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Welcome to my bliki! I'm not going to try and be overly clever and cannot promise to use it frequently. Its format is mapping-based and designed to help spur ideas and content. All users are welcome to provide feedback on what is posted here, as I try to hone my mapping and creative skills. Here are a few points of interest about this bliki's intent:

  • Every bliki post will be "sponsored" by a Mauro organization. The goal is to create a few essential companies and organizations that can be incorporated into the mapping.
  • Every bliki post will contain a location promoted by the tourism and culture office to elicit feedback on what has been mapped.
  • Most bliki posts will be another platform for further discussion or feedback. I'm always trying to learn new things, so constructive feedback is absolutely welcome.
  • Discussion and presentation area for current projects in Mauretia.
  • Detailing bits about the OGF world that are cool and deserve attention.

Now, feel free to enjoy the bliki posts. Then, get mapping!

01 February 2019

Through the month of January, I started on some small, miscellaneous projects and really did not have much of a purposed goal. I did some landuse work in Kabyea Antiqa as part of the monthly challenge and cleaned up a few more things scattered around the northern part of the country. It was all open-ended and without too much pressure to produce something specific. Then, on the 20th of January, I became fixated on the main railway station in Iola again; shortly thereafter, Louis posted about the City Sprint. The race was on.

Istatio Melka Pitra (Queen Pitra Station), Iola

Last March, Eklas did a wonderful walkthrough of the essentials for creating realistic railway networks. I was fascinated, not ever having known much about trains before. For the project, I set out to build a main railway station for the city of Iola. As the capital, I figured it needed to have a main passenger terminal and a cargo depot. The result is shown below.


I wasn't entirely dissatisfied with the work, but I wasn't entirely satisfied. Eklas, Leo, and a couple others noted that while odd that the station was oriented at an angle compared to the old central city that it wasn't impossible given terrain and development issues. Still, I didn't like it very much. I had bulldozed a part of the city fringes that just likely wouldn't have been turned into a rail yard in the 1880s. The terrible layout of the streets, the alignment of the motorway/parkway along the rail and the orientation away from the city gnawed at me. I didn't want to place the station at the end of that long, rectangular park as a couple users suggested. It was too far into the city for my liking. So, after a few hours of research, I came up with a different solution. I do have to thank Udi for this, as he challenged my assertions about how rail would have unfolded in Mauretia after the plague in the 1870s. His thoughts made me think even more about how everything would have developed. Here is the new iteration:

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In short, I like it so much better that the original draft. As a note, I reused the entirety of everything from the original station; the difference was through rotation and mirroring in JOSM. All curves should be still acceptable, since nothing was otherwise changed.

As you can see, the new version of the station doesn't protrude that far into the city. Àrimateya would have been on the edges of the development in 1880. Plus, with it on the fringes I could explain that the location was chosen in part because the neighborhood was particularly decimated in the plague. Plopping a station there might have been seen as a redevelopment tool. The shorter distance puts the station about 10m higher in land (based on my internal topo map), making for a much gentler and more acceptable incline heading northeast. There are still quite a few things to do:

  • Build the maintenance area. The current plan is for it to have the current footprint and possibly extend a touch further southwest to where the two dead-end streets come off the Via Har Ispuliana.
  • Design the full plaza and open area concept for Àrimateya. This includes a plaza outside the station, a square on the eastern corner of the intersection at the Via Dalbarda.
  • Fully address accessibility issues for buses, cars, and pedestrians. I have a draft of the bus depot in place, but it's still a work in progress.
  • Add the shopping district I envision for Àrimateya.
  • Once all that is done, I just might turn around and do all the labor-intensive design work for the secondary station south of there in the Sansa Tabità neighborhood…

I welcome thoughts about the new station as well as the over-all layout and vision for the city. Do you think this works better than the previous iteration, or should I revert the edit and go back to the original?

City Sprint, February 2019

The February 2019 City Sprint is upon us. I have elected to do some work in the settlement of Girgensa, just outside of Salda. Right now it is a single dot along the lake's northernmost arm and a rough sketch for the N47 highway. That's it. By the end of the month, it will no longer be a sad and neglected space.

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I will keep posted on my progress throughout the month on my projects sandbox page. As we go along, if you have suggestions or ideas, please don't hesitate to shout them out!

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

19–20 August 2018

Mauretia has now celebrated its two-year anniversary on the map (19 August)! It's hard to believe that I've been at this for more than two years already. On 19 August 2016, I was granted the territory UL015i. Two years and a slight relocation north later, and Mauretia has continued to develop. I know I'm a lot slower than many of my colleagues, but I enjoy chipping away at things whenever I can get time.

Thus, I really would like to take a moment and acknowledge a few people. I'm grateful for the admin team for being patient with me as I asked some territorial-based questions and eventually did the relocation. Looking back at private messages and other interactions, Leowezy, Udi, Demuth, Eklas, and Clik have all greatly helped me in one form or another with detailed feedback, though-provoking challenges to my mapping that helped make me better, teaching me skillsets about areas I knew nothing about, and being a positive influence on my work. There are many others like Aces, BMSOUZA, and Par Avion that have been supporters of my hard work. I know I've forgotten someone. I'm sorry. Please know I'm exceedingly grateful for your kindness and thoughtfulness.

Iqosa: A Two-Year Journey

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My first edit was more than two years ago, now, on the western shore of Mecyna. I started a small town called "Marreqalma" that was simply a thought experiment. I already had an envisioned culture, partially constructed conlang, and detailed maps offline like many other OGF newcomers. I thought 'what would a Maureti city actually look like on the map?' Other than the small harbor, some nearby cliffs, and the nearby estuary being named the "Fluva Darsa," basically nothing remains from my work there. I relocated much of Marreqalma to my new territory, placed it in the position where I wanted Iqosa and added the Iqosa placename node. (Everything else left in Mecyna is, well, gone.) The city was not supposed to be particularly large once it arrived in Mauretia… maybe 50,000 people? But, after the relocation, it took on a new role. All of a sudden, I had this protruding peninsula that it could sit on. Iqosa sat, virtually unaltered, with tons of problems for a year.

In preparation for Mauretia's second map-iversary, I decided to overhaul the place where I first started. I kind of wish I had a before-and-after side-by-side to show you. Very little of the city is the same. In fact, other than the motorway bypass, a few isolated roads near the hospital, and the southernmost portion of the harbor, very little will look the same. Of course, that is deceiving in a bit, as I've recycled chunks throughout (mirroring, rotating, resizing, etc.). So, now, Iqosa is this city that sits on the peninsula. It's kind of the forgotten city of Massaeya: Iola and other Kaufama-based cities are bigger, more economically and politically important, and kind of suck the life out of the rest of the province. Iqosa plugs along, but it does have something important. I did some thinking and consulted with a couple friends that are seasoned military people; they suggested that if Iqosa had a port that could house a naval facility, it would be a great place to put one. So, I did it. Aces provided some of the buildings and roads you see presently mapped in the southwestern quadrant of the base from his retirement of Tierajas-Verdes. After some adjustments, I think his work fits nicely. (Thanks, Aces!) The rest is loosely based on a few naval stations I analyzed and tried to model. There may be some tweaks in the future, but I think things look realistic.

