• Consider the scale of the map — does everyone in the world know (roughly) all the places in the map or not?

  • Consider the shape of the landmasses and the proportion of landmasses to the water.

    • A way to Prototype the shape of the coastline is using something malleable 1
    • Take real world maps and coastlines and then rotate them around. This has the advantage of having realistic coastlines.
  • Consider the plate tectonics

    • Rule of thumb: The fault lines should not meet in corners (that is, no crosses)
    • Since the planet is a sphere, the right and the left drawing of the fault lines (when projected onto 2D) should match up.
    • Place the landmasses (generally) on the continental plates, and the water on the oceanic plates. Not all of the plate needs to be covered with land / water.
    • Rule of thumb: There is one section between oceanic plates where they diverge, and one section between continental plates where they converge (of course plates can rotate).
      • This can be plotted out by considering how the plates move.
    • Consider the plate boundaries (convergent, divergent and transform)
    • Consider the placement of hotspots — these can occur anywhere on the plate
      • In the ocean, these will form volcanic island chain.
      • On land these will form calderas
  • Consider the Winds and Atmospheric Kinetics, specifically the different wind speeds and the regions of wind. These affect the local climate — and by extension the biomes that can grow.

  • Consider the placement of mountains

    • Mountains form at the boundary of convergent plates
    • The locations of mountain ranges affect travel. For example, a mountain range can cut a continent in two halves and people from two halves will find it hard to communicate.
  • Consider the placement of water

    • Rivers flow generally from the mountains to sea. Consider how Gravity operates.
    • Rivers generally do not split, they join. (splitting is rare, but it can happen in deltas, for example).

Links

Footnotes

  1. WASD20 recommends using beans, but you can easily do this with anything that lets you sculpt (or example Pixel Art).