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#city mapper
nbmudkip · 2 years
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i just went on a 7000 block each way journey in minecraft on a hardcore world to get . A cactus. So i could dye my cat’s collar green
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All I want right now is a maps app for cyclists that doesn't feel like skynet is trying to kill me
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thothxv · 10 months
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myhouse.wad-adjacent facts and blatant shilling for the musicians who soundtracked it
As has been largely disseminated, new mappers making levels based on their own houses are a common trope in the doom community, and they are often referred to generically as "myhouse.wad". The earliest myhouse maps are actually some of the oldest Doom maps in existence, predating Doom 2 (also at least one Doom 2 map was based on Sandy Peterson's house...)
A lot of people are impressed with myhouse.wad's room over room. I'm more impressed that in the first house myhouse used a boom-style silent teleporter to implement room-over-room sloppily so that the illusion very easily breaks (just step back up the stairs while one of the basement doors is open: it will snap shut because you are being teleported back into the version of the house with an upstairs, and thus there can't be an open door there), just like an inexperienced mapper might in 1999, before using modern GZDoom portals to do it more convincingly in the second house.
There's been a lot of theorizing about myhouse's author, probably because veddge is a very very competent mapper and also because everyone who does know who the author is has stonewalled inquiries at the author's request, implying that the author has a meaningful identity in the Doom community. Or maybe they're just shy. However, DavidXNewton noted in his analysis series on myhouse that it does a lot of things in a ways that are unnecessary using modern UDMF and ZScript but would be familiar to someone coming from a less advanced mapping format like Boom or Old ZDoom. This is indicative of Veddge being more along the lines of what he says he is: either someone truly returning after a long absence, or at the very least someone who isn't terribly familiar with modern GZDoom mapping. Either that, or the entire map was mapped in character. I genuinely don't know which I'd find more impressive.
"doomcute" is a term used to refer to maps that recreate real-world items or environments in doom (usually because the immediate reaction from players is "oh that's adorable!"). Myhouse maps are invariably trying for doomcute, but another early doomcute map was Shamus Young's Doom City from 1995 (yes, Shamus Young of DM of the Rings fame. I discovered while researching that he actually died last year. Rest in peace). Doom City recreated a couple of real-world looking buildings, but the thing everyone seems to remember about Doom City is its recreation of... a gas station. Food for thought.
Hilariously, myhouse almost got lost in the shuffle on Doomworld, because most people weren't looking for a myhouse.wad to play. Several of Veddge's collaborators posted in the thread to keep this from happening.
I believe Veddge's confirmed collaborators on myhouse are Kevansevans, esselfortium, and Jimmy. I don't know much about Kevansevans, but I believe he helped with the scripting and some of his scripting work from other sources made it into the wad because he's officially credited (as is everyone whose work was used in the map: it's all inside the PK3). Essel and Jimmy are credited only in anagram form because they are responsible for the music, which is actually wholly original (also Jimmy gave no indication he was involved until it was revealed by players unscrambling the anagram, which was very very funny).
I'm actually going to talk about Essel and Jimmy in detail over the next few bullet points, because I feel like it. And they're both really neat.
Sarah "esselfortium" Mancuso is responsible for memory=entryrrrr/////, the piece the plays in the burned house and various other places throughout the wad. She's composed professionally for video games and has several albums, but in the Doom community she's probably best known for creating and managing the Back to Saturn X project, a trilogy of megawads (only two of which are presently released) being developed by a massive team of modders, with custom assets, a custom palette, a complete original OST, and some very impressive maps... all intended to be playable with a vanilla doom2.exe. Which is insane: Vanilla Doom is brutal to map for, on account of harsh limitations that it's hard to be confident your map or project falls within. Back to Saturn X was so ambitious that it found previously undiscovered ways that Doom can crash. Of course, in addition to running the project, Essel also mapped for it, made textures for it, and composed a significant portion of the soundtrack. And because that was not impressive enough apparently, Essel also (with some help from a few others) created Knee-Deep in Knee-Deep in ZDoom, a joke wad that takes the (in)famous Knee-Deep in ZDoom, a mapset designed to show off the features of ZDoom, and recreates as many of its tricks as it can entirely in vanilla. A feat I can only describe as black magic of the highest order. She also went out of her way to say Trans Rights during her bethesda interview, so that's cool too.
James "Jimmy" Paddock is responsible for the increasingly glitchy and messed-up version of D_RUNNIN that plays in the second house. Which figures, because Jimmy's music is everywhere. He takes commissions for music, he's contributed free music to the community, and his music is very very popular. Notable wads he's contributed tracks to include Plutonia 2, Speed of Doom, Reverie, Back to Saturn X Episodes 1 and 2, Eviternity, and Doom 2 In Spain Only, and the MIDI soundtrack to John Romero's SIGIL, which some consider to be even better than the Buckethead soundtrack. He also is the project lead and mind behind The Adventures of Square, a standalone, free game made in GZDoom, he's done texture work, he's made several award-winning doom mods (cacowards, that is), mapped for numerous other projects, and had just done a whole ton of stuff. The doom community gave him an award for lifetime achievement. Oh, and he did an alternative MIDI OST for Prodeus? Genuinely didn't know about that.