The rest of Iqosa is far from done, but I'm at the point where I'm willing to take a break for a bit from it. I do still need to add industrial zones to the stream area between Vosiqora and Beren Dravendia down toward Anditana. The southeastern part of the city is also really bare and needs to be worked on a bit. We'll see how that goes. I kind of want to get back to more rural/small-town mapping for a while; the Mennowa project is now taking off, so that will eat up a fair amount of time too. Still, I really would like to finish up more of the the area around Istolra and Maqri. I also have plans to build a few pagan sites in the Maureti horn, so stay tuned for yet another 'not-another-religion-post' bliki. For those that have contributed to the indigenous Mauro pagan religion, you are more than welcome to help provide guidance on your special temple or other generic place of worship.

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

That's a pretty amazing effort for just two years! Congratulations on your anniversary :) --Turnsole80 (talk) 17:24, 20 August 2018 (CEST)

Thank you! I'm amazed at how so much has changed in just two years. At the same time, I marvel at users such as yourself that can pull of so much in such a short time too. New Ingerland is simply amazing. — Alessa (talk) 17:45, 20 August 2018 (CEST)

I am sorry i didn't take a closer look at your mapping before. I really like what you've done in these 2 years. Congrats on your successful anniversary! --Tparigo (talk) 17:50, 20 August 2018 (CEST)

Sorry for the delayed response. Thank you so much for your kind words. Coming from someone who is as artistic as you are with Brocéliande, I'm honored to hear you say that. Thank you! — Alessa (talk) 17:11, 25 August 2018 (CEST)

It's been great watching you and your mapping progress and evolve! Happy anniversary. --Eklas (talk) 11:54, 21 August 2018 (CEST)

(Apologies again for delayed reply.) Eklas, you are a gem. Truly, I could not express my gratitude for helping me with my rail, providing other feedback, and being a solid inspiration with your work in Drabantia. Thank you so much. — Alessa (talk) 17:11, 25 August 2018 (CEST)

23 July 2018

I suppose my bliki is quarterly? I know I've been just slogging away on the map, but I would like to share a lot of good things that are happening. So, I'm going to prioritize. So much is different in Iqosa, Iola, eastern Kabyea, and the Kabyei islands. I'm going to talk a bit about just the islands this time.

Lim Ilm Sansum

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Off the northern shore of Kabyea is a relatively new archipelago that makes up the diocese of Sansu Mattiaù. It has been a substantial focus of work over the last couple months. The islands were both an investment in last month's challenge (food sources) and this month's challenge (tourism). Although the farmlands are not completely mapped, much of the tourism infrastructure is. It's been a huge undertaking to go hyper-detailed with the work. If you look across Sansu Filip, for example, you'll see everything from ruined walls to benches; businesses to wilderness huts. I've had a ton of fun trying to make everything look and feel right. Sansu Mattiaù is completely different than ever before and doesn't resemble much of how it was originally sketched. The goal has been details. A lot of naming still needs to be done, but I think the islands look pretty enough to mention.

At this point, now, I'm going to take a page out of Par Avion's book and do some storytelling. Perhaps this will give a feel for what I'm trying to accomplish with the islands.

The islands called ilm sansum in Maurit are often translated as "holy islands" of "islands of saints." Each major island is named after an important Mauro saint (Mattiaù, Qlemente, Maryam, Filip, Lia, Vironika, Torla, Ioannus). Only the islet of Lurpade and the marshy island Irida are not named explicitly after an individual and retain their ancient Romantish names. Historians believe that pre-Mauro fishing tribes used Sansu Filip and Sansu Mattiaù. Ruins of neolithic temples are found on both islands, but it is uncertain how or when they became depopulated. The Romantish found the islands uninhabited when they tried conquering and settling the Kabyea coast. The islands immediately became a Romantish foothold on the Maureti coast. Historians generally agree that the conquest of the native tribes in northern Mauretia happened at least in part because of the garrisons stationed on the archipelago. Settlements were built on four of the islands: Ablonium (Sansu Mattiaù), Candria (Sansu Filip), Vesperium (Sansa Lia), and Sirenia (Sansa Maryam). A large fort was erected on a promontory near modern Sansu Mattiaù, and another now-lost location somewhere on Sansa Maryam. The islands never grew large in population, as the mainland was pacified. Nearby settlements at Kissi, Iomna, Salda, and Gilgel were much more important economically. Because of the heavy Romantish control over the islands, scholars believe this area of Mauretia was the last to convert to Mauro Christicism. In fact, by the time Romantish control over Mauretia collapsed, the islands were still hubs of Romantish paganism. Romantish pirates from the west were also tacitly welcome on the islands. This caused even more trouble for the sub-Romantish dominions that were constantly at war with each other.

The conflicts on the mainland meant the islands were largely left alone during the unification of Mauretia. The king of Salda launched attacks against pirates that had taken hold of Sansu Mattiaù, but little long-term changes came of the skirmishes. Instead, Queen Daya's unification of the Maureti city-states brought the biggest change. After consolidating mainland Kabyea with the annexation of Salda, she launched a large fleet against the islands. With Romantish fortifications in ruins and pirates off marauding elsewhere, the small population was quickly overcome. The queen wanted to depopulate the islands out of fear that they would be a thorn in the country's side for years to come. She died before such actions could be carried out. Instead, her son put a garrison on Ablonium (Sansu Mattiaù) and Candria (Sansu Filip). The provincial system was strengthened so that Salda could exercise free control over the islands as needed.

During Gaermanic incursions in the eleventh century, the islands were largely defenseless and often attacked. A young man by the name of Adme ab-Besprio (meaning, 'from Vesperium') claimed to have had a vision of Saint Lia while fishing in the horseshoe-shaped bay of Sansu Mattiaù. In his vision, she instructed him to ask the king for five ships to defend the islands. Each of the five ships were to be named after important saints that would protect the islands with their prayers. After reporting his vision to the local priest, he traveled to Sansu Andaros li Apostili and sought audience with the king. Long story short, he got his ships, named them after five saints (Lia, Mattiaù, Maryam, Filip, Qlemente), defended the islands, and became a national hero. Statues to him and the five ships are on the islands. Each of the islands was then in turn renamed for a saint. Relics of the original names exist in street names, hotel names, and on other monuments.

