Recent diary entries
Through my time working on the town of Plowford (Though recently more erratic), I've happened to have developed a sort of transect from the town centre, going outwards to its edges. I'm on its very latest stages now, on the rural-urban fringe (for my more rural mapping, look to the east). This is pretty much a summary of what the rest of my mapping in Plowford will look like for the foreseeable future. This is the stage I ask, while I still can, what there is to improve.
Thank you and good day
I have rediscovered some shortcuts I found a few months ago. I had forgot what they were until now. Here are 3 undocumented tools on the ID editor I found through chance. They seem to be little known and inaccessible without these shortcuts; I have not seen them mentioned elsewhere on OGF, or on the wider internet.
Bring up a small map of your surrounding area on the top left of the screen. It can be used to jump large distances by dragging the map. This can be activated by pressing the forwards slash (/) key.
Does what it says on the tin. Press the W key.
Select an object and a tab appears in the bottom right of the screen. This gives the object's ID, and its length if it is a line, and the object's perimeter and area if it is an area. Press Ctrl+I.
I hope this makes ID a bit more bearable for its users.
EDIT: All 3 functions are listed on the 'shortcuts' page of the OSM wiki. They are quite easy to miss and are not separated from the standard functions, however.
During a lull in my mapping work, I've redesigned the state emblem of Agarderia during the communist period (1946-1985). Although it is better than the old emblem, it still looks a bit dodgy, although I can't put my finger on exactly what the problem is. Does anybody have any ideas?
I woke up today to behold the disappearance of all the areas I've mapped as farmland. For some reason, I have only seen this is only in Agarderia and Glaster, and not anywhere else. As far as I know, it is not a problem on my end, as the areas are properly tagged, closed and still exist and I have not modified most of them for weeks. The farmland on OSM shows up normally. It has only happened in Agarderia and Glaster, since I cannot find any other country with this problem.
What exactly is going on?
UPDATE: I have seemed to found a way to resolve the issue-by deleting the tag and retagging it as farmland. On ID, the difference appears to be that the old farmland is missing the 'produce' tag. Without the 'produce' tag, the farmland does not appear. I am not sure why.
I've felt that I've dug myself a very large hole, starting from my previous mapping ventures in Wyndham early last year. The roads in Wyndham are questionable, and somehow I decided to make roads based on what looked nice, rather than what was realistic. I have to say that I've fixed the majority of the mess I drew beforehand, but following sentiments and similar feelings, the problem in Wyndham has not gone away completely. I've increasingly having to resort to thinking of reasons and excuses why xyz is like the way they are.
The junction here is possibly the epitome of my troubles in Wyndham. (Technically the outer parts of Wyndham deserve that title, but I have not mapped them intensively and so I have room to delete them as and when it is required.) I have made it more realistic than before, as you can see from my Bliki special. It is rather long and rather dreary, and it is more for my own musings and for the sake of recording information, rather than something that is designed for other people to read. The relevant sections are sections 1, 4 (for historical context) and 5.
If you have read my bliki entry and looked at my mapping, you will see that I still have quite a few troubles with this junction, even though it is somehow better than it is before. Wyndham itself is supposed to be a general reflection on a city beginning its transition from more ageing, brutalist structures built during the 60s and 70s to more modernist, more open structures. Something maybe like Birmingham in the early 2000s.
Does anyone else wonder what a particular place had/had not been constructed would look like? Sort of like 'alternate history'. Or how a place looked in the past. I covered the latter of the two some time ago in a previous diary entry of mine. Initially it was a one-off project but I'm considering doing more of these in the future.
Here's my current work, which is an alternate scenario when a primary road had been built through a gap I left in the work I did. It was intended to form a a part of Glaster's road building project of the late 1970s and early 80s, which left many roads and projects unfinished. Hence this gap has remained unfilled. The picture on the left is what it looks like now, compared to what it may have looked like had it been built. Has anybody else thought of doing this kind of thing or is it just me only?
