the idea of having the city and the harbor seperate. It adds a touch of depth and leads to some very interesting ideas about the cities culture.
#58

zombiegleemax

Apr 06, 2004 16:02:15
Added Village of Salt View map and key.
#59

zombiegleemax

Apr 06, 2004 20:05:41
Added Village of Cromlin map and key.
#60

Oninotaki

Apr 06, 2004 20:13:00
Dude thanks for all the maps!! They rock and are very very handy!:D
#61

zombiegleemax

Apr 21, 2004 5:21:27
Evil computer!!!!!

sorry bout double post
#62

zombiegleemax

Apr 21, 2004 5:21:27
Such fantastic work just deserves to be on the 1st page so

#63

zombiegleemax

Apr 21, 2004 12:45:09
Originally posted by Cyrus9a
I am looking into producing a Green Age Giustenal and am looking for input. From what I can tell about the city from the maps, the following image might be the outline of the city.

IMAGE(http://www.darksunrising.info/images/giustenal.jpg)

Of course such a design leads to a small harbour. Does anyone think the harbour should be outside the city maybe like ancient Athens, only closer? Or should it be in the city? If the 2nd option, the tip of the city may be pointing out into the water. Of course I could have the city walls mapped incorrectly. Anyone have any suggestions?

I corrected the misspelling of Akarakle in the Morghaz map (thanks Kamelion).

I have a map of the current Giustenal I found somewhere on the internet. If you want, I can email it to you. Remember that during the Green Age, the land could support a larger population. The city was much larger and I wouldn't be surprised if much of the population lived just outside the walls in an unwalled area. You can keep that shape and say it is the orginal city and add second and thrid walls, preferable to the sea of silt, so the they will be buried by now. Be sure to add numerous villages around the city. In times of war, they abandon their huts and move into the walls of the city.

Perhaps there should be two harbors. A small on inside the city used for government and noble shipping, while a much larget one outside the city for merchant and commoner use.
#64

zombiegleemax

Apr 21, 2004 20:31:55
Sorry about the two week absence. I just returned home from vacation and will begin working on new maps at once. I'd like to thank KirNaNog for keeping my maps in his thoughts and let Ral of Tyr know he should email the map of Giustenal he has either through the boards or through my website. I'd like to see it.
#65

zombiegleemax

Jun 08, 2004 6:20:56
#66

zombiegleemax

Jun 24, 2004 2:04:45
Hello everyone. Some of you may be wondering why I have stopped making maps for Athas. The answer: I haven't! My work has been on a temporary hold due to an injury to my right wrist. In short, I will be beginning work on my maps of Athas hopefully within the next week or so.
#67

xlorepdarkhelm_dup

Jun 24, 2004 4:00:50
Sweet.
#68

nytcrawlr

Jun 24, 2004 14:26:17
Can't wait to see more. :D
#69

zombiegleemax

Jul 10, 2004 17:11:58
Ok! The first update in almost 3 months is finally up! This map is a modification of the City-State of Draj map which I originally made for www.athas.org for their eventual rerelease of the City-State of Draj accessory. In this version I completely remade Two Moon City. Remember that this is not going to be the official map as released by The Burnt World of Athas. My version can be found at DarkSunRising.info under the Maps page. As always I appreciate any comments or suggestions, good or bad, aswell as any corrections that may be needed. Enjoy!
#70

Pennarin

Jul 10, 2004 17:25:02
Its a zillion times better than the old map, of course, but I don't see why you changed the layout though.
Do you care to elaborate on it?

Btw, this is your best map to date! The green fields surrounding the city are extremely beautiful.
#71

zombiegleemax

Jul 10, 2004 17:30:44
I forgot to mention that this map (City-State of Draj) is a recreation (except for Two Moon City) of the map supplied by the City-State of Draj accessory available from www.athas.org. The original was created by Gabriel Cormier, Austin Butcher, and Derek Cabotaje.
I also want to note that the new map was created with Gabriel's help.
#72

zombiegleemax

Jul 10, 2004 17:44:30
Pennarin:
Its a zillion times better than the old map, of course, but I don't see why you changed the layout though.

Thanks for the response. I am assuming you mean my remake of Two Moon City, if not please correct me. Mostly I remade Two Moon City according to my personal preferences and my use of sources spread throughout various Dark Sun publications. My version as opposed to the version specifically for www.athas.org does not merge the Palace of Gladitorial combat with the Great Pyramid. This was done according to my interpretation of applicable documents including The City-State of Draj and The Complete Gladiator's Handbook. I offer it to the Dark Sun community only as a variant map of Draj. As a note, the official map has not yet been published. I hope I answered the question to your satisfaction!
#73

Pennarin

Jul 10, 2004 18:13:22
Originally posted by Cyrus9a
As a note, the official map has not yet been published. I hope I answered the question to your satisfaction!

If I understand correctly, DSR will make an official map of Draj with the same font of details and colors as it did for Nibenay?
The map in CSoD is thus like a kind of preview of the final map, and we can assume it will look pretty nearly the same as the current map of Draj on your site?
#74

zombiegleemax

Jul 10, 2004 18:24:01
You kinda have it... Let me clarify what I am saying a bit! What I mean by "Official Map" is the version that will be released with the rerelease of CSoD for 3.5. It has already been created and submitted to the appropriate individuals. The map that is available for download at www.darksunrising.info is the same map as the "Official Map" except for Two Moon City which I remade to suit my personal preferences. I hope that helps!
#75

Pennarin

Jul 10, 2004 22:02:59
Originally posted by Cyrus9a
I hope that helps!

Yoopie! Yes it does!
#76

zombiegleemax

Jul 13, 2004 4:48:57
Ok everyone! I have just added my new Jagged Cliffs Region v2.0 map to my site under the "New Maps" page (see signature). Some of you may be wondering why I have issued a new version of this map. I did so in order to make it easier for me when creating newer world maps. That said, here is a list of new features:

1. I have added a border
2. Image size was increased slightly
3. I have removed the Papyrus font due to it being a commercial font
4. Updated a few of the terrain colors
5. Added new 3d effects to various terrain features

For those who want to compare the 2 versions, version 1.0 can still be found on the "Maps" page. Please post your comments and complaints.
#77

Kamelion

Jul 13, 2004 5:40:48
Great stuff yet again. I like the more striking contrast of the newer version, and the font looks somehow much cooler than Papyrus. Nice one .
#78

zombiegleemax

Jul 13, 2004 18:18:25
My new Tyr Region v2.0 is now online on my "New Maps" page (see signature). I hope everyone likes it. It matches with the Jagged Cliffs Region v2.0 map released earlier today. And if anyone finds any misspellings, omissions, or the like please let me know.
#79

zombiegleemax

Jul 13, 2004 19:42:52
Ok, I was given the suggestion by one of our members, The People, to add a grid to my maps so I did. Look under my "New Maps" page for versions with hex grids.
#80

zombiegleemax

Jul 14, 2004 0:00:34
Originally posted by Cyrus9a
My new Tyr Region v2.0 is now online on my "New Maps" page (see signature). I hope everyone likes it. It matches with the Jagged Cliffs Region v2.0 map released earlier today. And if anyone finds any misspellings, omissions, or the like please let me know.