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Your country, your heritage.

Fast forward to the beginning of the twentieth century, and the population had self-concentrated onto the three largest islands. Fishing was still the primary industry, and limited ferry options existed. The majority of the archipelago was organized into a national park to preserve its natural beauty and Romantish ruins. Of course, this sparks tourism. Two of the islands in particular are major tourist domestic and even regional destinations.

  • Sansu Mattiaù started to see its growth with a ferry connection in the 1880s. A small private university was founded in the 1890s that specialized in Romantish archeology and also environmental sciences. The university also undertook genetic studies, since the island's largely insulated peoples possess slightly different genetic markers from the majority of the mainland Mauroi and are more direct descendants of the Romantish without a lot of intermixing. When car-ferry services began in the 1950s, however, the island quickly grew through tourism and as a place for low-cost retirement. People simply sought to leave the stressful lives of urban Mauretia. A small airstrip was laid out, and the Maureti navy set up coastal rescue units in the exterior harbor and at the airfield. Now, the island is one of the most famous domestic tourism destinations the country offers.
  • Sansa Lia did not see the same growth, but this island is known for its ascetic religious life. Seven religious orders are on the island.
  • Sansu Filip has become a hub of those who love the outdoors. There are numerous campsites and other outdoor amenities all across the island. The scientific research facilities and well-preserved archeological ruins are active areas that also attract investment. The town of about 50 people on the island is mostly populated by researchers and scientists. It swells to upwards of 750 people in the summer months when large-scale projects are underway.
2018 Festa poster for the diocese

So, as one can see, I've tried to do heavy detail work across the islands. The diocese isn't quite finished yet, but I believe it will be soon. I'm really happy with how things are going so far. I welcome any feedback people have about this. Stay tuned for more good things, and updates about other major projects that I've been doing.

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

Beautiful! Islands after my own heart, and who needs roads!--Udilugbuldigu (talk) 22:25, 23 July 2018 (CEST)

Thank you, Udi! I've been wanting to do somewhere without roads for a while, and this gave me the perfect excuse. — Alessa (talk) 14:50, 24 July 2018 (CEST)

I love these island and I love the history behind them, it absolutely is a place I'd love to explore (especially Sansu Filip looks very interesting and beautiful) --Stjur (talkOGF) 23:29, 23 July 2018 (CEST)

Thank you! I'm glad you love it. Sansu Filip was a lot of fun to put together. There's a few random things tossed around on that island that are always fun to stumble across. — Alessa (talk) 14:50, 24 July 2018 (CEST)

These islands look wonderful, great job! Would love to visit. --Eklas (talk) 06:36, 24 July 2018 (CEST)

Thanks, Eklas! — Alessa (talk) 14:50, 24 July 2018 (CEST)

Goodness me, I do mike the way you map! --Turnsole80 (talk) 14:42, 24 July 2018 (CEST)

Oh, thank you! — Alessa (talk) 14:50, 24 July 2018 (CEST)

I saw the bliki yesterday but I wanted to look somewhat on the isles before I leave the comment. Everyone of them is absolutely great. Definetely the God provided your hand when you have drawn the Holy Isles. --Rüstem Paşa Discussion 15:47, 24 July 2018 (CEST)

Thank you, Rustem. — Alessa (talk) 21:42, 29 July 2018 (CEST)

09 February 2018

So much is new in the last few months, yet it doesn't seem like that much time has elapsed! Life is so busy, and OGF is such a wonderful creative outlet, time just flies!

How much has really been done?

In the last few months, time has really gotten away from me. The months of October through December are typically the busiest for me, and the average workload triples. It's just how things work out. Mapping only slowed a little bit this autumn, and some interesting things got done. I didn't do as much as I wanted, but there are a few things of note. In the interest of time and ease, here's an overview list:

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  • Salda (old city): work has continued to revamp and make the mapping better
    • Parliament has a new building and is on a new square.
    • An old "Romantish" settlement is slightly preserved with a few glimpses into an ancient grid, a new coliseum square, museums, etc.
    • Streets lead a little more directly from the core to the gates
    • A new western gate and western end of the university
    • The ferry, which was on the west side, has been relocated to the Fluva Sarde area
    • The former "western-wall entertainment area" is being moved to the eastern wall now, near the ferry (not complete)
    • Renaming of some streets and buildings to better fit revisions to the Maurit language
    • Continued working on the university buildings and adding new amenities across the Via Gresia
  • Salda and points westward:
    • Completely new coastline and coastal shape to well west of Iomna
    • New beach area and coastal residences just outside the new western gate
    • Built a sporting area and golf course to go with and complement the legacy of the 2002 Pancontinentals
    • Small lakes, forests, and hills dot the area to indicate the varied terrain
    • Sea-facing fortifications on the point just west of the city's beach to complement the massive walls and defenses
    • Added satellite towns along western end and reworked the Anella Salda to better connect into an ancient overland trail
  • Salda (the rest of the city):
    • Reworked and built new railroad tracks into the port area and around the Fluva Sarde (part of a future project inspired by Eklas)
    • Began adding some industry to the port area
    • Reworked crossings near Hayafa and other infrastructure improvements
    • Began more work on the Terraura neighborhood around the Pancontinental Park
    • Moved the lighthouse to a different area off the shoreline
    • Redid the municipal boundaries to better fit the new terrain
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So, in a nutshell, Salda is quite different. It just keeps getting better! I'm really happy with how all of this has transpired in the last seven months since updating the bliki. I know more will be taking place soon. I'm kind of hyper-focused on working in the province of Kabyea right now. Salda is going to continue to be at the forefront. I have a lot to do just outside the city walls on the south side, and there's a lot of rail work and port modifications that need to be done.

And now, the rest of the story

Salda is not the only part of Kabyea that has seen major work. I've completely redone the coastline between Salda and Gilgel, added a couple islands throughout to make the coast interesting, reworked Li Burzare to be more natural, added a network of rivers into the interior, laid out core towns and highways, moved Iomna and overhauled the Fluva Šegano estuary, continued working on the settlement patterns near the Fluva Šegano, moved the airport and laid out a provisional military facility, realigned the motorway through Aqila Posata, and added more communities near Salda. Even with all that, I somehow found time to work in Massaeya by starting Tifaza and tweaking some things in Iqosa. Yes, I've been busy.

Now, I recognize that much of the stuff in this list is "beginning-level work" and not all that exciting. The work in Iomna is the most detail-focused. The rest is laying the groundwork for all the things I'm trying to do throughout the province. Stay tuned for more on that!

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

Ahh! Good to see your getting updated on your Blikis Alessa! ;P It's awesome to see what people are up to, reasoning behind it, their future plans, what they are happy about, etc. That's what makes Blikis awesome for me :) Yours is no exception! Plus, I can now comment here on your comment on MY Bliki ;P Blatent Self Promotion!

