Recent diary entries
After a several year hiatus, I decided to work in a common area . I figured on building a National Park.
Hello all, I have gotten my own territory. However, there is one big issue: I do not know how to make proper motorway interchanges/junctions, and even normal exits. I know the motorway_link syntax but do not know how to make them look smooth and functional, like this: . I was wondering if there are templates or a guide or something so that I can easily make motorway-motorway and motorway-road T and 4 way junctions. Thanks, ev3commander
I would love some feedback on my new sandbox. I'm not sure if I did it right, so I would love some constructive feedback to help me improve the page. While you're in my sandbox, feel free to check out my first sandbox project!
Last January, I started work on a new city named Confluencia.
In Commonia, (of all places) there is a well-mapped and highly-developed city also named Confluencia.
Did I subconsciously copy this city’s name, or did it change recently?
You are welcome to apply for, and discuss, OGF:AR001b
"a collaborative territory, which is inspired by the real-world island of Timor (shared between Timor-Leste and Indonesia) The provinces are owned by individual users so long as they agree to adhere to to collective territory goals and coordinate on development:
- Low GDP
- Poor infrastructure
- One major city
- Colonial history: TBD (Portuguese analogue?)
- Languages: TBD; assumed Tetum-analogue, Indonesian-analogue, colonial"
Hey everyone! Diamond Coast was just a little fishing town with a casino less than a year ago but it is sure transformend since then! https://opengeofiction.net/#map=12/-26.4263/122.5309
Anyway I just wanted to say that it will literally come to life once I get the game Cities Skylines and I will build the city Diamond Coast just like the layout on OGF.
This is also an oppertunity for other users to try it out and create their own city just like OGF. The link is just the images of the game, but you can also just search it on youtube and youll get hundreds of ways you can see how the game works. You can download it on PC or Play Station.
Check it out!
I've been working on Seniqe, one of the two major cities along the Strait of Abren in Dematisna, for the past month. While there is still a huge amount of work to be done, much of the city's historic center has been mapped now (along with the outline for the metro region), so I thought it was time for a proper introduction.
Seniqe is a mélange of influences from Istanbul, Izmir, Barcelona, Seville, Athens, and Algiers. It has a fairly hilly terrain, but the central city is located on a broad, flat plain around Al-Hilal Aleulawi, the Crescent Haven, the body of water that connects the city's historic port to the Strait of Abren. The ancient walled city was founded around 1600 BCE, and reached its current extent around 500 CE. The city greatly expanded following the arrival of the Castellanese in the 1450s. It continued to grow under colonial control for centuries, and through the strait's status as an international territory (the Zona Internacional Abreniqe, or ZIA) from 1902-69.
Following a change to immigration laws after Dematisna became an independent country in '69, the city became a magnet for international migration. Its population first cracked one million in the first Dematisnan census in 1975, and today the metropolitan region is home to more than seven million people from around the world. You can read a more detailed history of the city on its wiki page here.
So far the detailed mapping reflects about 80% of what would have existed ca. 1900 CE, while the road and rail network for the metro region is mapped up to the present. I'm filling in the city as I go, and am hoping to get up to the 1960s by the end of the summer.
I would love to hear any initial thoughts people have on how things are shaping up! I want to give a special shout-out to @Moskva, who is mapping the motorway interchanges (which I have no talent for, whatsoever). Dematisna is a collaborative territory, so if there are projects you would be interested in helping out with in Seniqe, please propose them here or on the talk page for Dematisna
I have created a lake in north-western Uletha called "Paivat".
"Paivat" probably means something like "the water of the day" in Läxian language. It may have different names in different languages.
The northern side of the lake is a rocky archipelago (which i am working on right now), streching from east to west. While the southern side is pretty sandy, just like northern Germany and Poland.
Paivat lake is formed by an ancient glacial activity within this area, which created the many lakes, inlets and bogs of Läxland.
Paivat is inspired by the Saimaa lakeland in Finland and the Ladoga lake in Russia. I have always loved the patterns of the nordic lakes and islands, willing to create such natural artwork on OGF.