I'm not sure how pessimistic or how strange I sound in this entry; my intention is to be purely realistic.
Basically, Glaster is irrelevant. Yes you heard me right. Glaster is irrelevant. It never was a superpower. It never had a place on the world stage. It's like one of those countries that, outside its region, you know only by name, or by a few facts from a Wikipedia entry. Glaster never had an outstanding economy or some special cultural hotspot. The only famous people are dead and confined to the knowledge of historians, or have moved abroad to some more prosperous location.
While this might sound very depressing, here is some of my reasoning (skip to the tl;dr if this section is too long):
- Glaster is very small. It has slightly larger than real-world Brunei and a population of around 1 million (subject to change). It's not in a very advantageous position, considering that its much larger neighbours were at odds with Glaster until the end of the 20th century.
- Glaster's small size and advantageous position (at a maritime bottleneck) has meant that it has exploited and suppressed, first by Wyster, then by Ingerland, then Commonia, then by the communist nations surrounding it.
- Glaster has no deposits of major resources. Iron and coal deposits exist but they are not substantial enough to profit from. Tourism is also out of the question. There's nothing really to see or do in Glaster, and the weather is not great either according to the climatic map.
- Glaster only reached its level of development by funding from Ingerland to prop it up against communist influence. Now its unsustainable and Glaster is currently in economic decline. It has not been able to modernise its economy sufficiently after Ingerish South Glaster had its unification with less-developed North Glaster.
Tl;dr: Glaster is bad because its economy cannot keep up with its level of development, it has been exploited and controlled since the 19th century and because it has nothing to make money from.
That, however doesn't hinder me from good mapping, or interesting wiki articles. Check around Glaster, particularly look at Harcourt and Plowford for my latest work. Moral of the story: your country doesn't need to be prosperous or successful for you to display good signs of mapsmanship (if there ever was such a thing)!
However, one of my largest concerns is my mapping style. Initially it was supposed to be based around England, for the basis that Glaster was former colony. My mapping style has devolved into pretty much a high-quality English clone, something that is satisfactory in itself but isn't entirely realistic given on the geographical location. Does anyone have any ideas on how to change this into a more believable design that I can still map in detail?
Are there any interesting or strange events and locations in your country? It would be cool to see some oddities here!
For Agarderia, there was an unrecognised microstate Free Republic of Zimna Forest declared for exactly a month in 1986 but then annexed by the Agarderian government. Partially satirising 'countries' such as Sealand and Liberland (and possibly the libertarian right), partially the product of boredom and unwillingness to map.
It's on my sandbox page for the time being because I'd say it's a case of overwikification, as the actual village currently looks like this. I'll consider moving the article to a proper wiki page once Agarderia is mapped more intensively and after I've polished up the page and photos.
Does anyone else have any quirky features they'd like to share?
I have been furthering my work on Plowford but I have noticed that the road system in central and northern Plowford looks a bit...off. I'm not exactly sure how to describe it but it doesn't look right. Any suggestions on what to do? Bear in mind that I have only mapped the main roads and the preexisting roads. Roads built during urbanisation have not been included.
If you can give me any advice on what you think is wrong, please tell me below. Any other queries or suggestions are welcome!
This month for Luciano's challenge, I decided to use this opportunity to do some serious mapping work in Agarderia, an area that I seemed to have neglected for some while now. I decided to start afresh, making a new town named Lodken.
History of Lodken
Since history is so important in this month's challenge, it would be wise to give an overview of Lodken and its surroundings for historical context.
The area was historically the border between Karamsk and the Kingdom of Both Glasters, then the newly independent Agarderia after the former country was defeated by the Ingerish in 1803. I have not quite decided why the border was not immediately at the River Taka, but instead slightly to the west of it. However, to the south of Lodken, the border was defined as 'being in the middle of the River Taka'.