For Rural Kabyea, you got to remember that these villages and towns need to be self-sustaining in the rural areas. With good links to surrounding villages, people would visit between them for all sorts of purposes, including work. If a village has a main-street with small shops and small offices, then they work there. If a village has good connections to large metropolitan areas, then they are always happy to commute to their work and back! So I hope that clears up what you can do for rural Kabyea! Basically think about the amenities that the rural living people will need, and create jobs for them :P

Oh and final point. Your work looks amazing, take the time you need to map, we all work at our own speed :) If you got only beginner stuff then a) That's some amazing beginner stuff...almost like your not a beginner ;P b) It just means your taking your time for making the right decisions by you, and that's awesome! Great work again, and I might be in contact later for Alegate Hotels...and maybe some more stuff, wink wink nudge nudge. Keep Up The Mapping! --Aces California (talk) 00:58, 10 February 2018 (CET)

Thanks, Aces. I could not help but to laugh at the comment reciprocity! Since you mentioned it, I'm absolutely working through the amenities and jobs. In fact, I'll give you a spoiler about what my aim is: I'm actually hoping to incorporate some deindustrialization and economic stagnation into parts of interior Kabyea. There'll be things like abandoned mines and shuttered factories, especially around Ziftela and Iomna. This might change, but I think that this creates a more realistic output. Some towns will be largely self-sufficient but not well-off (Nargoboa and Ambradora).
I'm definitely a slower mapper than many people. Maybe it's because I don't have the time that everyone else does. Plus, I've been focusing more on broader strokes lately than details. I've done some detailed things with the sporting areas and some buildings, but it's not been the focus. I think my detail work is good. Maybe others disagree. I'm just trying to give myself a framework right now in some areas. Others are becoming more detailed right now. Thanks for the feedback! — Alessa (talk) 03:48, 10 February 2018 (CET)
A possible inspiration for a future Mariana town which I may create this year. I am going to finish up and wrap up Keppong and decided to proceed to Mariana before tackling the commercial town of Odessa (Ou-Czhong-Sa). However, I doubt I will make more progress this year since I am now going to study for A levels after O levels, and I got the feeling that the teachers are going to be quite merciless... Просуваск Косуда-Учебота! (Keep up the good work! in my conlang Kanglapolish)--Happy mapping and may God bless you, ZK (talk) 05:37, 10 February 2018 (CET)
Thanks, Zhenkang. Best of luck on your studying! — Alessa (talk) 14:27, 10 February 2018 (CET)

I am honored to be an inspiration to your work! You're doing amazing, let me know if you need help with anything. --Eklas (talk) 13:30, 10 February 2018 (CET)

Thank you, Eklas. I probably will be contacting you for feedback on the rail work in the near future. In spite of all the reading I've done on it, it's still one area I don't have as much confidence. — Alessa (talk) 14:27, 10 February 2018 (CET)

04 July 2017

The month of June capped a two-month project that I had in Salda. Whew. Today, I present the results. I will keep it short. By my standards, at least. I promise!

On the move, on the move

As I mentioned last time, Mauretia moved a country north. I remain thrilled with the results. One last hanging thing that I had was what to do with the population of Aziga. Simply put, Altamalva is not moving. Falùvili moved instead. While they remain dots on the map right now, it has solidified my conception of the province more. Masqula will require tweaking, but I am feeling much better about that last hanging thread. Cleanup from the move has also been ongoing. I worked some orphaned fragments back into the mapping and did some other cleanup. The Laù estuary is no longer a delta, for example. I will talk more about the Tangereya coast in the next post most likely.

Loading map...

It's all fun and games

The last two months have seen a lot of work in Salda. Right now, parts of it are probably my best and most detailed mapping. I have worked hard to create a vision for the city that can be seen in the mapping. I am finally getting to the industry, and the area inside the walls is completely different than before the move. I was inspired by all the Pancontinental Games bids and the mapping that goes with it. Originally, I thought I would have a Maureti city apply sometime in the future. The prospect of a summer games frightened me, to be honest. They are so expensive, and my country simply is not big enough or rich enough to go that far. The winter games are much more my personal favorite (as someone who is a fanatic of hockey and curling, even though my playing days are over). So, I thought Salda would apply for the 2018 winter games. Deltanz had said he was bidding to host it in Neo Delta, so I did not really want to have an overlapping bid. Plus, what fun is a games that is yet to come? I thought for a while and decided that I wanted a legacy project. What would Salda look like 15+ years after hosting the Pancontinentals? What changes would be found in the city? That really got me fired up. As you can see on the bid page, I have mapped all the sites out. Some micro-detailing and land cover still needs to be done, but the majority of it is there. More on that momentarily. The main Pancontinental park is shown at the inset on the right.

Since this was a legacy project, I had to think of what would become of all the sites. Some were converted to community use; others were re-purposed altogether. The athlete's village changed over to public housing, for example. The university buildings were converted into fitness and recreation centers. The alpine skiing site became into a resort. Although I explained much of this on the wiki page, I also tried to think of ways to make the improvements appear in the mapping. The Ponta Sarde is the most obvious infrastructure one, since the approaches of the original span were left in place. This is particularly visible on the eastern end, where the original street layout in Irida Viarni shows how the old bridge tied in. Mapping this way is important to me for a legacy project. I plan to do some work that shows how some of the hotel sites near the sporting area became other things, like condos, office buildings, or were completely torn down.

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As I mentioned, some of the locations need some detailing. The Pancontinental Park, in the Terraura neighborhood, is where I will go next. I am doing a beginning overhaul of the university grounds (inside the walls) first. That is part of project that is related to working with Clik on sibling city things. The other part of it, to be honest, is that I needed a break. I spent two months researching details on ski jumping aprons, slalom slopes, bobsled labyrinths, etc. Doing the university has given me a bit of a breather, as they say.

If you like the mapping, feel free to vote for Salda's bid. There are lots of other amazingly mapped projects that are worthy of your votes, too.