I started mapping about a few days ago and have made some progress at making a village in central Commonia, using ID at first and now JOSM, but I'm having some trouble using it. It would also be helpful to have to critique on my settlement.
Things I would like help with:
- creating areas such as parks and car parks, that are available in the areas tab in ID
- creating rail tracks
- airport features such as runways etc. (dont worry I'm not building an airport for my tiny town)
- naming places: mainly town names but also for having buildings be hotels etc.
- different road types: I'm aware of the residential road, but in a lot of other cities on the map I see large residential roads?
- creating coloured ares of the map, like in cities where the area between blocks is grey
- having buildings sit next to and against each other, without overlapping and causing an error
- creating perfect circles for roundabouts etc
- going into detail on buildings (like that really cool cathedral in Baradin)
I understand this is a lot (and theres probably more i still have to ask) but any help would greatly be appreciated.
Hello, I am new to mapping in OGF, and have a question:
See https://opengeofiction.net/#map=19/19.33707/87.82329. How come some types of buildings don't show up as solid blocks (with borders) and others do?
Also, if you look at it in the editor, you see another building, a locksmith to the left of the coffee shop. Why doesn't it show up at all (not even the name)? (This also happens with the parking garage next to the gym to the northeast.)
Hi all. I am happy to announce that I managed to claim AR903, or what is called now Kuehong (Quê Hương 家园), a Vietnamese state, after further discussions with the regional admin. It is quite interesting to take a bit out of what was part of Commonia, but equally frustrating to delete and revise the road connections and ill-mapped settlements in the area. Not sure if this is part of admin's plan to clean up Commonia, but oh well.
I am officially introducing this now just to alert some users who have accidentally changed the name of my country to Raintree River, and just a friendly reminder not to edit and rename the nearby territories as well! See wangi's newest diary entry for details. I am also making some personal notes which I will like to share with everyone here. Feel free to suggest anything wrong with it, I am not using a nuke button (which is still in Antigo) to nuke you off the map.
Currently, the territory is now almost clean; just need to remove all name tags. I will also get started on the geography and making the states. Hopefully after that I will get work on a small port, where I can make ferry connections between Uletha and Archanta and eventually start collaboration projects with CARECU and EUOIA. Kuehong, given its location, has quite some potential to be a trading entrepot, and it isnt easy to be ignored.
About the culture, Kuehong will be largely similar to the Vietnamese culture, with the same food, (possibly) clothes (depends on the weather) and allusions to some well-known landmarks in Vietnam (summer palaces, Ha Long Bay etc).
What's probably different is that there may not be a French presence in Kuehong (since it is relatively far away), but more emphasis on Chinese influences, since it was colonised by some oriental power in Orano before. The political situation will be quite different from actual Vietnam as well; it will be a relatively strong and efficient military junta instead of communism. Just expect a heavier military presence in the country, but otherwise, thanks to the military, the lives of the people generally improved with relatively good infrastructure. There will be also a notable Chinese presence in the country particuarly at the east.
Another difference is that Kuehong is on a higher lattitude than actual Vietnam itself. Still, it did not stop Kuehong from growing and exporting rice, so there are still rice paddy fields. The weather may be more similar to Taiwan instead; there may not be much snow but more cooler winds. Kuehong will also be affected by typhoons frequently since it is in relatively open sea.
Still, this project will be quite interesting, since I did not really have much solid knowledge on the language and culture. There are quite a number of differences between Kuehong and Vietnam which I will like to point out in this diary entry. Hopefully, I hope someone out there can further educate me on Vietnamese culture, tell me their experience in Vietnam or offer any further suggestions regarding this territory.
Zhen Kang (Z.K.)
(Former cartographer in Antigo, he has recently managed to defect and emigrate to Kuehong)
Hi, the northern most half (roughly!) of Commonia is no longer a "blue" territory and open to editing by all. It has been split into individual territories, managed per OGF:Admin regions. None of the new territories are mapped as "beginner", as such any user will need to supply a plan for the territory if applying.