I'm not sure if it's an omission, or just something that changed due to timeline stuff (I'm running a 3E campaign using my maps from my old DS boxed set), but my cloth map has "Mira's Halo" northeast of Kled (listed in Dune Trader as well), and also 2 unnamed oases northeast of there towards Urik. Did these go away in the official timeline? I am not as well versed with the "10 years later" timeline as the original couple of years, so it might just be that.

To be honest though, I have to admit, Mira's Halo doesn't make much sense. It's listed as a caravan waypoint. But unless I'm wrong, under 3E overland movement rules, it would take way longer to go via Mira's Halo to Urik than it would be to just take the roads the whole way. I think it made sense under 2E movement, but with 3E's terrain modifiers, you're moving at 1/2 movement the moment you leave the road through all those sandy wastes.

EDIT:

And one more. Has Ledo disappeared? (the mountainous island between North and South Ledopolus, in the middle of the Estuary of the Forked Tongue).

From Dune Trader:

"The twin villages of North and South Ledopolus sit on opposite sides of the Big Fork of the Forked Tongue Estuary. These dwarf communities employ silt skimmers to cross the estuary, providing a faster trade route between the ivory Triangle and points south. In addition to skimmers, the dwarves are building stone pathways to the mountainous island of Ledo. These pathways are very close to being completed."

Just not marked, but assumed there? Just wondering. Your maps really are excellent, I'm right now modifying one to give to my players (just cutting out sections of stuff they shouldn't know about).
#81

zombiegleemax

Jul 14, 2004 2:47:53
Thanks for all the excellent feedback Dyslexia. What I think I may have to do due to the congestion of sites throughout the Tablelands is make a map of the Tablelands. That way I can place some of these sights in there and label more of the terrain formations. I originally had more labelled in the V1.0 map but felt that it was just too much. Hopefully I can have this map by the end of today or tommorrow. And, as a side note I think you are the first person to actually tell me that they are using the maps in-game. Which,of course, is great. And if anyone ever usues the maps with the hex grids let me know how that works. Using the distance calculater at Gab's website some of the distances were a bit off from my map, suggesting that my 10 mile hexes may be closer to 9 mile hexes. But then again, I remember there used to be alot of complaints abou how small the world was.....
#82

Kamelion

Jul 14, 2004 5:12:38
Let me be the second, then We are using your maps all the time - the one of Raam arrived just in time for a visit there a couple of sessions ago. The new versions with the hexes should be even more useful.

I'd also agree that a close-up view of the Tablelands central region would a good idea in order to reduce clutter on the large-scale maps.
#83

zombiegleemax

Jul 14, 2004 8:45:58
Originally posted by Cyrus9a
Thanks for all the excellent feedback Dyslexia. What I think I may have to do due to the congestion of sites throughout the Tablelands is make a map of the Tablelands. That way I can place some of these sights in there and label more of the terrain formations. I originally had more labelled in the V1.0 map but felt that it was just too much. Hopefully I can have this map by the end of today or tommorrow.

Wow, talk about quick response to feedback

By the way, one other minor thing, might just be due to the larger size of the map, but Kled seems to be a bit off in it's position. Looking at my cloth map (I need to find my large non-cloth map; the cloth looks cool but the other map is more readable ;)) it should be slightly west/northwest of where it is. Specifically, it's supposed to be fully surrounded by rocky badlands, while your large map is it sitting sort of on the border of the sandy wastes and rocky badlands. If you need, I can take some high res digital photos of the map I have for reference, but I'm going to go ahead and guess you probably already have it ;)
#84

nytcrawlr

Jul 14, 2004 16:18:44
Great stuff Cyrus as always. Looking forward to a closer-up look of the Tyr tablelands region.

I also will be using your maps in my games once I get a game going that is.
#85

zombiegleemax

Jul 14, 2004 19:27:32
I'm glad some of you are using! Right now I am about half-way done with the Tablelands map and I should be posting it in a day or so.
#86

zombiegleemax

Jul 15, 2004 5:43:44
I have finally got my Tablelands map online. I am still working on the Hex Grid version but the other two versions are up. (See "New Maps" page at www.darksunrising.info) If you see any sites that I may have missed let me know.
#87

Kamelion

Jul 15, 2004 6:15:04
Cyrus, that's some beautiful work! Easily your best yet. It's great to see the Canyon of Guthay and the silt trails so clearly. As for other locations, the only ones that spring to mind are the shrines from Earth, Air, Fire and Water. Unfortunately, not all are given a precise location so it might not be possible to get them all (and they're really small anyway and aren't on any of the main 2e maps, so you could even ignore them for this map). I was also wondering about the spot for Desverendi's Valley - might it make more sense for it to be more snugly up against the mountains than it currently is? No biggie - just a thought
#88

zombiegleemax

Jul 15, 2004 6:40:53
Thanks Kamelion! I didn't even think about the elemental temples. You may be correct about their size though. I plan on making some other maps of areas such as the Balican Penninsula, the Ivory Triangle, and any other regional map I can think of, so I will try to include those temples on those maps. I debated alittle bit about my placement of Desverendi's Valley and I may alter the map to resolve the problem. If you were to overlay a map with the valley on it, it would be right on target. I didn't extend the mountains out fully in that one spot and I may go back and adjust them to meet the current placement of the valley. Thanks for the input.
#89

zombiegleemax

Jul 15, 2004 8:03:59
Wow! Excellent work on the Tablelands map! I'm going to be using it in my campaign as soon as tomorrow Thanks so much for putting together all these great maps!
#90

zombiegleemax

Jul 15, 2004 14:22:56
Me thinks it was well worth bumping the thread a few times, Great stuff!!

Me happy Cyrus back
#91

zombiegleemax

Jul 15, 2004 14:27:40
Update for Cyrus: just thought you'd like to know that, despite the people at Kinko's being incompetent, the Tablelands map prints quite nicely at 11"x17", 300DPI. And only $2 or so for the color print! Once again, great work

Oh, and it prints almost as nicely, and still quite readable, at 8.5"x11". But I do suggest cropping down to the black border, to get the most readability. (I made the smaller versions to give to the players)
#92

nytcrawlr

Jul 15, 2004 15:48:25
Great work yet again Cyrus!

Definately going to have to take dyslexia's advice and get them printed out.
#93

zombiegleemax

Jul 15, 2004 18:37:21
And only yesterday I was wondering if they would look good printed! I have a couple small changes to take care of in the Tablelands map and will be releasing a newer version very soon. All I am doing is adding a compass, which I omitted for some reason, and I am altering the Ringing Mtns. slighty to butte them up to Desverendl's Valley. After that I will have the Hex version up and then get back to my work on my Dead Lands Regional map. So If anyone wants to give me any input on it please do so (I started a thread entitled "Dead Lands Material Needed!" if your interested in submitting ideas).
#94

Pennarin

Jul 15, 2004 21:25:22
Originally posted by Cyrus9a
I am altering the Ringing Mtns. slighty to butte them up to Desverendl's Valley.

Rajaat's power?