I have not exactly decided why Lodken exists, or why it exists that the place it does. But I assume that it was a border village that relied much on trade coming in and out of Agarderia into Karamsk. During the 20th Century, specifically the 1930s, relations between Agarderia and Karasmk soured, leading to both Karamsk and Agarderia building border fortifications on the border. The Agarderian fortifications have not been mapped yet, as they are somewhat weaker and so less preserved. It is also to the east of the river, which forms a natural defense itself. The defenses on Karamsk's side were heavily mined and booby trapped. At this point, Lodken was still a small village, which sat in the middle of no-man's land.
When war eventually did break out in 1936, the area was put under Agarderian control entirely, with the former border reduced to a provincial division. The border to the south of Lodken was frozen, leading to its current, misaligned state in relation to the river. The area was again heavily fortified in the 1940s from fear of an annexation by Karamsk. However, the fortifications were never used when Karamsk eventually attacked in 1946 during the Agardirian Civil War, owing to the fact that Agarderia capitulated before Lodken could be reached.
Lodken was under subsequent control by the Democratic Republic of Agarderia. After the area had been cleared of munitions and mines, the defenses were used as a training ground for soldiers. The area was reactivated as a war zone in 1998, at the outbreak of the Second Civil War. New mines were layed and defenses constructed to protect the region from Karamskan separatists. As of yet they have not been removed, and so the area surrounding Lodken has been cordoned off by the army.
In terms of history, I tend not to focus on grand ruins or exquisite monuments, but rather on the mundane and everyday aspect of things. Things like war cemetries, gun bunkers and military checkpoints.
I am also aware that I have written tons of history for Lodken. This is only the surface, and some untold elements can be inferred from my mapping, while most of it is untold, as I will not bore you with excessive detail.
For Lodken, I have mapped in much lower quality than I have for anywhere else in Glaster. I am still beginning to develop my mapping style when mapping in non-British fashion. I am also relatively unfamiliar with creating languages. Most of the languages I know are inapplicable to Agarderia. As a result, most of the objects are unnamed. If anyone has any advice on what to do about this or how I can improve my mapping, please comment below. I really feel like mapping in a foreign style is an aspect worth developing for me.
On a slightly lighter note:
I've been working on Plowford since October now, and I am very pleased with my mapping. Absolutely everything street-level is mapped out (or will be*) mapped out.
*Postboxes, trees, bus shelters etc will come when/if I finish the town
Because of the enormity of this task at hand, does anyone have anything to say about improvements I can make? This is basically the last stage where I can go back and correct all of my work, as the more I map, the more difficult it gets. At later stages, I will only be able to rectify small areas, as any changes will have to be implemented to the entire city.
Rural-urban fringe (You may need to zoom in)
Contamination Zone The site of a major chemical spill in 1998. Due to the poor response from the Glastian authorities, this area has been permanently cordoned off and is now under Glastian military observation.
I tend to do my mapping with some historical context-but not with larger and more obvious features such as castles or manors. The historical context is a lot more physical and infrastructure-related than that. See if you can spot anything!
I'm going to start mapping in Agarderia. However, I have no idea what to map there. I have completed the basic layout of the country, having mapped the locations of rivers, forest cover, roads, railways and settlements. I am unsure where to progress after this. It would be best for Agarderia to have an eastern European feel to it, much like its neighbours Karamsk and Latania. Does anyone have any suggestions on how I should progress or what I should start mapping first?
Context for Agarderia:
- Agarderia is a developing nation. It has an HDI of 0.732.
- Agarderia has been in a civil war since 1998. However, fighting has been isolated and rare since 2010. A largely unrecognised breakaway nation, the Social Republic of Glastian Agarderia, lies to the east of Agarderia.
- Agarderia was a communist nation before 1986, and a fascist nation from 1936 to 1946.
- The most populated regions of Agarderia lie to the south, near the coastline. Most of Agarderian industry is found here.
The Agarderian wiki page is found here.
I've recently taken a break from 'ultra' high-detail mapping in Plowford(you might need to zoom in), and focus with some work on the Glastian capital, Wyndham.