While researching this I learned that Jimmy is going to be evicted in a month, so now's a great time to check out his music online and see if you're into it. I'm not a super fan of his vocal delivery, but I really like some of his instrumentals and MP3 versions of his MIDIs.
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cerastes · 10 months
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Now and then I think about how the nature of temporality in Arknights apropos of the main story relative to side stories (events) means that with a little effort, you can make a really good SRW-style SRPG with Arknights: There’s the myriad storylines, there’s the myriad characters, there’s a good combination of objective mechanical information and lore fluff for a lot of characters that would let you make really good, complete characters in terms of gameplay.
You could easily make something like:
1st Game: Main Story from Chernobog up until Faust and Mephisto; Break the Ice (can be a sizeable arc, allows for a lot of maps across the game’s length, likely early game until start of endgame); Maria Nearl (same as Break the Ice, midgame until the endgame); Under Tides (shorter than the previous two, end of midgame until the endgame, plus you get temporarily playable Irene in the vein of SRW giving you guest units for one or two maps in one game before they are fully recruitable in the next); Grani the Knights’ Treasure (you can cover this in one, maybe two maps);  Twilight of Wolumonde (medium length arc and due to its structure, perfect for sprinkling maps about it across the early to midgame); Heart of Surging Flame (one long map-two maps); Code of Brawl (easy two mapper); Children of Ursus (SRW-style revised to be mixed in with Chernobog part of Main Story); Who Is Real (you can squeeze 2-3 maps easily; start of endgame upgrade for units like Lava and Kroos).
2nd Game: Main Story from where game 1 left off up until Talulah and the Deathless Black Snake, effectively ending the game with the end of the first arc; Beyond Here (AKA Archetto; short arc); Both Gavial Events (you can make big maps with Great Chief, whereas Ideal City would be interspersed with other plots to give it meat in terms of combat, a common event in SRW); Pynus Sylvestris & Near Light (you can get either some real long maps out of this or several medium length maps), Stultifera Navis (around the early midgame, you can squeeze 2 to 3 maps easily, and Seaborn can make for versatile enemy types elsewhere), Mansfield Break (you could put this anywhere, and you can milk it for a number of maps); Invitation to Wine (same as Mansfield Break); Guiding Ahead (you can go crazy with Guide Ahead thanks to the setting of Laterano and the structure of the event plus Andoain fits the “fucking HARD endgame RR boss” archetype with strong attacks and high dodge to a tee); Lingering Echoes (same as Guiding Ahead, really); Dorothy’s Vision (you can squeeze out some 3 maps out of it easily and a lot of new enemy types)
In SRW fashion, the Main Story in general would find itself slowed down and modified with downtime much like the main arc in an SRW tends to be a slow, game-length affair that finds itself entwined with many of the other arcs in the game, and likewise the arcs with the main story and between themselves. Of course, this also diverges from actual canon in that a lot of people that Shouldn’t Be There canonically, in this game’s canon, Would Be There, and that goes for the good guys as much as it does for the bad guys, which is always part of the appeal of a good ol’ SRW. It’d also be cool to see secret recruitable characters that you can’t get in canon or that die in canon join you if you satisfy certain secret requirements, like getting playable Big Bob and Monch and Viviana/Candle Knight, or being able to save FrostNova and/or Faust. Hell, sometimes SRW likes to throw curveballs and give you unexpected characters, so catch me with my endgame maxed out Jesselton (unlock: Defeat Jesselton exclusively by using Mountain, Robin and Kafka in the final Mansfield Break mission) and my #KHAGANQUEST (unlock: Every time Tola appears, defeat him with Blemishine).
I think the main challenge of the game would be to have a cohesive roster; SRW games tend to have massive rosters but that’s due to the sheer amount of stories they tend to cover in one single game, it actually tends to be few characters from each individual story, except the “featured” stories, which get more screentime and roster slots. In regards to some of the arcs, this is pretty easy: Abyssal Hunter Arc characters aren’t many (Skadi, Specter, Gladiia in the first game, plus Irene and Lumen in the sequel) and some of them are universal (Kal’tsit and Elysium), but then you have to make a decision of what 3*s, for example, make the cut as fully playable and not just NPCs, so as to not have bloat: Lava and Kroos are easy picks, for example. Break the Ice can give you a lot of people (SilverAsh, Courier, Matterhorn, Pramanix, Cliffheart, Kjera, Gnosis, secret Monch, secret Degenbrecher), which would make sense if you make it a meaty arc in the game overall, plus there’s a good variety of units you can get outta that.