1. Take Cyrus9a's editing power.

2. Multiply the result from above by 2.

Now you've got an approximate value for Rajaat's power! ;)
#95

zombiegleemax

Jul 15, 2004 22:58:06
The new Tablelands map is online and so is a Hex Grid version of it. Now I am off to work on the Dead Lands.
#96

zombiegleemax

Jul 16, 2004 8:49:44
A little while back I recreated all those little yellow and black symbols, pixel by pixel, for use with DS maps. I am wondering if anyone wants me to post them on my website as a permanent download. If someone would want them, what formats would you like to see them in? (png, jpg, gif, psd, bmp, tif, etc..)
#97

zombiegleemax

Jul 16, 2004 8:52:08
Do you mean the city, town, etc markers? I would love to have those in PSD format, because then I could add things to the map if need be, and have it look nice. Of course, if you did that, I'd also love to know what font you use for the text ;)
#98

zombiegleemax

Jul 16, 2004 9:16:06
Yes those are the icons I am referring to Dyslexia! I'll try to have them up by tonight for you. They are flat (I bevel them when I add them to my maps) but if you want I can bevel them for you. But if you use Photoshop you probably can do it yourself. For those of you that may want them and don't know how to bevel them I'll put them up in that form also. And as for the font, it is freeware from: http://www222.pair.com/sjohn/fonts2.htm and is called "Atlas of the Magi".
#99

zombiegleemax

Jul 16, 2004 9:48:24
Excellent maps, Cyrus. My only minor complaint would be that the 3D effects on the terrain and the heavy anti-aliasing make them a little difficult to read.

Speaking of hex maps, I've actually been working on a hex mapping program. When I got a copy of the Dark Sun box set, and found the hex grid version of the Tyr region, I considered making a hex map of the Dark Sun setting. I was curious if anyone here was interested in such a program or maps created from it.

Anyway, the program isn't finished, I'm trying to work out some efficiency issues with the graphics before I implement more features. Here's what you can do with it in the current build:

- You can load and save hex map files.
- You can plot and erase hexes, both singles and in large amounts.
- You can swap between the three layers so borders are on the top, water and roads on the middle, and your base hex layer on the bottom.
- You can do crude thin line drawing
- You can magnify, but the resolution is anti-aliased so it's not much of an improvement.
- You can import bitmap files directly into a layer, that way you can draw up stuff in Paint or some other program and just bring it in.
- A custom hex set is available in both horizontal and vertical alignments, based on the illustrations from the original Expert set rulesbook.

What you can't do:

- Create really big maps effectively. The new map option will accept 127x127 in size maximum, but it starts getting really crappy at 50x50.
- Do any advanced drawing tools, like color swapping, filling, essentially any nice paint program features.
- Export layers as bitmaps.
- Print maps.
- Text labels are not implemented.
- In-program creation of custom hex sets is not implemented.

Because the program is written in C#, you need the .NET framework installed on your system to run it. If you have any of the Visual Studio .NET suites installed, you're good. If not, you'll need to go and download the package:

Microsoft Visual Studio .NET framework

Here's the link to the program, it's 2.8 megabytes:

HexMapper

For Dark Sun, I'd create a new hex set based on the original artwork to give it a unique feel.

Adamantyr
#100

zombiegleemax

Jul 16, 2004 19:29:50
Adamantyr:
My only minor complaint would be that the 3D effects on the terrain and the heavy anti-aliasing make them a little difficult to read.

In my newest maps I have used a new font and I put a glowing border around the text to help you read it. That problem is a pain.

Adamantyr:
Speaking of hex maps, I've actually been working on a hex mapping program.

I downloaded it and have played with it for a few minutes and I like it alot. That is a very nice program. I really like the 3 different layers. I havent seen any other hex mapping programs that did that (or I didn't know they did it!). I think it would be a great help to DMs wanting, needing, area maps quickly. You can always get around your "big map" problem by screenshoting them and then pasting the pieces into a larger map. Do you intend any future versions of your program and are you going to permanetly offer it for download?
#101

zombiegleemax

Jul 16, 2004 19:43:57
Originally posted by Cyrus9a
I downloaded it and have played with it for a few minutes and I like it alot. That is a very nice program. I really like the 3 different layers. I havent seen any other hex mapping programs that did that (or I didn't know they did it!). I think it would be a great help to DMs wanting, needing, area maps quickly. You can always get around your "big map" problem by screenshoting them and then pasting the pieces into a larger map. Do you intend any future versions of your program and are you going to permanetly offer it for download?

Thanks, always nice to get some positive feedback from a fellow cartographer. And yeah, I really like the program for its ability to make maps quickly and easily, it's really good for original work, as well as recreations of existing maps.

My plan, should I finish the program, is to offer it for free download to anyone who wants it. Probably with a "support the starving programmer" option to contribute a few bucks.

The three layers is a trick I learned from making maps by hand. It makes it easier to edit things when you have different things on different layers. Otherwise you have to keep redrawing things if you want to reposition them, text labels are a real nuisance with that. The idea to the trinity of them is one for the hex layer, one for water and roads over top the hexes, and a final layer that's over the hex grid for borders. (Text labels technically constitute a fourth, but they're dynamically placed rather than stored in a bitmap.)

My main problem with the program right now is the graphics. It's annoying how the program slows way down on plotting when the hex map is larger, I should be able to restrict it to the visible area and keep the drawing speed steady. An Undo function is a must, too. I've been working to solve that problem before I add more features. (The drawing tools in paint mode will be a challenge, fill commands aren't easy to code.) I've considered starting over from scratch in C++ instead, but I don't think I'd gain much speed from it, and I'd get more headaches from the switch because C# is better designed for easy Windows application development.

I'll probably be working on it off and on during the summer. I should set up a website for it, I think.

Oh, and apologies to everyone for going slightly OT. Dark Sun rocks!

Adamantyr
#102

zombiegleemax

Jul 16, 2004 22:25:05
I put my map symbols online under "Mapping Tools". Currently they are in psd and png formats. If anyone requires any other format just ask. Included in the file are the symbols for City, Village, Fort, Oasis, Ruins, Cliffside Village, Cliffside Ruins, Special Interest, Temple (which I have yet to use), and a blank one for anyone wishing to make their own in this way. Of course I created the two cliffside symbols myself and the Temple symbol is based on the symbol for Tenpug's Band from the Black Spine. All the others are recreated from Dark Sun's 2nd Edition maps. Any comments will be appreciated.
#103

zombiegleemax

Jul 17, 2004 1:12:05
Would you be interested in making a pre prism pentad map of the tyr region? Specifically the Valley of Dust and Fire, and Ur Draxa?
#104

zombiegleemax

Jul 17, 2004 1:19:44
I am getting ready to make a Valley of Dust and Fire map actually. With pre- and post Prism Pentad versions. I have been struggling with my Dead Lands Region map (due to lack of official info) and this would be a nice distraction.
#105

