Wot Map Strategy
At the time you think of Wot Map Strategy, exactly what you thinking of? In essence a map is a representation of a topology or function. Intended for example a formula such as X=2Y maps a worth of Y to each value of A. Of course you know that mathematicians are weird and sometimes hard to understand but they have you ever seen a schematic map of a subway (underground railway) system? Maybe you have ever seen the same network of rails specified on a more "normal" Wot Map Strategy of the location in which it is located? Different Wot Map Strategy of the extremely same thing can look quite different.
At the time you make a Wot Map Strategy of any flat area - a "plan" or "elevation" - things are quite simple, but when you make an effort to map a larger area, like the surface of an whole planet, things can get quite complicated if you would like your map to be smooth. It can be all very well to make a world, but try turning the of that globe into a set Wot Map Strategy! Yikes!
However you start it, you conclusion program edge-effects. As I write this content I am actually included in programming map-generating programs meant to generate maps of fictional landscapes. I happen to be examining the map-generators that are included in the free, open-source (GNU GPL licensed) strategy game, FreeCiv. Edge results are incredibly apparent in such maps. The Wot Map Strategy are basically rectangular, but you can choose to obtain them act like cylinders by "wrapping" left to right or top to bottom level, or you may also have "wrap" in both guidelines. Most often people make a decision on "wrap" only still left to right, and stop the most notable and bottom with "polar regions". Such simplified "wrapping" makes for quite extreme distortion though if you try it out with a real Wot Map Strategy on the planet!