However another "blue" territory, Rhododactylia, has been increased in size.
L (wangi for admin)
what happened to COMMONIA?
Hello to the whole community! Since 6 months ago I have been developing the historic district of Vondréaux, called Fort Vondréaux. I have developed it with the greatest possible care, and I want to finally show it to the community.I want to know your opinions. Happy mapping, Mapping Expert.
Currently, I have 2 airports in Walkegan, Pike and Miller International.
Personally, I would like if some airlines would come into my airport. It's been bugging me that nobody has gone to my airports yet.
First of all, I want to be realistic. I have limited international gates and most international flights would come from either South Archanta or north Archanta. Most flights would originate from the FSA.
Also if you have any feedback for my airport you can tell me in the comments.
Thanks, oof boi
I want to thank all of the mappers who put in work at the Pretanic Faction state over the past year or so. Due to unforseen circumstances, the PFS will be closed to new mappers as of today. Any mappers that are working there are allowed to finish their work, make a decision to move their work to their own countries or keep it in place. It will remain there forever if you decide to keep it there, and I will add to it over time, but keep your edits in place.
If anyone has any questions please comment below and I will answer them in the best way I can.
Ahnvore county is a county in Perugi, Cygagon, which is almost complete. all there is to do is landscaping, a remaining nature reserve, extend the railway northbound and fixing bus routes. Possibly a hamlet at the very south of the county. But I'm afraid that the Texan-ishness is gone. please tell me if it still is texan, and what I can do if it isn't . Feel free to criticize. Don't comment about road names.
note: Cygagon is heavily multicultured, hence the varying town names. note: Supermarket competition in Cygagon is crazy.
So I decided recently to use JOSM for a massive project I've been meaning to start for a while now -- remapping Montecari to be a realistic cultural capital for Leresso. I deleted everything and started from scratch.
Here is the preliminary layout of the city so far. Make sure to go into the edit view to see where the rest of the streets will be.
A few questions about this project for the rest of the OGF community: * Is the scale accurate? If not, how should I fix this? * Does the city appear to have developed naturally? * Where should I put other important buildings (ferry terminal, airport, etc)? * Any other things I should be aware of?
Any and all feedback is encouraged. Thank you all in advance for the support.
Yep, last time I did any mapping on the kilometre scale was in perhaps 2016. I was never a fan of large-scale mapping, I could never download anything large on JOSM and so I had to map everything using Potlatch and ID. It wasn't fun. It wasn't my best mapping, it turned out tot be really blobby and it lagged behind as time went by compared to my topographically beautiful neighbours in Wyster, Latania and most recently Avled.
I took a spontaneous decision to change it this week. I got the final product down in about forty minutes, and I'm pretty satisfied with the overall thing. However, something bugs me about how disconnected the forests are in the south though, although I'm not sure how or even if I should rectify it. The blank areas to the south will be filled in in due time as well. It depends on how quickly, if at all, I can get my first sketch mapped using JOSM.
So, is there anything I could improve to my sketch before I start mapping? What do I need to pay attention to when I'm mapping it all out? Please let me know if you have any thoughts!
I am currently detailing the border between my country and Nordurland with EMKLI. This involves the construction of border crossings. I would like to present to you the medium-sized crossing I am working on right now.
As Nordurland is left-hand drive (but Medwedia is right-hand drive), the border crossing involves a bridge to change the sides of the road.
The crossing itself is not very spectacular. It has the usual passport control and the more extensive customs lanes, where many bribes in foreign currencies changed hands in the decades since the crossing was built.
Notable is the water row just behind the bridge, officially meant for "tire sanitization". It has a somewhat symbolical character of course, as the Medwedian Democratic Federation and Nordurland are not really the best of friends, Nordurland being a demilitarized hippie country and Medwedia being a hardcore fascist dictatorship.
I want to extend and detail it. As such, I request your feedback and ideas.