Kamelion

Jul 17, 2004 3:29:37
Have you also considered doing fresh versions of the city-state of Tyr in the style of your other city maps? In addition to the various details on Tyr in the supplements, Grummore also hosts two very cool maps of the areas around the city (one close up, one from a few miles out). We use those all the time and I'd love to see a slick DSR reworking of the Tyr maps .
#106

zombiegleemax

Jul 17, 2004 8:16:12
My Valley of Dust and Fire is now online. The Valley of the Cerulean Storm is in the works!
#107

zombiegleemax

Jul 17, 2004 9:50:05
Yes I have been working on Tyr Kamelion. I put it off to do some other maps. I'll probably begin working on it again soon.
#108

zombiegleemax

Jul 17, 2004 16:26:54
Hooray! Another Great map, Cyrus! Thanks so Much!
#109

zombiegleemax

Jul 17, 2004 21:10:23
Valley of the Cerulean Storm v1.0 is online. The only differences between this map and the Valley of Dust and Fire map are:

1. Removed the Salt Flats
2. Removed the Dead Forest
3. Filled the Great Rift with Water
4. Ruined and flooded Ur Draxa
5. The Roc Caverns are now just caverns and not a village
6. Cooled off the Ring of Fire around the edges due to constant rain.
7. Renamed the Broken Plain the Flooded Plain

I removed the shard flats because the storm would have washed away the salt by now. The same reasoning was applied to the Dead Forest. For those of you wondering where the Great Rift, Baxal Shoals, and the name "Mountains of Fume" come from see the map in PP5. I flooded Ur Draxa because of PP5 and RaFoaDK. Removed The Clan of the Roc from the Roc Caverns because they should be dead by now. Anyone have any comments or suggestions about what I did or what they think should have been done?
#110

zombiegleemax

Jul 17, 2004 22:55:03
I just added my newest map "The Blue Age". Enjoy!
#111

zombiegleemax

Jul 18, 2004 0:58:16
I just added my newest map "The Blue Age". Enjoy!

:bounce:

Genius! Sheer genius!!! That's is perhaps the most beautiful concept I've ever seen! Absolutely brilliant!
#112

zombiegleemax

Jul 18, 2004 1:08:38
lol! I hope everyone enjoys it!

(I tried to make it as accurate as I possibly could)
#113

zombiegleemax

Jul 18, 2004 1:17:04
The Blue Age made me laugh.

The Cerulean storm would be fed by a boiling ocean.

That much lava would need a lot of water to cool it down. A lot.
#114

zombiegleemax

Jul 18, 2004 1:48:53
Nice "Blue Age" map... wise guy.

Truthfully, The Blue Age of Athas would have lots of scattered islands... kind of like Earthsea but with no real major continents, just island chains which were high mountains. I believe both Tyr, the Pristine Tower, and Guistenal were said to be above water at the time. However, a world map would still be dull.

Myself, I wonder what a "Green Age" map of Athas would look like... it's a harder job than it sounds. An adventure idea I had was that the Order, coupled with the Mind Lords of the Last Sea, conspire to create a method of time travel to send a party back in time to assassinate Rajaat as a young pyreen before he discovers magic. (Naturally, by stint of error and miscalculation the players, not the optimal party, are sent instead.) It would be an interesting experience for an Athasian party to wander in a world so like and unlike the one they know.

Adamantyr
#115

nytcrawlr

Jul 19, 2004 15:17:18
Liking your valley of X maps Cyrus.

Blue Age map needs some work though, LOL, all joking aside.
#116

zombiegleemax

Jul 20, 2004 13:45:17
City of Thamasku online. See "New Maps" page.
#117

zombiegleemax

Jul 25, 2004 11:24:47
I have an ESD version of Merchant House of Amketch. The map that came with this document has a few sites that I am adding to my Tablelands map. I only have 1 problem. I can't determine the name of one of the villages due to pixel bleed. Can anyone tell me if the proper name of this village is Raging Rock or Rumish Rock or something? It is located in the bottom left-hand corner close to Ft. Thetis. Also on this map are two ruins called Shom Camp and Three Rocks. I am assuming that Shom Camp is a temporary ruin and Three Rocks is a permanent ruin. Any comments on this? Thanks.
#118

Kamelion

Jul 25, 2004 12:36:59
It's Rumish Rock .

I couldn't find anything significant about the other places, though (although I haven't had a close read of the adventure in a while).
#119

zombiegleemax

Jul 25, 2004 12:42:04
Thanks Kamelion!
#120

zombiegleemax

Jul 25, 2004 12:53:34
According to Dune Trader:

Rumish's Rock: 20 employees, 20 slaves. Outpost and trading post 30 miles southeast of Lost Oasis. A small but important post, this is where Tsalaxa obtains much of its gold via trading with caravans coming east from Walis.

Sadly, I can't find any information about the other two places you mentioned. I assume you know that Shom is the name of a trading house? So, Shom Camp might be something specific for that adventure.
#121

zombiegleemax

Jul 25, 2004 13:13:12
I just upgraded my Tablelands v1.1 maps to v1.2. I just added a few sites to it near Kalidnay. City-State of Kalidnay v1.0 is also online now. Thanks for the info Dyslexia. I never even looked in Dune Trader.
#122

zombiegleemax

Jul 25, 2004 15:04:45
I downloaded the Kalidnay map 3 times and each time it said the file was invalid or corrupt . Is it something wrong with the file or with my computer? Has anyone else been able to d/l it?
#123

zombiegleemax

Jul 25, 2004 15:13:24
Cyrus, on the tyr region map, why is there no canyon of guthay?
#124

zombiegleemax

Jul 25, 2004 15:47:01
I don't know why you are having problems CyricFirehands. I just downloaded it to make sure it worked and it did. Try again later and you may have better luck.
Cyrus, on the tyr region map, why is there no canyon of guthay?

I made the Tyr Region map prior to making the Tablelands map. The Canyon of Guthay is not on the original Tyr Region and Beyond map from TSR so I didn't include it. When I made the Tablelands map I included it because it was on the Tablelands map from TSR. I may add it to a future version of the Tyr Region map if I think about it.
#125

zombiegleemax

Jul 25, 2004 16:57:52
Can anyone tell me whether the map of Tyr by TSR is aligned north? I have been searching for some reference but I haven't located it yet.
#126

zombiegleemax

Jul 25, 2004 17:11:14
Cyrus: don't take my word for it exactly (you might want someone to back me up on this), but I'm almost positive that the Caravan Gate points due east. (ie. if you are going due west towards Tyr, it's what you hit). I know I've seen this somewhere in the official literature, I'm just having trouble finding it right now. I recall a picture, zoomed out, of Tyr, with the whole city wall structure, and the Caravan Gate was aligned with the east/west axis, and on the east side of the city.
#127

zombiegleemax

Jul 25, 2004 17:31:38
I was thinking that might be the situation. I remember reading something about one of the gates pointing in a specific direction but I can't find it yet and I don't want to spend time looking for it when I can map out the city. I have decided to make the Tyr map larger than my other city-state maps due to it being central to alot of people's campaigns. The map will be 24 inches long and 15 inches tall.
#128

zombiegleemax

Jul 25, 2004 19:07:22
I figured out where I'd recently seen the map I was talking about, but now I'm not so sure of how official it is. It may be that I've seen it in official literature, but I might just be remembering it that way. Anyways, the map is on the Silt Skimmer site, and the map in question is:

http://www.siltskimmer.net/_maps/near_tyr_map.gif

As you can see, this depicts the Caravan Gate as exiting sort of E/NE from Tyr.
#129

nytcrawlr

Jul 25, 2004 22:45:08
Originally posted by dyslexia
http://www.siltskimmer.net/_maps/near_tyr_map.gif