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

As usual, your mapping is meticulous and very well-thought-through- or I should say well-researched! So, are the ski runs constructed runs, like the ones in Oslo just outside the city, I take it? Also, curious about the climate. At any rate, you are definitely the gold standard for brilliantly connecting wiki to mapping, I wish I was as good as you are! Now off to go vote for Salda for the Winter Geolympiad 2004! --Demuth (talk) 09:45, 4 July 2017 (CEST)

P.S. you should put a link with longitude-latitude to the map on the top of your Salda infobox to get to the map easier! --Demuth (talk) 10:10, 4 July 2017 (CEST)
Thanks, Demuth. I may not be the best mapper on the site, but I do try to take great care with the details as much as possible. For me, that's part of the fun. I've taken up your suggestions. Thanks for the input. — Alessa (talk) 05:30, 5 July 2017 (CEST)
Ooh, I forgot! Demuth, to answer your question: No, I didn't look at Oslo specifically. I scouted and studied a little more than a dozen sites, but Oslo wasn't one of them. Any resemblance there is purely coincidental. The greatest influences were some famous ski areas not far from where I grew up. Even then, the terrain of Mauretia is different; so they don't quite look like those resorts either. I think that's part of why I'm proud of how everything turned out. — Alessa (talk) 05:34, 5 July 2017 (CEST)

Salda has my vote! The venues are mapped very nicely I think and I can't wait to see more! --Eklas (talk) 11:05, 4 July 2017 (CEST)

Thanks, Eklas! — Alessa (talk) 05:30, 5 July 2017 (CEST)

Absolutely great! I loved your mapping and your wiki page! That would be a lot of competition for Neo Delta if you had decided to go for the 2018 Winter Olympiad, haha! I still have to write my bid page, so I'll probably take inspiration from yours, if that is ok! --deltanz (deltanz) 10:47, 5 July 201

Thanks, Deltanz! I figured that there's enough options for years to bid on, there was no reason to compete against someone. Plus, I have confidence you'll pull together good maps too. The more good mapping, the better! And of course, it's always okay to take inspiration from my wiki pages. I'm flattered you liked it enough to think that. — Alessa (talk) 17:06, 5 July 2017 (CEST)

01 June 2017

It has been nearly two months since I last posted. Don't worry, bliki roll. I haven't forgotten about you. I know, that's a little long. I have a very good reason for the delay. Actually, I'll get to that in a moment. First, however, I want to revisit the previous religion post.

Mauro Polytheism

There is now a new religion in the OGF world, courtesy of many users. Thank you to all who participated. If you didn't and still want to, just go to the bliki page or the article talk page and add your suggestions. Current deities are totally based on were contributed by the users BMSOUZA, Demuth, Eklas, Litvania, Luciano, Niels20020, ParAvion, Ruadh, Sarepava, and Yuanls. Thank you all for your input! I did make a few tweaks but mostly confined to spelling and clarity. I'm always happy to tweak further at the suggestion of others. I think I might even add myself one of my own now. I also want to thank the pair of users that contacted me privately to offer their encouragement and suggestions. They didn't want to contribute a deity, but I appreciate their valuable feedback.

Loading map...

Mauretia, a Moving Story

As I mentioned, I have been delayed in updating the bliki and finishing a few projects. The reason is simple: I moved! Actually, I didn't—Mauretia did. Yes, the whole country up and changed location! It's still in eastern Mauretia; it just moved one space over. I'm very grateful to the admin team for their patience and willingness to let me do the change. I love the way the country lays out so much more, and the feedback I've gotten from some of my neighbors has been very positive.

The reasons for the move are quite simple, really. First, I had been unhappy with Mauretia from the beginning. Like many users, this country originated off-site and on paper. In its original incarnation, it had a single coastline and a few key rivers with a mixed terrain. When I originally selected UL015i, I thought I could easily adapt to the second coastline and make things work. I cared more about the location in eastern Uletha, as it had close to the climate I wanted and active neighbors that were doing good work. Simply put, I made it work and it was fine. Keapler and I had been working on our shared border for a while, and extending his preexisting mountain range into Mauretia helped. We did land swaps, we talked about other changes, and it all seemed to be fine. I could have lived with it. Then, Keapler told me he was reducing Raiden to about 20% its original size. It sparked an idea to ask the admin team for a relocation, if they would allow me to take a smaller piece of the new territory comparable to my existing area. I worked on a plan that prioritized what I wanted out of the new territory, and the admin team approved it.

I won't get into the details of the move, but let me just say that doing it with JOSM was a dream. It was so easy to break things up and move large contiguous chunks. Rotation, mirroring, and reversing was as easy as a mouse click or a keyboard gesture.

In the end, I love the change. I'm so much happier with Mauretia. The move gave me the ability to restart the territory from a terrain perspective. I probably spent hours just on the terrain, but the mountains, valleys, forests, rivers, lakes, and islands are all much closer to what I would want. Of course, this meant that some of the existing mapping had to change or be left behind. I deleted a few things, but I was able to adapt most everything else. There are still a few rogue pieces floating around without a home. Cleanup is ongoing. I remain unsatisfied with the fact that Aziga has the largest land area (by far) but no population centers other than Masqula (~75,000). I'm currently mulling the idea of moving the unmapped Altamalva (~300,000) northward into the province. I don't want Aziga to be too populated. It's really important agricultural land. I just know that a huge empty space in the middle of a moderately-developed country this size isn't realistic. Altamalva and Masqula provide more than enough population base to make the distribution look better.

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Other cool things

With the move, I've retired the numbering of the motorways. I didn't like it. Now, Mauretia uses letters derived from the name of the highway. I've also added two new sibling cities. Clik and I have paired Salda with Krisoaral. I thank him for reaching out to me. The work on all our projects is ongoing. Iola and Loravia are now paired, too; Litvania and I are doing that work also. The collaboration on this is fun. I'm a bit behind schedule, but it's been worth it. Salda, specifically, has been overhauled. I'm sure some users have noticed the plethora of huge edits up there. I'm really trying to make it a great place and planning some cool things. I think I'll talk more about that in the next post. I have to have something to talk about in a few days, right?

One thing I will say is that all the work in Salda means that I've had to create some micro-mapping details. Some companies are forming, my conlang is coalescing around a few key words to be used for street names, and I've begun to develop a list of key historical figures and dates. Most of this is offline. A few things will be migrated to the wiki as needed.

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

The new terrain looks pretty great! --Ernestpcosby (talk) 01:12, 2 June 2017 (CEST)

It looks great Alessa! And very glad you just moved a bit north so you're still in the region and available for cooperating with Wiwaxia or Østermark. Oh, and you definitely deserve serious kudos for creating a religion, a very problematic area for many of us. Inspires me to think more deeply about what I want my own Skando-christic to be in Østermark. --Demuth (talk) 09:56, 2 June 2017 (CEST)

Thanks for the kind words, both of you. I'm very glad to be in eastern Uletha, also. As things formulate a little more in my country, I'll definitely be in touch with some active neighbors about more collaborative projects. — Alessa (talk) 18:00, 5 June 2017 (CEST)

The work sure did pay off! The new Mauretia looks amazing, it's actually one of my fav countries on OGF. Also, would you like to exchange embassies? I came pretty late to the party, as always. --Eklas (talk) 18:27, 5 June 2017 (CEST)

Thank you! I appreciate the sentiment. I may never have the time to finish it, but detailing the terrain down below zoom 13 is definitely going to be fun. And, yes, I'd be happy to exchange embassies. PM me about where you'd like it and whatnot. There are a couple in Qasarena, but that city hasn't been reworked to the new terrain yet. Iola has lots of different areas, and it's one of my two current projects. — Alessa (talk) 21:21, 5 June 2017 (CEST)

09 April 2017

Loading map...

