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Seenar
Jun 16th, '06, 11:49 AM
I am working on a space opera game. Any ideas on making the big map for the game?
What has worked for others?

Nolgroth
Jun 16th, '06, 12:08 PM
Are you looking at using "real" stars or are you wanting to build a custom set?

For the former, there are a bunch of programs that translate the Gliese database into a visual representation. Check out this thread (http://www.herogames.com/forums/showthread.php?t=45955) for some ideas. You can also use a couple of those to create star maps from a blank slate.

For pen and paper maps, I would suggest using a piece of graph paper. Just place the suns as you wish and maybe label them so you can write a more detailed guide with planets, moons and stations.

mallet
Jun 16th, '06, 02:32 PM
Yah, a labled graph paper map is good and simple.

Maybe think up some major astronomical event that happened millions/billions of years ago that might have caused "clumps" or "groupings" of stars in certain small areas. For example, two galaxies collided or passed close together causing everything to get pulled/pushed around in that area of space. Or a black hole passed through the section leaving a long empty corridor, etc...

For realism, though trying to make the map three dimensional would be sweet (but very hard unless someone has come up with a good program for it). So that all of you systems are not on a flat plane, but rather also above and below each other, etc...

Nyrath
Jun 16th, '06, 03:03 PM
Sometimes the actual 3-D arrangement is not as important as the connection between the various stars. Then you can get away with using a "node-map" (what I call a two-and-one-half-dimensional map). There are some samples here:
http://www.projectrho.com/smap12.html
such as
http://www.projectrho.com/SSCfull3Tight.pdf

One can draw these maps by hand using the free yEd editor
http://www.yworks.com/en/products_yed_about.htm
(some instructions at http://www.projectrho.com/smap13.html scroll to the bottom).

Nolgroth
Jun 16th, '06, 04:30 PM
Those are good too.

Spence
Jun 16th, '06, 06:29 PM
Since I tend to center the game on systems and like to keep the PC options managable, I do the "warp point network" map. I actually use the old Starfire campaign map generator to build the map. Then I can create 5-6 basic systems and whichever warp point they transit will wind up in one of my prepared systems. I add to that list as needed.

Nyrath
Jun 16th, '06, 06:36 PM
Since I tend to center the game on systems and like to keep the PC options managable, I do the "warp point network" map.
Keeping in mind that the "node map" I mention above is also a "warp point network" map. ;)

Erkenfresh
Jun 16th, '06, 07:08 PM
With a "node network", how important is a "big map"? You just need a list of which systems connect to each system. Where they end up positionally in the galaxy is irrelevant since they'd be crazy to impulse to another system (assuming no FTL travel).

With that, it's very easy to add more systems as gates are activated or discovered (assuming an ancient race created the gates). Simply add systems to the list and have the players hear about the new gate in the news.

Dale A. Ward
Jun 16th, '06, 08:25 PM
For "real universe" stars, I have always favored the map that came with the game Universe. It's just the Gliese list represented graphically. It includes the XYZ coordinates and a nice equation that enables you to determine the distance between any two stars on the map.

For a fictional universe, the Traveller maps are a fine model. Grab a blank map template and go wild.

keithcurtis
Jun 16th, '06, 09:34 PM
I used a database that took XYZ coordinates and engine power and figured flight times from that. I did have a graphic XY grid with the Z labeled next to each star, but the database was more useful.

I also used a db that graphically updated a map of the Solar System for in-flight times based on planet positions, thrust, fuel and mass. But then, I found that none of my players actually cared. They were all interested in something called "playing the game" and "characters". Don't they realize that it's all about me???

Keith "Stupid players" Curtis

Nyrath
Jun 17th, '06, 05:36 AM
For "real universe" stars, I have always favored the map that came with the game Universe. It's just the Gliese list represented graphically. It includes the XYZ coordinates and a nice equation that enables you to determine the distance between any two stars on the map.
Agreed. There are quite a few boardgames that include reasonably accurate 3D starmaps, but the Universe map is arguably the nicest.
http://www.projectrho.com/smap10.html
(scroll to bottom)

"Nice equation", sigh. {curmugeon on} That's the true distance equation from algebra 101, aren't they teaching kids the basics these days? ;) {curmugeon off}

(yes, I know Mr. Ward is only one year younger than me)

Dale A. Ward
Jun 17th, '06, 11:44 AM
"Nice equation", sigh. {curmugeon on} That's the true distance equation from algebra 101, aren't they teaching kids the basics these days? ;) {curmugeon off}

(yes, I know Mr. Ward is only one year younger than me)

:eg:

Sorry, Gramps... I skipped class that day!

Dale "Pie are round, cobbler are square" Ward

Spence
Jun 17th, '06, 01:27 PM
Keeping in mind that the "node map" I mention above is also a "warp point network" map. ;)


Yep, I was just noting that it was what I used. I also find it easier for an RPG since it limits the PC choices on where to go. As a GM it makes it easier that is.

Spence
Jun 17th, '06, 01:53 PM
With a "node network", how important is a "big map"? You just need a list of which systems connect to each system. Where they end up positionally in the galaxy is irrelevant since they'd be crazy to impulse to another system (assuming no FTL travel).

With that, it's very easy to add more systems as gates are activated or discovered (assuming an ancient race created the gates). Simply add systems to the list and have the players hear about the new gate in the news.


I use the Starfire model where the nodes (warp points) are natural. I use their system creation method for the rough, heavily tweeked with Traveller, Space Master and StarHero.

bigdamnhero
Jun 19th, '06, 11:28 AM
If you don't want to spring for any of the "real" programs mentioned, you can also generate simple 2D maps using the Chart function of Excel. Simply input some X,Y star coordinates -- either real or randomly-generated -- into a sheet, Insert Chart, select an XY (scatter) chart, and label appropriately. Depending on how many important stars you've got, it's relatively simple to add another sheet that calculates distances between them using the formula that even *I* actually remember from Algebra 101. ;)

[Edit: `Tho to be honest, the main reason I remember the formula is because I use it so much for various SF games...]

JohnTaber
Jun 19th, '06, 02:25 PM
I am using CC2 Pro and the Cosmographer pack. It can make maps exactly like the old Traveller ones and that is what I wanted. ;) The layering in CC2 is nice for these maps. :)

Seenar
Jun 23rd, '06, 10:12 AM
Thanks those are all helpful. I think I am going with an XY map and make the scale such that the depth of the Orion arm is not as much of a factor.