That looks pretty accurate to be honest.
#130

Kamelion

Jul 26, 2004 3:58:59
According to the map in the WC in the Revised boxed set, Caravan Gate points Northeast . There is a compass arrow in the lower left corner of the map-page.
#131

zombiegleemax

Jul 26, 2004 6:38:07
Very good job Kamelion. I didn't think about the map in the Revised edition.
#132

jihun-nish

Jul 26, 2004 23:57:59
You may want to add a few Islands in your Blue age map for there were some like:

1---Tyr'agi was situated in a hollow which would later be called The Tyr Valley. It was a vale(presumably surrounded by mountains) filled with a vast swamp of vine-drap trees(quote from the wanderer page 10: Timeline-BlueAge

I personnaly think that the area near the Tyr valley was the highest land elevetion during the Blue age: maybe somesort of scatered archipelago throughout what is known today as the Tyr region.

2--From Windriders of the Jagged Cliffs Page 5 last paragraph.
Even in the days of old, when water dominated the world, the barbs of these cliffs rose above the waves.( I personnally suspect that those same cliff were once part of a gigantic corral reefs formation and beyond that, the deep Blue:Crimson Savanha of today)

3--I cant seem to find where my assomption were founded about this but, by memory, I think the Koschak Mountains peeks were also islands during the Blue age. I could even go as far as to say the Kreen race originated from those islands before spreading far and wide into the crimson savanha.(Kreens cant fly but in the Blue age, they had wing to travel from one island to an other.

those are the *3* I can remember on the fly. There had to be mutch more than that. I doubt all the other Rhulisti cities were mere life-shaped platform-islands. Althought, I could well imagine some few Rhulisti vaissels shaped as colossal life-shaped sea turtle .

By the way, I've dowloaded all your maps. they're just to cool. Even if i have most of the originals.:D
#133

Kamelion

Jul 27, 2004 2:45:39
Mystery of the Ancients also details the Rhulisti city of Ulaka - by the time of the adventure it is a subterranean ruin.
#134

Pennarin

Jul 27, 2004 12:19:08
The Wanderer's Chronicle:
A fetid brown tide spread across the waves, killing everything it touched. Many of the halflings panicked and looked for ways to protect themselves. Some built great subterranean
strongholds. Others fled to the mountain forests. A few, however, remained in Tyr-agi, struggling to find a way to cure the dying sea.
[...]
The halflings used their mastery of nature to manipulate the very building blocks of life from their outpost--a stronghold that would one day come to be called the Pristine Tower. By changing the sun so that its energy could be focused through the tower, the halflings were able to kill the brown tide.

Cyrus9a, I just thought that the proximity of the Tower to Tyr-agi in the above two paragraphs might mean that they are both linked by land. In today's Athas, both are fairly far away, but not for Blue Age halflings who had air, land and water transportation. So it might mean that the islands of the Blue Age were a lot bigger than we thought. That by drawing a Blue Age Map, you would need to draw a world map.

Do I make any sense?
#135

zombiegleemax

Jul 28, 2004 6:36:48
You all bring up very good points about the Blue Age. I haven't ever really looked into myself. After I finish my Tyr map I'll take a look at the Blue Age map and see if I can do some more stuff with it. I know there should be some more islands at least for the Kreen. The map I have now is exactly the same size as the Tablelands map. I am not so sure that the islands of the Blue Age would be big, although I am sure there would be a couple large sized islands. I would think there was also an archipelago that followed the Ringing Mountains. The Jagged Cliffs are below the Tablelands so I don't know how the tips of them would have been islands. Maybe the cliffs were taller back then and have eroded away in the following milleniums. Any other suggestions?
#136

zombiegleemax

Jul 28, 2004 15:45:45
I think it would be cooler to simply have the Blue Age map cover only the area that we know of in the Age of Heroes (i.e. the current Known World). I doubt that there was abosultely no land (though the pun map was still great), but there shouldn't really be any landmasses, even if just islands, of any considerable size. Archipelegos should be composed of small dotted islands, or thin string style islands. Of course, that's just my perception of it.
#137

zombiegleemax

Jul 28, 2004 16:26:30
I agree wholeheartedly with Mach 2.5. I also agree that my pun map is awesome!
#138

zombiegleemax

Jul 29, 2004 10:53:31
First, I want everyone to know how much of a pain in the butt this map was. I had to draw each one of those polygons myself. I hope everyone likes it. I haven't labeled this map yet but I hope to do so by tomorrow. I am going to take a break to rest my wrist before it becomes unuseable again! I made this map larger than my other city-state maps and if everyone likes it I may make some of the others larger and more detailed as well (Nibenay would probably be next).
#139

Kamelion

Jul 29, 2004 11:48:57
That's an amazing map! The last few (this one included) have been better than the TSR originals. Clearer, nicer to look at and much more comprehensive. Top banana!

#140

zombiegleemax

Jul 29, 2004 12:12:18
Thanks Kamelion. I like to think that my maps are getting better as I go. When I compare my v1.0 maps to my v2.0 maps of the Tyr Region and Jagged Cliffs Region they are much more professional looking.
#141

zombiegleemax

Jul 29, 2004 16:17:18
Errr . . . WOW!

What more can I say?
#142

zombiegleemax

Jul 29, 2004 17:35:22
Ok, I put the labeled version of City-State of Tyr online for those of you who would like to have it. I also upgraded the unlabeled map slightly. I would also like to thank Dawnstealer for allowing me to use some of his artwork in this map!
#143

nytcrawlr

Jul 29, 2004 18:34:41
Sweet Jesus!

That's a beautiful map, one of your best! Good job!

#144

Pennarin

Jul 29, 2004 22:00:13
Er, Cyrus9a, is this intentional? :
From the Tyr's Key
The Hungary, Hungary Halfling

#145

zombiegleemax

Jul 30, 2004 6:01:29
Oops! I'll have a corrected key out by this afternoon!
#146

zombiegleemax

Jul 30, 2004 6:24:31
Ok! I already corrected my typo in the City-State of Tyr Key. Anyone who has downloaded it before now should re-download it.
#147

zombiegleemax

Aug 06, 2004 6:46:20
Last night I added "O Lodaçal Draji v1.0" for our Portuguese speaking members. English speaking individuals can download the English versions of the Draji maps from Athas.org. These maps are not available as-of-yet from my website, so if you want the Two-Moon City, Draji Mudflat, and the City-State of Draj maps head over to www.athas.org.
#148

Pennarin

Aug 06, 2004 14:11:01
www.athas.org says I'm forbidden to access drajkeys on this server.
#149

zombiegleemax

Aug 06, 2004 14:25:41
I get the same access error Pen. I'll email Gab about it. In the mean time, check your email.
#150

zombiegleemax

Aug 08, 2004 14:15:10
The Estuary of the Forked Tongue v1.0 has now been added. It is basically just a blow-up of the area with all of its related sites. It features the Baza Islands which are not on any of my other maps due to there small size. (The Baza Islands are from the map in PP4)
#151

gab

Aug 08, 2004 15:43:53
Flip has fixed the error about the Draj key on athas.org.
#152

zombiegleemax

Aug 08, 2004 21:37:58
Dark Sun Rising is in the middle of a facelift. I just added two new areas: The Seven Cities and Major Regions. I am attempting to make the site look a little more professional and organize it better. I also added versions of my previous city-state maps without labels. I have included the infrastructure in my new pages for alternate language versions of my maps. I have several individuals working on translating the text in my maps for me. I intend to have Spanish, Portuguese, German, English and French versions of all my maps available to the community. If anyone has any questions/comments or find any problems let me know.
#153

Pennarin

Aug 09, 2004 0:16:22
All of the maps produced by DSR use a universal map key, unless otherwise noted, to preserve image space. It can be downloaded here.