The Tourism Bureau of Iola would like to feature the Via Alegatem (Embassies Road). I know that embassies come in all shapes and sizes. Most are small, and a small country like Mauretia is not likely to have a huge number of them. Each one here, however, belongs to an EUOIA member state. We've started to have some tough discussions over there, and the collaboration has been great. On the map, Mauretia gifted a decent facility to each of the EUOIA member. They are clustered together to focus on interaction and collaboration. I love the collaboration, which is one of the main reasons for this post.

Now, religion. Ah, yes; that topic again.
I would like to first thank the users on this site for generally taking a civil and constructive approach to the topic. It's not always easy to do with the diversity of belief and thought among the users. My commendations. I don't want to resurrect the discussion about any other real-world religion here, so let's refrain from going there. Instead, let's get irreverent with one that won't offend most people—still civil, but irreverent.

One of the comments in the most recent discussion of religion was about why we, as users, are not that creative here. So, I want to create an ancient, polytheistic religion for the Mauroi people that is based on OGF. Why not make our mapping universe in-universe? To do this, I want to crowd-source some of the deities and other mythical elements. I welcome users to submit themselves (or variations of themselves) to be the different gods, goddesses, demigods, heroes, villains, mythical creatures, etc.

Here are the reasons behind this project:

  • Giving Mauretia another, unique religion for the map. I can use the generic tag "place_of_worship" to denote this.
  • Historical sites. Christicism had to "replace" something, right? So, where are the ruins, historical places, and few holdouts? If the religion is interesting enough, I might even move the country over to that.
  • Placenames. Towns, rivers, mountains, and other features have long been named after deities and mythical figures. These can be incorporated into the mapping and help give some more realism that is uniquely Mauro.
  • Collaboration. I think it's a different type of collaborative experiment. It's really just that—an experiment.
  • Humor. We all take our mapping here seriously. We should. But, we need to lighten up every now and then. Something like this can be funny, where we let our guard down and just be creative.
  • Modeling. Perhaps someone else will be inspired by the ancient Mauro pantheon and use it as a template for other religions. Ancient cultures borrowed all the time, so having some overlap is a sign of realism.
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Why might it be based on users?
First, I think it would be a fun, self-deprecating way to be creative. Next, we are the "creators" of the OGF world. The ancients surely would have seen us as the mysterious hands in the spiritual realms. Third, it gives me a chance to pay respect to you, the users that work hard and make this site fun. There will be ancient shrines, statues, fountains, cities, and the like all named "in your honor." Everything would be limited to what you say below. I'll also keep you appraised of anything related to your named entity if anything needs to be mentioned.

Again, I want to emphasize: I won't use anyone in the official pantheon without their permission. I want to make sure that is clear.

So what am I looking for?
If I may respectfully use the admin team and newbies as a quick demonstration, please consider the following. (This is just as an example and will not go beyond this page without the consent of the various admins.) Five primary gods for the ancient people could be…

  • Tilos and Hišator, who together created the world and ensure its existence; symbols are a winged cat and sphinx
  • Il-Enno, who is the god of the waters and prevents the earth from flooding; represented as a water creature and palm trees
  • Oʒietiwane, the mysterious god of the sky
  • Lusyaniqo, the god of the earth, rocks, and landforms; symbol is a flaming sphere known as an "ardis"
  • Nub, the shapeshifting goddess of chaos, destruction, death, and despair; the ancients believed she lived in Commonia

Does this make sense? If so, in the area below, please give me your input. I need an upper sphere of deities, a middle sphere that handle all the menial tasks, mythical spirits like angels or demons, beasts like leviathans and dragons, ancient heroes and demigods, etc. Tell me what the special powers or domains would be; list any potential symbols, creatures, manifestations, or physical traits. Place your ideas or thoughts below in the comments section. Be as creative as possible! I will do my best to honor what people want and synthesize it into a semi-cohesive "religion" for the ancient Mauroi people.

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

Please be respectful and courteous. Pantheon slots will be doled out on a first-come, first-served basis.

This is hilarious and very creative! I approve this. Yuanls (talk) 20:50, 9 April 2017 (CEST)

Great, Yuanls. Want to be a deity? Alessa (talk) 20:54, 9 April 2017 (CEST)
Well...I could try. I don't think I'd make a very godly god though. XD Yuanls (talk) 22:49, 9 April 2017 (CEST)
Haha. That's part of the fun! I know I wouldn't. I'd probably be smiting mortals left and right if I had the power; then I'd feel guilty about it all night long. I wouldn't even be good at being evil! Come up with something and see how it works. Alessa (talk) 23:16, 10 April 2017 (CEST)
Yee Anals (do not laugh!) is the God of the average and unremarkable. Basically he sits around and controls the day-to-day functions of the planet, although occasionally he bores people to death with aspects of the ordinary and the everyday, purely for his entertainment. Due to the unremarkable nature of this God, Yee Anals has largely faded into obscurity and is presently only remembered by historians and devout believers. Probably an enemy of Chaos Goddess Nub, but due to limited information on Yee Anals, this is purely hypothetical. Yuanls (talk) 02:33, 11 April 2017 (CEST)
It's hard not to laugh! I like the idea of a deity that starts to be forgotten. Good thinking! Alessa (talk) 14:15, 11 April 2017 (CEST)

I love this idea! To join in on the self-deprecating fun, I also came up with a deistic character.

His name is Héllas and he's the god of winter. He's often depicted alone in a numb standing position wearing a long coat with a hood over his head. He's not the popular one among the gods and neither is he very relevant, outstanding or powerful, which kind of makes him jealous of all the other gods that are able to do amazing things. Worshipping him, you have to start slow and gentle as he's actually terrified of humans, but once you gain his trust he'll love you with his whole heart and do anything for you, i.e. always provide you with the weather you desire as that's all he can do. Make one mistake though, and he'll cut ties with you and bury you under snow.

tl;dr - Héllas is a winter god who's got some issues.

