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Spotlight on Design 13 - Marshes and Fords
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Spotlight on Design 13 - Marshes and Fords
Marshes and fords may not seem like a terribly exciting topic,
yet they can do wonders in a map. First is the purely aesthetical
aspect of making a natural-looking landscape. Additionally,
castle resources can be increased when pitch is added to marshes,
and the careful placement of fords can be used to specify where
troops and peasants can go on the map, ultimately changing
gameplay.

Aubergine has created a unique area in this screenshot
from
Glazebury Muse. The marshy field is walled off with
wooden walls and gates, and a slightly raised ridge of land
holds a stony path. In the center, a single grave marker.
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In
Camargue of Rohan by Bismuth, the sea meets the
land via marshes lined with grass. It looks nice and detailed
close-up, as well as from a distance, as in the minimap.
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Brave Sir Robyn's map,
Quiglesbury, features an old beaten-down wood
fortification next to a newer stone castle. Separating the
two, and continuing throughout the map, are finely detailed
fords, water, and grass.
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This close-up shows where the meandering river forks off into
two directions. Note the careful placement of the ford and
grass in the water - doing this can be used tactically to
force troops and peasants into taking specific routes through
the landscape.
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Cptr II The Iron Isles by Jax Omen is different in
that the marshes have been used to create furrows in the
landscape. This is a great way to vary terrain heights and
create visual interest in a map.
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In the final map,
The Weir at Wolf Fen,, Pirate Roberts has made a
mosaic of marsh, grass and beach, all made perfectly
passable by the use of fords.
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~Kester*