That link is dead.
Oh and will you remove the Maps section, since its content seems to be redistributed into other sections?
#154

zombiegleemax

Aug 09, 2004 6:36:24
Thanks for the dead link Pen. I'll have it fixed this afternoon. I'll also be removing the maps section soon. The maps that are currently on it have to be transferred to their new homes first.
#155

zombiegleemax

Aug 10, 2004 21:12:55
I made a couple more updates to my website today and I made alot of progress on my City-State of Raam v2.0 map today. It's at about 60% completion as of now.
#156

zombiegleemax

Aug 14, 2004 19:58:38
I have upgraded my Tyr Region map to v2.1 to correct a few misspellings. I have also added the German version entitled "Die Umgebung von Tyr". I would like to thank Elonarc for translating the text for DSR.
#157

zombiegleemax

Aug 15, 2004 16:18:53
I have upgraded the map key to v 2.0. I recommend that anyone who uses DSR's maps download the new key. It is clearer and better reflects the various terrain types. It also has some added items for upcoming maps.
#158

Kamelion

Aug 15, 2004 17:32:14
Cool key - nice, solid colours. Easier to read .

Smoking lands is spelled "Smoking Lnads" though... :D
#159

zombiegleemax

Aug 15, 2004 17:35:33
Thanks for all who noticed the misspelling. It has already been corrected!

I even proof-read it several times! Just goes to show that you can miss things when you don't want them to be there.
#160

nytcrawlr

Aug 15, 2004 17:38:39
Beauty, pure beauty.

Really like how much you have cleaned up the site.

Great job!
#161

Pennarin

Aug 15, 2004 18:55:51
Have you offered your services to WotC or a d20 company? Those are the best amateur maps I've seen to date.
#162

zombiegleemax

Aug 15, 2004 19:04:17
No I haven't! I don't know if I could even make maps that would look different from these. (yet ;) )

Besides, I've only been doing it for 6 months. I have alot of room to improve.
#163

zombiegleemax

Aug 15, 2004 22:34:26
Ok, Ok, Ok! Hopefully I have updated my Map Key for the last time today! I have now upgraded it to v2.1 because I forgot to add my Temple symbol. (Thanks Pen - You are very observant.) From now on all of my maps will be sent to Pennarin for proofreading!
#164

zombiegleemax

Aug 22, 2004 16:54:25
I have upgraded the City-State of Gulg map to v2.0 and will have the new key up within the hour. It is much bigger than v1.0, the buildings have been altered to look like those in the Tyr map, and the fonts have been upgraded to my newer fonts. You can find it on my Seven Cities page.
#165

Kamelion

Aug 22, 2004 17:03:49
Look slick The different types of dagada are clearer and easier to distinguish. Nice one!
#166

zombiegleemax

Aug 23, 2004 4:39:39
Awesome Maps! Awesome Work! Please keep it up!
#167

zombiegleemax

Aug 23, 2004 6:48:35
Thank you and I will! Be expecting the new City-State of Raam map within a the week.
#168

zombiegleemax

Aug 23, 2004 18:17:32
I updated my new City-State of Gulg map to v2.1 earlier today to correct a scale problem in the non-English versions of the map.
#169

zombiegleemax

Aug 30, 2004 20:49:53
City-State of Raam v2.0 maps are all online.
#170

nytcrawlr

Aug 31, 2004 8:18:39
Looking good as always man, keep up the good work.
#171

bengeldorn

Aug 31, 2004 10:25:08
Nicely done and just in time.
Raam is (probably) the next city my players will heading to.

Is there going to be a Urik map in the near future of you?
That would be great.

and btw. I don't know, if your it was you or your german translator but in german ther is no "meters", it is always "meter"...it is 1 meter, and it also is 100 meter.

There are also some names that sound "unfamiliar" but I can't find my german map of the Tyr region right now, but when I'll find it I'll check it.
#172

zombiegleemax

Aug 31, 2004 13:21:22
Is there going to be a Urik map in the near future of you?
That would be great.

&

and btw. I don't know, if your it was you or your german translator but in german ther is no "meters", it is always "meter"...it is 1 meter, and it also is 100 meter.

There are also some names that sound "unfamiliar" but I can't find my german map of the Tyr region right now, but when I'll find it I'll check it.

Thanks for the support guys. I just started working on a map of Urik. It is going to be quite large, so it will probably be close to a month before it is complete. As for meters, I messed that up myself. I was told meter was the proper spelling and just assumed it was singular. I will have to alter a few maps now. As for unfamiliar place names: my translator was worried about it. He went through all of the official German material and found what he could. If it wasn't translated yet or he couldn't find it anywhere, he would translate it as best as he could. If you or anyone else have any suggestions aboot alternate wording please let me know.
#173

zombiegleemax

Aug 31, 2004 13:23:31
Speaking of translations, if you need someone to do the Spanish translation, I'd be more than happy to help out. I sent you en e-mail to the same effect, but posting here might be a more visible solution :D.
#174

bengeldorn

Aug 31, 2004 16:47:10
I've taken a look in my german books and it seems that the translations are right so far. The reason why it seems unfamiliar to me is that I've been using most of the time englisch maps and that it probably has been translated just word by word and not with fluff. The german Prism Pentad series has also some other translations in it then the translated campaign material. The Pristine Tower for example is called "Alte Turm" which just fits better, but I don't want to confuse anyone so just keep it the way it is.
#175

zombiegleemax

Sep 02, 2004 14:49:16
I am currently doing research on my upcoming Urik map and found an interesting sentence. On page 44 of RaFoaDK (english version) it states that the village of Deche is located in a Kreegill mountain valley to the east of Yaramuke. There happens to be a small mountain range east of Yaramuke and north of Raam. I will name them the Kreegill Mountains in future versions of my maps. Does anyone have any concerns about this?
#176

Kamelion

Sep 02, 2004 15:10:05
I am currently doing research on my upcoming Urik map and found an interesting sentence. On page 44 of RaFoaDK (english version) it states that the village of Deche is located in a Kreegill mountain valley to the east of Yaramuke. There happens to be a small mountain range east of Yaramuke and north of Raam. I will name them the Kreegill Mountains in future versions of my maps. Does anyone have any concerns about this?