(Does it even snow in Mauretia?) --Eklas (talk) 21:28, 9 April 2017 (CEST)

Awesome, Eklas/Hellas. I love it. Yes, it snows in Mauretia. Winters are not terribly long but can be brutal at times. I think this is great! Alessa (talk) 21:32, 9 April 2017 (CEST)
Glad you like it! I'm going to keep Hellas in mind and come up with a more thorough, detailed description eventually. --Eklas (talk) 21:36, 9 April 2017 (CEST)
Thanks. When I get a few more, I'll put together a page and start working on mapping some things. Alessa (talk) 23:16, 10 April 2017 (CEST)

This is great! I wanna be a part of this! Litvania (talk) 21:42, 9 April 2017 (CEST)

He is gonna be called Horan (or Horán). He is the god of all mountains and cliffs. Ancients believed he lived somewhere in the north of the lonely outcrop that central Uletha is. (Hold on to this, imma come up with something soon.) --Litvania (User talk:Litvania) 07:42, 10 April 2017 (CEST)
Sounds good, Litvania. I'll await more from you. Alessa (talk) 23:16, 10 April 2017 (CEST)

The Mud Boy. Perhaps not a God.. maybe a spirit, a creature, a sprite.. The mud boy is a model child made from clay who, when baked in the hearth of a childless household, will become real flesh and blood. They will become an exemplary son or daughter, bringing wealth and good fortune, so long as they are cherished. The only caveat is that if the mud boys parents, for any reason, for even an instant, regret their decision to create the child then it will immediately revert back into clay. From then on its spirit will stalk the regretful parents, driving them to ruin and an untimely end.

Also if I was to be a God then I would choose to be a God of Retribution and Comeuppance, prayed to by scheming businessmen, scorned lovers and women labouring in child birth. Ruadh (talk) 23:57, 9 April 2017 (CEST)

This is funny, Ruadh. I'll make "mud boy" a sprite of sorts. That's cool. What would you want the name of your retribution god to be? RU- would be the root of a word in Maurit to be something relating to "evil" an NQ- would be normally for revenge, but I'm open to something different. Alessa (talk) 23:16, 10 April 2017 (CEST)
Cool, well being a twin is always popular choice in God circles and gives a quick boost to your numbers. Perhaps supplicants pray to Runq to smite people who deserve it (like a taller, funnier and more successful cousin) and sacrifice to Nqru to ward off being smited for their own wrong doing (for example, when they've been embezzling from company funds since the mid-2000s..) We may need a few invisible vowels to make those names flow :) Ruadh (talk) 15:19, 11 April 2017 (CEST)

The music god Zare Pawa is often depicted hurrying around, cursing the other flying chariots in the way and trying to control a mob of children who cannot make their instruments work. His skill at singing and playing all the godly instruments is beyond doubt, but frustratingly this has failed to match his income to other gods with boring haircuts, boring shirts and a mortgage. His only sworn enemy is the god of derivative commercial TV-talent-shows. Sarepava (talk) 23:58, 9 April 2017 (CEST)

Awesome! You got it, Sarepava. By the way, I like how the name could be a play-on-words, because "Sadawa" is the Maurit word for melody. Alessa (talk) 23:16, 10 April 2017 (CEST)
Symbol of Nilus

What about the god Nilus? He is the god of sports and is worshipped through athletics competitions and ancient football matches (and maybe even more sports). He doesn't like fat and unhealthy people and has good relations with the god of health. He hates the god of food, who, according to Nilus, only gives unhealty food to the people. His symbol is a black ring (see image). Niels20020 (talk) 18:26, 10 April 2017 (CEST)

Sounds good, Niels. I'll add him in! Alessa (talk) 23:16, 10 April 2017 (CEST)

Pah Ravia/Pahrave/Para (or something else, I'll let you make the call) is the Goddess of Time, namely she doesn't have any for your nonsense, so make with the praying and offerings. If you please her, Time will be on your side; if you anger her, expect to relive every time you made a fool of yourself in high school over and over again. Time travel films will usually make reference to her, since it would be rude to use her talents and not give her at least a thank-you. She is usually depicted as having fiery red hair and clad in blue, and bearing wings on her back (I'll give you one guess why). Not to be confused with the God of News Magazines, although she does have a subscription to one.

Since there are so many gods around at the moment, I reckon it's time to have a goddess in there too to keep the boys in line. It's 2017 BC. ParAvion (talk) 02:00, 11 April 2017 (CEST)

This is cool I like it. It's true, we don't have any goddesses yet. That's a good point. Alessa (talk) 14:15, 11 April 2017 (CEST)

Is it too late to apply for deification? I'd like to be Damath, the Rabbit Demi-Goddess, associated with fear, flopping and fertility. Favored sacrifices include Savoy cabbage and parsnip greens. Couples hoping to get pregnant sometimes deliberately take a scissors and cut through an electric cord while invoking her name. The curse, "dammit Damath" is often used in situations where hesitation has resulted in an accident and/or missed opportunity. Demuth (talk) 22:40, 3 May 2017 (CEST)

Oh, heavens, no! It's not too late. I'll add the goddess now. This is funny. I'll make just a couple minor tweaks to the wording and add her now. — Alessa (talk) 23:19, 3 May 2017 (CEST)

Hi, Alessa! At first shot I just was thinking this so creative, but now, if possible, I would like to be a deity too... could be? Well, I did not imagine a good name (Bemesso, Biemsuza, would you like to choose one or create a new one?), but if I still can be a god, I would like to be the god of the speed. Not necessarily the messenger of the gods, like Hermes, but just because I love cars and speed, hehehe. About the rites, maybe something weird, like writing the name of the friend (or the enemy, if writing with red colour) in a paper attached to the leg of an eagle, so the eagle fly carrying the paper to the deity in the sky heights (I dont speak/write english very well, sorry, hehe)... What do you think?? -- BMSOUZA (talk) 17:01, 4 May 2017 (CEST)

It's definitely not too late. How do you think we can incorporate speed into something ancients would have known? Flight maybe? — Alessa (talk) 19:05, 24 May 2017 (CEST)
Well... as the rites includes an eagle, and the home of the deity is in the high sky, I think wings can be a nice symbol. But I am trying imagine something better than "the messenger of the gods", because it would be a copy of the greek Hermes. Maybe, he is claimed also if someone needs urgency in something, what do you think? If you have something about it, please tell me! ;-) -- BMSOUZA (talk) 01:36, 25 May 2017 (CEST)

I think I agree with ParAvion and Demuth that more goddesses are needed, so I'm willing to step to the plate for this. Luziam ("light-bringer" or "fog-bringer" - the etymology isn't entirely clear) is the goddess (or perpetrator, anyway) of abstraction, epistemology and phenomenology (although we can't really be sure how we know all that). She tends to sow dissent among the other gods mostly by means of abstruse philosophical discursions that are either clearly irrelevant or of questionable intent, but which distract from whatever task is at hand. Her main intent seems to be simply to slow things down. She doesn't like people who are in any kind of hurry. Typically she appears rather abstractly, as an excessive number of nodes on a map which, again, are of a typically unclear purpose, although they sometimes look okay. People will appeal to Luziam when they want to understand things, although it's a bit random whether she will elucidate or obfuscate a given situation. Nevertheless she is always insisting that people should be happy, whatever they do. There are rumors she is worshipped (or at least tolerated) not just in Maurit but in secret rites held at Freecyclopedian Temples throughout the world.--Happy mapping - Luciano (talk) 23:20, 4 May 2017 (CEST)

Yes! I like it. I could make "luzi-" to be fog or clouds in Maurit, as I already have two words for light. Plus, your description points better to "fog." I could work "knowledge" into it, too. That's also possible. I'll add her now. — Alessa (talk) 19:05, 24 May 2017 (CEST)

28 March 2017

Loading map...