Wyndham need a significant cleanup. Unlike most of my towns and cities, it was drawn in a rather haphazard fashion, and rather than drawing Wyndham all in one go, which was possible with all my smaller settlements, I decided to draw Wyndham gradually. This posed problems; Wyndham became a patchwork of poorly mapped, well mapped and iffy areas. I decided to fix the problem this week. Below is what Wyndham looked like before and after.
I designed Wyndham inspired around the cities of Coventry and Birmingham, both of which underwent major rebuilding during the 60s and 70s. Parts of Wyndham were completely razed to the ground following battles against the Communists and Commonians during the Glastian Civil War during 1948, which left room for major redevelopments. However, there was no post 90s redevelopment project, such as the one in Birmingham, that took place. This means that Wyndham retains many of its old, brutalist buildings, which older structures scattered around. I propose to downgrade or delete the outer ring road (you will need to zoom out). The best thing I think I've drawn in Wyndham is, the road junction here. It's not really realistic for a city like Wyndham, but I do not want to delete it, as it is the only complex junction that I have drawn that I am satisfied with.
I was unwilling to delete and redesign the whole of Wyndham, which meant that most of my early, short sighted street and rail patterns stayed approximately the same. I'd like to know what areas I need to focus or improve on. Scroll around, zoom in and out to get a perspective on the whole of the city, and tell me what you think.
I've been planning to post this for some time now but only today have I been satisfied with the quantity of what I've built.
Background stuff (Skippable if you don't want to read)
I decided not to start with an area 'in the middle of nowhere' because I prefer to work towards a certain goal and not expand outwards indefinitely, with no end in sight. Naturally for me, the place to start was Plowford, a town I have been working on for around a month now. The area I worked on was rather small compared to the scale I normally used. I've somehow decided to go beyond bare streets and instead map out every individual building and landuse in the area I was working on, which can be found here.
When the new challenge was announced I was slightly hesitant at first to deviate from suburban Plowford out of the fear that a rural landscape may have turned out similar to my botched attempt at mapping the countryside surrounding Harcourt (you'll need to zoom in). After seeing multiple users post high quality work this month I decided to give it a try and see how much I have improved after my mapping of Harcourt.
I chose Northern Plowford , not a truly rural environment but rather a location that is touches and overlaps the rural-urban fringe. I adapted my small-scale approach I used for southern suburban Plowford. and mapped in the north of the town in the same fashion. In my opinion, I think zoom level=16 is the optimum scale to view my work, as it gives an appropriate level of detail without having to scroll around too much. I've attempted to go into the geographical history of the place, an aspect of mapping I like to do.
Points of interest: (Best viewed at zoom 16)
- There is a junction that has obliterated the old road system surrounding it here (I would number the houses but I haven't mapped anywhere else yet).
- Decton Old Road by the new Decton Road and a retail park on the rural-urban fringe. I have left some facilities blank for foreign companies so tell me below where you want a slot.
- Diverted roads and cut off hedges
Have a look and tell me if or where I can make any improvements!
For some reason a gif I uploaded does not render on OGF. The file can be accessed perfectly well and the full picture can be used on my wiki page about the Agarderia-Karamsk War. However, if I make the picture any smaller, an error message pops up, as shown here. A slightly different error message appears for the actual image, which is here. I uploaded it again as 'Agarderia War', yet the same message appears.
Does anybody know what is wrong with the file and what can be done to solve it?
For some reasons zoom levels 17, 18 and 19, the map does not update on standard layer. Zoom 17 has received 1 update in the past 24 hours but zoom 18 and 19 have not been updated at all. So far, I have tried 4 devices and they all have the same problem. The affected area is down below. Zoom out and you will see the difference.
Does anyone see/not see my problem on the map or have the problem yourself?
Things I know about the problem:
- It is not a problem caused by my computer. I have tried on multiple devices to the same effect.