I say go for it. You have the Baxal Shoals in there already, so...
#177

Pennarin

Sep 02, 2004 16:47:31
I don't think people remember the name of those hills anymore.
But since the map is made for us the Players, and not the Characters, then its still good. But even if the map is for characters, you can always say its the product of a pool of information gathered over king's ages, and somewhere in the past someone might have asked king Hamanu what was the name of those hills and recorded it, or passed on the info, which eventually trickled down to the map makers of today.

I say include it.
#178

jihun-nish

Sep 02, 2004 19:43:22
I am currently doing research on my upcoming Urik map and found an interesting sentence. On page 44 of RaFoaDK (english version) it states that the village of Deche is located in a Kreegill mountain valley to the east of Yaramuke. There happens to be a small mountain range east of Yaramuke and north of Raam. I will name them the Kreegill Mountains in future versions of my maps. Does anyone have any concerns about this?

I say go for it. I mean for us--DS veterans-- who could almost draw the map by memory, we are seeking info which we dont nessessarely remember. And that is one of them. Since i already have in my possession all the original region maps, I can truely say that to have site in your maps which cant be found in the originals are an apreciated bonus.
#179

zombiegleemax

Sep 04, 2004 20:49:53
I started a new thread to put all the notes I have compiled on various city-states for the benefit of anyone who would like to have them. Each note comes with a reference so that anyone wishing to verify it my do so. The thread is entitled, "Notes on the Cartography of Urik and other City-States".
#180

zombiegleemax

Sep 05, 2004 18:23:20
I just added my Master Translation List of all Athasian sites to my signature. These translations are from various DS Community Members. Please see my new Credits/Acknowledgements page to see who translated what maps to date (not totally complete yet). If anyone would like to dispute, add, or confirm any of these translations, please do so. Eventually I will incorporate all the translations into my website for referencing. You will need Microsoft Excel to view the Master Translation List.
#181

bengeldorn

Sep 05, 2004 21:05:31
I just added my Master Translation List of all Athasian sites to my signature.

Where is your signature?


Edit: Sorry but I haven't noticed, that the new board shows the signature only on the first post of a page. Forgett what's above! :embarrass
#182

zombiegleemax

Sep 05, 2004 21:22:48
Where is your signature?


Edit: Sorry but I haven't noticed, that the new board shows the signature only on the first post of a page. Forgett what's above! :embarrass

It confused me at first also. I was like, where did my sig go? Get to work Bengeldorn! I know you want to fill in the holes in the German column!
#183

bengeldorn

Sep 05, 2004 22:19:22
Get to work Bengeldorn! I know you want to fill in the holes in the German column!

Ok...but this could take me a while....
#184

Grummore

Sep 07, 2004 13:22:11
Last sea Region map : Missing city name near the North Pass.
IMO: the mountain are too dark, look like the deadlands

Be careful as well not to create too dark maps. It's hard on the eyes and on the printer ;)
By example, Nibenay is very very dark. I would suggest to keep the brightness like the Tyr maps (which is beautiful btw!)
#185

zombiegleemax

Sep 07, 2004 13:47:22
Last sea Region map : Missing city name near the North Pass.
IMO: the mountain are too dark, look like the deadlands

Be careful as well not to create too dark maps. It's hard on the eyes and on the printer ;)
By example, Nibenay is very very dark. I would suggest to keep the brightness like the Tyr maps (which is beautiful btw!)

Very good points Grummore. I just realized that the Last Sea Region was missing a city name 2 days ago! I will be redoing that map soon (a relative term) to "upgrade" it to my newer styles. It will be alot better eventually. I still need to finish some DA maps, The Dead Lands map (alot to read for this), and my upcoming city-state of Urik.
#186

zombiegleemax

Sep 07, 2004 19:43:43
New Additions:

- CC2 Symbols: Dark Sun map symbols for Campaign Cartographer.
- Symbols v1.1: Added a new symbol to represent dragons.
- Compasses v1.0: Added the Compasses I use in my maps. (French, English, Spanish, German, & Portuguese versions in one document)

In order to conserve disk space (and save time), all unlabeled versions of DSR maps will not have titles, compasses, or scales. This will enable me to only have one version instead of five.
#187

zombiegleemax

Sep 08, 2004 17:16:40
I added an updated version of the Master Translation List to my signature.
#188

zombiegleemax

Sep 08, 2004 21:33:16
First, I want to let everyone know that the Spanish Version of the Tyr Region is now online. (Thanks Az_zel!)

Second, I want a few opinions on some fonts I have:


IMAGE(http://www.darksunrising.info/images/temp/font.jpg)



Font One is the font that I currently use in most of my maps. Font Two is a font that I have used in several of my non-English language maps. Font Two has two advantages over Font One.
1: It has a full character set (non-English characters, Font One has none).
2: It has a regular version and a condensed version that help out in tight spots.

I am thinking of making Font Two DSR's main font with limited use of Font One. Or, I can use Font One as the English font and Font Two as the non-English font. I like Font One alot and I don't want to stop using it. If it had a full character set I wouldn't have any problems. Any suggestions?
#189

Pennarin

Sep 09, 2004 0:44:24
I am thinking of making Font Two DSR's main font with limited use of Font One. Or, I can use Font One as the English font and Font Two as the non-English font. I like Font One alot and I don't want to stop using it. If it had a full character set I wouldn't have any problems. Any suggestions?

No mater how good your maps are, they do need to be supported by a very beautiful font, or if you prefer, your maps' beauty will be diminished if the font is suboptimal.
Leave font one for english, but do use font two for non-english: like you say, weird symbols like accented letters and even weirder symbols in other languages beside english are a necessity for the translated maps, and if they can't properly appear on them it would be a shame.
#190

zombiegleemax

Sep 09, 2004 6:59:00
First, I want to let everyone know that the Spanish Version of the Tyr Region is now online. (Thanks Az_zel!)

Most welcome :D.

I am thinking of making Font Two DSR's main font with limited use of Font One. Or, I can use Font One as the English font and Font Two as the non-English font. I like Font One alot and I don't want to stop using it. If it had a full character set I wouldn't have any problems. Any suggestions?

I agree with Pennarin. I like font one the best and I think it look very good on the maps. Even so, the extended character set is needed for translations. Especially if you can condense it, since some of the translated words are quite long.
#191

Grummore

Sep 09, 2004 8:58:01
I agree with both Pen and Azel on that matter. Anyway, you are going to need accentuated letters in french and any non english language sooooooo it leaves font two! :D Personnaly, I think I better like the second one.

Are these two fonts free? And if so, where can I snatch them so that we have the same font in our DS documents creation!
#192

zombiegleemax

Sep 09, 2004 13:40:45
Thanks for the input everyone!

Are these two fonts free? And if so, where can I snatch them so that we have the same font in our DS documents creation!

Your in luck Grummore! Both fonts are freeware.
Font One is known as Atlas of the Magi and is located at Cumberland Fontworks
Font Two is called Sever and can be found at Iconian Fonts

Eventually I will have both of these fonts as well as some other fonts that I found on my website.
#193

zombiegleemax

Sep 10, 2004 23:08:09
Why did you have to go and make a map of Kalidney? What level are is your psionics? Can not you read minds disregarding distances to know I was working on the Kalidnay city and region? Well, that's what I get for procrastinating. I am (was) working on a pre-Dark Sun world during the construction of Kalidnay's Ziggurat that is much like the first edition Dark Sun with some changes.