The featured area of the post is the city of Masqula and environs. It is special to me, because it is essentially the first thing I started mapping when I was granted Mauretia. It is also the place I've used as a bit of a sandbox to test out some things, which is the topic of this post.

As I said in the user diaries, I desired feedback about the use of relations for simple landcover and landuse tags. I heard and appreciated all the responses. Some interesting points were brought up, and I took a stab at it in the northern part of the Masqula diocese. The result can be seen at right. There are some things I like about it; there are some things I don't. On the plus side, there is a sense of completeness at mid-level zooms. That's nice to have for once. On the down side, nothing is snapped to the overlaying roadways. Instead, the ways are all parallel, nearby, or otherwise placed. It's a bit sloppy. I don't like it very much. But, it solves the JOSM problem of not being able to select the right way because they occupy the same space between two nodes. I'm not sure that formatting a map to a deficient software program is wise, but that's another issue for another time.

In the end, I'm torn on the benefits of using relations to generic areas for landuse and landcover. The point was made in the user diary comments that the relations could be kept off of the highway way like a right-of-way. True, but that can be done with areas. There was also the thought that it's poor to have two areas share part of a way. From an information and data standpoint, I get that. From a mapping standpoint, I fail to see how that is different than having a series of constituent parts for a single entity. It's like trading one thing for another. From a data standpoint, I love the idea of grouping things together into a relation. I can break things down by land owner (eventually), which means that crown lands could be a separate multipolygon from an orchard collective. That's a big plus. I do miss the double-clicking inside an area to select it, however. That is a downside from a user standpoint. (Which makes me wonder: why is it that areas, even those added before highways and railways, are placed atop highways in JOSM? I can double-click to get the area. By having the area bury the transport ways, I can't click on them! I don't need two ways to get the area and none to get a transport way. Frustrating. I'm sure there is a random keystroke that fixes this, but I haven't found it yet.)

What I'd love to learn is if there is a way to separate the landuse and landcover to another layer permanently. I've experimented with a couple things to no avail. I know that I can work the with these areas/relations in another layer (very cool) and even upload from that layer separately from the others (also very cool). The problem is that the layers get merged upon upload. Too bad they could not be kept separate when I went back in and downloaded that workspace. I suppose I'll just have to keep a running OSM file on my computer's hard drive.

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I want to mention again that I love the look of completeness from a mid-level perspective. It really helps give me perspective on how the country is coming together, since I'm trying to look at it as a unified whole. As I zoom in further, though, I notice the pink of the retail areas as if the surface of the sun magically appeared in front of me. I have developed a general dislike for the zoning tags anyway (residential, commercial, retail, etc.). I'm just not a fan of the color scheme—or rather, the pink. The gray wears on me too but not as badly. I recognize that once buildings are added these colors are barely visible and don't matter much. As it stands, I'm inclined just to use the tag landuse=residential just to denote the urban and semi-urban areas for the time being. Maybe landuse=industrial can be used for certain complexes as needed. At this point, I care more about mapping the land use in the countryside. I'm really trying to get a feel for the agricultural makeup and capacity of the country. It will effect how big some of the other cities and regions get. I did some work in Lalla Maga to this end earlier, so this is a bit of a pet project. Therefore, I'm fine with leaving the complexities of those zoning tags in the cities for another day. Parks, wooded areas, recreation grounds, etc. would all still be mapped as I have been. I don't consider those "zoning."

This brings me to some interesting mapping I see on OSM: some places, like around Cambridge, do not include some of the landcover like grasslands that are not part of the farms. Arguably, it's "incomplete mapping." (I don't buy it, but I feel like others disagree.) Even so, it might serve as a model for a starting point with broader use. I'm thinking it might be a good incremental step as I start to fiddle with the relations more and figure out whether or not I like them.

And that, my fellow mappers, is my bliki post for today. Please feel free to comment below!

Questions, comments, concerns, or general lies?

You ask a question:

What I'd love to learn is if there is a way to separate the landuse and landcover to another layer permanently. I've experimented with a couple things to no avail. I know that I can work the with these areas/relations in another layer (very cool) and even upload from that layer separately from the others (also very cool). The problem is that the layers get merged upon upload. Too bad they could not be kept separate when I went back in and downloaded that workspace. I suppose I'll just have to keep a running OSM file on my computer's hard drive.

Keeping a "running OSM file" is one solution, but when I have tried this, I have been driven nearly insane by the inevitable upload conflicts that arise when neighbors or newbies do anything that happens to overlap my work area. The answer is FILTERS! Since learning about these, they are one of the most prominent aspects of how I work with JOSM. You can filter out landuse or landcover objects to get at what's "under" them, or use special tags to filter out other things (I have filters that hide buildings, filters that hide water features, filters that hide boundaries, etc.). I found this article (link) to be a good introduction to filters in JOSM.

Perhaps this extensive use of filters is another reason to make sure different ways and areas never share the same nodes, because if you have ways sharing the same nodes and, say, you're filtering one of the ways but not the other and you move the way, then the nodes attached to the filtered way get dragged along, too, which can mess things up. Filters really can only be effective if you're diligent about preventing the "way-sharing" problem.

By the way, I really like your idea of "sponsor" links in your bliki. Clever and entertaining.

--Happy mapping - Luciano (talk) 23:58, 28 March 2017 (CEST)

Thank you, Luciano. I appreciate the feedback, and I'm glad you like the sponsor. I've started toying around with the layers. Oh my, what a help. I do understand the shared node problem, but my reason for selecting these things a lot of times is to rename or add reference tags—things like that. I tried one time to keep a running OSM file, and it developed a mess of conflicts. I'm not sure how, since it was such a small, select area that should not have been edited, but that's a different matter. I appreciate the feedback to help me learn JOSM more. Cheers. Alessa (talk) 17:18, 1 April 2017 (CEST)

Yes, use filters, you can make them do a lot. You can also use the ALT key to select between different overlapping ways... --Udilugbuldigu (talk) 01:02, 29 March 2017 (CEST)

Thank you for the tip, Udi! Alessa (talk) 17:18, 1 April 2017 (CEST)