- It only happens in 'standard' layer. The other layers are fine and display map data properly. The editors in Potlatch and ID show the correct data as well. For some reason, the 'standard' map preview on the map layers menu displays the updated data.
- It is a recent occurrence, because edits in the last 24 hours are not displayed, whereas edits I have done before that have shown up.
- It is a local occurrence. I mapped a road in Commonia today and it showed up on all zoom levels.
- It is possibly a one off issue. I have mapped nearby and all updates have shown.
Having looked once again at Commonia, I got slightly depressed. (You'll feel the same way if you take a look) So I decided to express my depression by working on the Commonian wiki article. I've added an 'economy' section, which talks about illegal Commonian activity including human trafficking, forced labour, the Commonian drug industry and the Commonian Confederation's weapons exports. I've also talked about the AN's failure to control illegal activity inside Commonia. Perhaps this is a link to how we cannot control what is mapped inside Commonia.
I've got some questions to ask you. Feel free to answer any of them.
- Has your country, rebel group or terrorist organisation bought any illegal Commonian weapons? (You can say yes, even if your country doesn't admit it)
- Does your country have criminal links to Commonia?
- Have any companies admitted to using Commonian labour to make its stuffs? (You can say yes even if the company doesn't admit it)
- Has your country ever bought raw materials in Commonia?
- Does your country have companies operating in Commonia?
- Is there an OGF equivalent to the fairtrade standard or a World Trade Organisation?
If you've got points you would like to discuss, leave them below if you wish.
Agarderia is undergoing a civil war, which has been largely won by the new government established by Glaster with the aid of the AN. The source of the conflict originated in the 20th century which is outlined below.
- Agarderia was a right wing democratic nation which transitioned to a dictatorship in the 1930s. It then became very close to the Commonian fascist government.
- Commonia propped up Agarderia against communism for much of the early 40s. A failed communist revolt lead to the displacement of the native Agarderian government with one directly controlled by Commonia in January 1945.
- A large communist revolution in spring 1945 lead to a year long civil war. Glastian communists invaded and occupied east Agarderia, depriving the fascists of their fuel storages in the country.
- The communists had won the war by 1946 and had set up a new government. In 1947, a large number of Glastian communist troops and civilians fled to the still occupied Glastian Agarderia.
- Glastian Agarderia was made a semi-autonomous body in the new Socialist Agarderia. Glastian Agarderia housed Glaster's communist government-in-exile.
- After crippling economic trouble and a bout of hyperinflation in the mid 1980s, Agarderian communism ended in 1986 with a transferral to democracy.
- Failing to address the problem with Agarderian neo-communists based in Glastian Agarderia, the country descended into civil war once again in 1998. From 2003 to 2007, Agarderia was an AN mandate.
- Glaster and Agarderia have managed to cut off GA's access to the sea. Most trade with the rogue nation has stopped, but owing to its small population, it is able to minimally support itself.
- Agarderia has decided to leave the country in isolation rather than deciding to invade it. Currently both the outlawed Agarderian communist party and the Glastian communist government-in-exile are stationed there.
Some possible points to discuss:
What relations your country has with Agarderia, Glastian Agarderia, Glaster or any of the previous governments of the respective nations.
How many countries recognise Agarderia as a legitimate entity.
How the AN and other organisations have reacted to the Agarderian situation.
Uletha is flooded again. Using the very handy coastline info map I think I've found the problem, which is located in Raiden along this stretch of bridge here. Before any changes are made, can anyone back me up on this?
Using the power of MS paint, screenshots and the bucket fill tool, I have assembled a map of the entire OGF world.
What is it?
It is a very large map of the available OGF world on 'standard' layer, taken at zoom level 4.
Can I use it?
Yes you can. You do not need any permission. If you want to update the map for a new country or changed borders, ask me please. I don't want any portions misaligned!
What is it for?
I would think this would just be for general reference, country size comparisons and draft maps for very large features like mountains or international organisations.