1. Athas was a little more lusher. It was more green.
2. City-States held towns and were nations with borders.
3. Kalidnay was a rich city that sat next to a small sea that is now a salt flat.

I have a map of the region and the city is about 40% complete. I followed the Wanderer's Journal as best I could. It was an Turkish city with many towers dotting the skyline with canals filled with water that lead to the sea.

I will post maps once I find a place to host them or actually finish the website I started.

http://www.geocities.com/marcusmagnusdod/KalidIntro.html

(It's not much. I could have sworn I made the symbols clickable. And where is the music? Gah, free servers)
#194

zombiegleemax

Sep 11, 2004 6:14:06
If it makes you feel better, Ral of Tyr, my map is only supposed to be representational of buildings and not the real thing. So keep on making your map! (I modeled my map on the Kalidnay maps in the Ravenloft Publications)
#195

zombiegleemax

Sep 14, 2004 21:46:34
I am requesting anything, from anyone. who may have any notes on North/South Ledopolus. I already have all the "official" stuff and was wondering if anyone has anything else they have created. I have Grummore's maps also.
#196

nytcrawlr

Sep 14, 2004 22:16:39
(It's not much. I could have sworn I made the symbols clickable. And where is the music? Gah, free servers)

Symbols aren't clickable, but I hear the music.

I hate embedded music though, it was so 90s and should just go away, lol.

Like what you have so far of the site, being a big Kalidnay drooler myself.

Keep up the good work and can't wait to see your finished map.
#197

nytcrawlr

Sep 14, 2004 22:17:47
Thanks for the input everyone!

I agree with everyone too, keep both fonts.

:D
#198

Pennarin

Sep 14, 2004 22:22:51
If Ral as posted his maps on his site, I can't see them.
#199

zombiegleemax

Sep 15, 2004 6:45:09
If Ral as posted his maps on his site, I can't see them.

Me too, I tried more than once.
Thought it was my Firefox browser but didn't see a map trough Internet Explorer too....
#200

zombiegleemax

Sep 15, 2004 21:38:45
I just added my newest map, North Ledopolus. You can find it on my "Misc. Page" under "Villages of the Wastes". The village is based on the minimal descriptions found within "The Broken Blade".
#201

zombiegleemax

Sep 16, 2004 7:54:06
Very cool, Cyrus. I've always wondered what this town would look like. It was one of the more colorful spots in my past campaigns.

I've translated most of it to Spanish, but I'd like for some people to look at the words first, as almost none of the words on the map translate well. I'll put up my list of suggestions on another thread.
#202

zombiegleemax

Sep 19, 2004 14:41:02
Kled v1.0 is now available from Dark Sun Rising under "Misc. Maps".
#203

Nefal

Sep 20, 2004 4:54:45
I like this one!

But I suppose it's Kled before the Cleansing War? I've on my HD a map of Kled as a small village (don't remember where I found it!) Would you like to have it?
#204

zombiegleemax

Sep 20, 2004 6:34:01
But I suppose it's Kled before the Cleansing War?

There was no Kled before the Cleansing Wars! I know the map looks big, but it is actually quite small. I made it per the description within "The Crimson Legion". Basically the center plaza had to be able to hold over 2000 individuals and there are a dozen (or more) concentric rows of huts. I did add a gate that was not mentioned and I named them. The center plaza was referred to as the sun plaza so I named it the Plaza of the Sun.

I've on my HD a map of Kled as a small village (don't remember where I found it!) Would you like to have it?

I would love to have it and any other homemade maps you may have.
#205

zombiegleemax

Sep 20, 2004 22:30:50
I didn't link any maps, just a link to a starter html page I am working on.

If that's what you are seeing, you are fine. If not, adjust your settings. I have firefox and I see that just fine. That's the only thing I can think of.

The music is a Dead Can Dance Midi of Cantara. My hope to create a site much like Baraka. Maps with somber ancient and ambient music, to get that sort of ancient feel.

I should upload the regional map I have tonight.

Arr matey, I shall be postin' a new thread, least I be a hijackin' avast.
#206

zombiegleemax

Sep 28, 2004 5:29:46
upupup
#207

gab

Oct 12, 2004 12:35:05
BUMP!

Cyrus, could you send me an email?
#208

zombiegleemax

Oct 20, 2004 18:46:49
Hello everyone. Most of you won't need this, but the Portuguese versions of the Jagged Cliffs Region is now available. I know I've been away abit this last month, but future maps will be arriving as soon as I can finish some things for Athas.org.
#209

jon_oracle_of_athas

Oct 21, 2004 6:02:20
Those things happen to be maps for Dregoth Ascending, just to satisfy everyone's curiosity and to give Cyrus9a som cred.
#210

zombiegleemax

Nov 15, 2004 18:39:43
City-State of Raam v2.1, an upgrade to reflect some minor changes for Dregoth Ascending, is available for download from DSR (see signature).
#211

jon_oracle_of_athas

Nov 16, 2004 3:53:59
I've sent you an e-mail with some more minor changes. You might want to wait with another update until we have a final map?
#212

zombiegleemax

Nov 16, 2004 5:32:41
Hello everyone. Most of you won't need this, but the Portuguese versions of the Jagged Cliffs Region is now available. I know I've been away abit this last month, but future maps will be arriving as soon as I can finish some things for Athas.org.

And there'll be more maps in portuguese coming soon!
#213

zombiegleemax

Nov 16, 2004 13:48:14
I've sent you an e-mail with some more minor changes. You might want to wait with another update until we have a final map?

Oops! Sorry folks, I had a slight misunderstanding with some details about the Raam maps. Give me a day or two and I'll let you know when to download the new versions.
#214

zombiegleemax

Nov 16, 2004 14:03:51
Oops! Sorry folks, I had a slight misunderstanding with some details about the Raam maps. Give me a day or two and I'll let you know when to download the new versions.


Take your time...
#215

zombiegleemax

May 11, 2005 18:58:12
After a short hiatus (due to events beyond my control) I have returned to add a new map to my site. I have entitled it the Anattan Wastes Region. Currently, it is only sparsely populated with sites. If anyone would like to name any sites or terrain features send me your suggestions and I will take them into consideration. The Anattan Wastes Region is exactly the same size as the Tyr Region or the Jagged Cliffs Region and is located due east of the Tyr Region. The new map is posted at Dark Sun Rising under the heading: Major Regions. Have a nice day! ;)
#216

Prism

May 15, 2005 14:26:58
Good to see you back and as usual a lovely map
#217

zombiegleemax

May 16, 2005 19:28:20
Thanks for the support Prism! And yes, it is nice to be back.
#218

zombiegleemax

May 17, 2005 5:58:54
Have you received the e-mail I sent you with a translation of one map?
#219

zombiegleemax

May 17, 2005 10:38:02
Have you received the e-mail I sent you with a translation of one map?

Hi Fabrício! Yes I did. I was out-of-town last weekend and haven't been able to reply yet. I'll have it done for you within a few days.