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By now, you are probably deciding where certain things should go in the political or racial scheme. Countries are forming in your land, as are the kings and queens that govern them. Go with your ideas. The best part about writing a world is the development. You can spend hours with a good map, deciding who runs what and why. If your friends and family start thinking you a bit strange, smile and bear it like a badge of honor. It's good to be different. How many people can brag about truly being able to drift off into their own world? Not as many as there should be. | By now, you are probably deciding where certain things should go in the political or racial scheme. Countries are forming in your land, as are the kings and queens that govern them. Go with your ideas. The best part about writing a world is the development. You can spend hours with a good map, deciding who runs what and why. If your friends and family start thinking you a bit strange, smile and bear it like a badge of honor. It's good to be different. How many people can brag about truly being able to drift off into their own world? Not as many as there should be. | ||
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Revision as of 00:38, 1 March 2009
(From Fantasymaps.com)
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Things to think about
You should by now have a fair idea as to the requirements for any fantasy map. Now go and draw one. Seem a little terse? It needs to be. You, with all of your promise, need to practice. Like anything, this undertaking needs a lot of experience to become proficient at it. Draw a large map, and then "zoom" in on the seperate sections of it. Decide whether you need to perfect your mountain form or your river path. If you do, fill an entire sheet of paper with your practice forms. Do it until it seems like second nature.
Trial and error
Now that you can draw the forms, you need to decide how time affects your land. Which mountains are older? Have they been worn down or built up by the wind and rain? Which rivers seem to be the main ones? Are they big enough? Do your forests occurr in a natural pattern? If not, why don't they? Ask yourself these and other questions like these to see if your map makes sense with itself. Keep in mind that your world most likely isn't perfectly flat, and that rivers will run into the low places. Use common sense, and your map should come out coherent and believable.
You might have to redraw your map many times, as you are confronted with new revelations as to its content. If you are not sure that something will fit in with the rest of the map, draw it in anyway. So what if you have to redo the entire thing? It will fill up time before you die.
The making of a world
By now, you are probably deciding where certain things should go in the political or racial scheme. Countries are forming in your land, as are the kings and queens that govern them. Go with your ideas. The best part about writing a world is the development. You can spend hours with a good map, deciding who runs what and why. If your friends and family start thinking you a bit strange, smile and bear it like a badge of honor. It's good to be different. How many people can brag about truly being able to drift off into their own world? Not as many as there should be.
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