Hopefully this will explain my current way of making maps. Especially why certain questions are relevant at specific stages. The most important thing to understand about this way of working is that it is a process of gradual refinement. There are multiple passes to make the resulting map closer & closer to the ideal. Making a map from actual geography is the most painstaking because of prior expectations and the facility of detailed critique that is not present with a non-Earth map.
There are two types of layers. The painted layers - when assembled - make the game map. The reference layers are whatever source maps are relevant to the design. The two key layers are Plains which is the assembly base and Satellite which is the image used in initial discussions and is the standard that all other reference layers must match.
Order of the Layers
image: Layers In Map Working File
The reference layers stay below the painted layers and are used as needed, for example relief references are used when painting the hills & mountain layers. The only exception is Palette. This stays on top for easy access to pick colors that match the Bmptobic requirements - although its frequently made invisible so the other layer s are easy to see.
Plains is used as the base for a couple of reasons. It is often used partially transparent. While painting on a third layer a reference layer can be viewed relative to the coastlines & overall game map.
Grass could serve the same purpose, but the color makes the reference layers more difficult to read. Also, Grass is painted in part to guide placement of waterways & forests. If it were the base it could not be removed from view to compare those layers with the references.
Painted layers are ordered so that when the image is flattened details and relationships between various terrains are as nearly as possible ideal for use by the various mapmaking utilities. For example
Mountains is painted as more precise details relative to the broader pattern of the hills. With that layer higher in the stack
Hills will not obscure the more carefully placed mountains.
Forest including jungles and marshes are painted as smaller areas with reference to
Grass. Bmptobic uses separate colors for the various vegetation types- there is enough contrast to normally allow them to share a layer. A second forest layer can be added above
Plains & below
Grass as needed for plains forest.
Tundra can either be a separate layer or part of another depending on how extensive and how precise its boundaries need to be. As with mountains & hills the order of flora layers ensures proper extent & placement.
Mechanics of the Process
image: Converting An Image To A Map (BIQ)
- Assemble the working file. Reference layers may need to be realigned / scaled/ distorted to match the key layers.
- Paint by layers. Flatten an image with just the painted layers.
- Convert to a bitmap with the proper index. Scale and add water borders as needed so that the image matches the requirements of Bmptobic.
- Convert to map by using Bmptobic.
- Open bic in Map Tweaker & crop unneeded area so map has desired dimensions.
- Open in Firaxis editor. The terrain will appear blocky & cut off. Change one tile & the coastlines and other terrain graphics return to normal.
- Edit terrain as needed.
- Repeat process until working at a level of detail where only the editor is needed.
A look at the second image reveals why a lot of refining is needed in the editor. The painted image gets reduced to a bitmap wherein one pixel equals one tile. The particular terrain graphics set can make a huge difference in how pleasing the map is. This is especially true for coastlines and with the shape of isolated features like islands.
Painting Process - The Creative Side
- Plains and a rough version of Water are created by picking color areas from Satellite. They are copied & pasted as separate new layers, then filled with the appropriate color. At this point images may be posted for brief discussion of map size, coastline, etc.
- Water is the top painted layer because it is where the coastlines & inland water bodies are done in detail. At each phase all other layers can be painted without having to worry about coloring inside the lines. When the image is flattened Water crops any sloppiness.
- Hills then Mountains are painted. A wip is posted somewhere within this stage. After discussion a second pass is made which will be key in determining how all the other layers are painted.
- Grass is painted. Any available climate & meteorological references now come into play. The rain-shadow effect has a lot to do with placement. Grass is also painted as a rough guide to rivers/floodplains and forested areas. Part of this grassland may later become other terrain types. Rain-shadows, rivers and general lines of elevated ranges also help define transitions between Desert & Plains.
- At this stage all painted areas are very approximate & many adjustments will need to be made in future stages. At the same time this is a good point to take a look at map coverage of the various terrains and the playability of key strategic areas. This is the first time that it is worth a critical look at the shape of coastlines. Before this point terrain variety was insufficient to compare what is needed versus what is present. A wip is posted for discussion about this layer of details.
- Forests, including other flora are added next. At the same time the other layers are adjusted and refined. Another wip is posted & discussed.
- More refinements and adjustments of the painted layers takes place. Terrains which are of very limited extent - such as marshes - are now added. This is probably the last stage at which anything is painted. Tile by tile refinement begins. The majority of work now takes place in the editor (no more painting & utilities). Rivers get placed. LM terrains are added. WIPs are posted as needed until the map is satisfactory.
Its a lot more complex to explain than it is to do. The cumbersome work of painting tile by tile or in diamond shaped blocks that the Firaxis editor requires is avoided. This is especially tedious when laying out the coastline. References are directly underneath the painting layer, rather than needing to look back and forth. Changes to one type of terrain dont accidentally affect another because they remain on separate layers. The map can be quickly resized until well into the process. These advantages mean that maps - even oddly shaped maps - can be created and refined in a relatively streamlined fashion. Saves a lot of time once you've got the routine down.