New SG's grid *Updated*

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Re: New SG's grid

Postby Sever » Fri May 07, 2010 5:44 am

Image

This image is old and does not reflect the current world. It also doesn't have exactly the same coordinate system, but I didn't realize how unwieldy it would have been until I thought of making NNNWWW.
Source: viewtopic.php?f=7&t=4053 [he edited his post to show my image]

Back in ye olde I-be-mappin' with the ingame toolin' times, I devised the NyEx system.

Seemed kind of obvious, and has been mentioned here, and I think was actually discussed and previously decided in IRC, although I may have been the only one to remember that conversation.

N0E0 would be the default convention. That is, when there is a 0, N or E are used. If positive in the southern or eastern directions, S and W are used. This corresponds to a standard grid system where X+ is right and Y+ is up.

N2W1
S2E2
N0E1

Can be further expanded, such as N0E0[A/B/C/D] to signify region, or use roman numerals to refer to quadrants instead, then you can specify local maps within the region and 100x100 area if you like.

Like S2E2-IV-A2e4

Looks like a filename but given the size people tend to consider their area, region will probably be as low as you'll specify most of the time. I don't know why the A1 system came about when they started mapping this world. I guess Bigfish is silly?
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Re: New SG's grid

Postby theTrav » Fri May 07, 2010 7:09 am

super grid coordinates are way too imprecise, how are we to address local coords?
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Re: New SG's grid

Postby baragoz » Fri May 07, 2010 8:07 am

I really like NWSE system.
And A# can be used to specify location inside the SGs, as their size is constant.
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Re: New SG's grid

Postby Lightning2 » Fri May 07, 2010 9:14 am

Flame wrote:HERE THE NEW GRID SYMBOLS (waiting for the cooler ones XDDDDD)

Image

I find it nice 8D


Pfft, I can't even typ the letters on the first row.
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Re: New SG's grid

Postby Valnar » Fri May 07, 2010 6:34 pm

Potjeh wrote:Let's just use a polar coordinate system, for maximum confusion.


I hope I live on grid (3, 3/2 pi) then!

theTrav wrote:super grid coordinates are way too imprecise, how are we to address local coords?

Perhaps a second set of coordinates for the 5000 by 5000 tiles inside the supergrid, with (0,0) being the center of the supergrid?

Say location (1000,1000) of supergrid (1,0) would be in the north eastern part of the supergrid east of the center grid.
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Re: New SG's grid

Postby Potjeh » Fri May 07, 2010 6:39 pm

3? You're supposed to use the centre of the grid as the measuring point, and centre of the central grid as the pole.
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Re: New SG's grid

Postby Valnar » Fri May 07, 2010 6:44 pm

Yeah I know, the coordinates I gave would have been the southern most grid right?
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Re: New SG's grid

Postby Gauteamus » Fri May 07, 2010 6:46 pm

Code: Select all
43 44 45 46 47 48 49
42 21 22 23 24 25 26
41 20 07 08 09 10 27
40 19 06 01 02 11 28
39 18 05 04 03 12 29
38 17 16 15 14 13 30
37 36 35 34 33 32 31
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Re: New SG's grid

Postby Sever » Fri May 07, 2010 6:53 pm

Constantinople is in N0E0-II-B5, approximately, according to the map I'm looking at, anyway.

N0E0 is the supergrid, II is quadrant 2 (Northwest quadrant / top left), and B5 is its position within the region map. A region map, divided into 5x5 local maps, W/E being A through E and N/S being 1-5.

I'm not sure exactly by what map you'd be going by, but I don't remember seeing any multi-supergrid maps. Anyway, I need to fully map N0E0, lol.

Alternative systems:

N0E0-A-B5

A B
C D

N0E0-A25

25 local maps, just going 1 through 25 like you'd read a page, top down and left to right.
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Re: New SG's grid

Postby g1real » Fri May 07, 2010 11:36 pm

Can we just keep it to -3,4

It's way handier if you're slightly not-stupid
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