I think the cast also lends itself to the usual SRW archetype of units: Amiya fits the “RR” type of unit that has low health but high evasion (based on her moves in the trailers, she’s highly agile), Blaze on the other hand seems like a perfect fit for the “SR” type of unit that has very low evasion but instead has huge bulk and just tanks the attacks instead (based on her duty as a Centurion, catching a ton of enemies at once and dealing with them while holding them and tanking them). Other RRs that come to mind are Ch’en, Irene, Whislash, Kroos, among others, while other SRs that come to mind are Specter, Blemishine, Mudrock, Matterhorn, among others. Then you have the less common archetypes, like Getters, AKA glass cannons with average bulk and low evasion but BIG damage, which can be units like SilverAsh (with S3 specifically in mind, giving him huge offense but making him quite fragile) and Skadi (very high HP and damage but low Defense means that HP goes down fast). You’d also have plenty of characters that would make sense to have innate Leadership (buff aura for nearby units), such as Amiya, Kal’tsit, Gladiia, SilverAsh, Big Bob, among others.
It goes without saying that you can make full use of the SRW tradition of giving units specific, very powerful team attacks, some of which could be pure fanservice, like Amiya and FrostNova having a team attack, and others which simply make sense, like the Sui Sisters (Nian, Dusk and Ling), the Abyssal Hunters, Pramanix and Kjera, Big Bob and Mudrock, among many others. The possibilities are legitimately really cool to imagine.
The setting and cast just works for an SRW style game, man.
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Changing Najaf
The city of Najaf lies just west of the Euphrates River in southern Iraq about 160 kilometers (100 miles) south of Baghdad. The name—meaning “hill” in Arabic—refers to the ancient city’s location on a ridge overlooking a valley with marsh and wetlands to its west.
The wetlands feature prominently in the lower image, acquired on August 7, 2023, by the OLI (Operational Land Imager) on Landsat 8. Occasional rainfall, along with water from irrigation canals, natural springs, urban areas, and artesian wells, pools in the basin to form the water body, known as Bahr Al-Najaf (Sea of Najaf).
Two roads cross Bahr Al-Najaf. A band of farmland lines the edge of the lake. Najaf’s old city, renowned for being the burial place of Muhammad’s son-in-law and cousin, lies to the east and is among the holiest cities in Shia Islam. Due to its historical and religious significance, millions of people have been buried in the city’s Wadi-al-Salam (Valley of Peace) cemetery, one of the largest cemeteries in the world.
The top image acquired by the ETM+ (Enhanced Thematic Mapper Plus) sensor on Landsat 7, shows the same area on May 20, 2003. Note the significant expansion of neighborhoods to the north of the city along the Euphrates River. The city’s population increased by roughly 360,000 people over the two-decade period, according to population data from the United Nations. The cemetery, located northwest of the old city, is also growing rapidly. About 50,000 people are interred each year, Al Jazeera reported.
While Bahr Al-Najaf has reportedly gone dry in the past, wet weather in recent years has helped it grow to its largest size in decades. Researchers from the University of Baghdad think that the expansion of a fish farming on the western side of the lake may be helping boost the water levels. Many of these farms installed artesian wells when they were established in the mid-2010s, and Bahr Al-Najaf has grown significantly since then, according to a 2022 analysis.
NASA Earth Observatory images by Wanmei Liang, using Landsat data from the U.S. Geological Survey. Story by Adam Voiland.
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wadbot · 7 months
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joymaps3.pk3: The Joy of Mapping #3 - MANDATORY JOY MAP01: First Map - Polyducks (-464, 512, 0) Author: Jimmy & Various Date: 2017-04-06 Description: This was a livestreamed communal mapping session that took place on January 28th, 2017, with participants mapping under the strict guidance of Jimmy and a few session tutors via Discord and TwitchTV. The mappers were talking through the basics of mapping, such as creating connected areas, interesting layouts, and using thing placement sensibly. The participants mapped in a variety of formats, mostly Boom and ZDoom (UDMF). Map Listing: MAP01: First Map - Polyducks MAP02: Battle Tendency - DrPyspy MAP03: Cart Before The Horse - Anonymous MAP04: Infestation Station - Gutawer MAP05: Sewer Or Later - A2Rob MAP06: Capricious Cavern - Baratus MAP07: WaterWorld - DukeWooze MAP08: THE IMPS, OH GOD - DoomTheRobot MAP09: Techno Keep - Mystyc Cheez MAP10: Phobos Micro Computer Lab - kevansevans MAP11: Lost Stock Holding Station - walter confalonieri MAP12: Fortress of Blood - Dalvi Dandy MAP13: Dandy and Sandy - vbob MAP14: Sand Wedge - Pinchy MAP15: Subterranean Headaches - Breezeep MAP16: Slimy Nook - Alfonzo MAP17: Midal - SAraisVanu MAP18: Library of Horrors - rdwpa MAP19: Vacant - AD_79 MAP20: Mountain Base Atlas - DooM_RO MAP21: Funked Up - Fonze MAP22: Embers - ZZYZX MAP23: Oasis2 - Jimmy Music Listing: MAP01: "Why Settle For Colonel?" by yakfak MAP02: MIDI of "Faint" by Linkin Park MAP03: "Countdown to Death" by Robert Prince MAP04: "Time Trax (Gen) Stages 2, 5, 7" by Tim Follin MAP05: "Depth Charge" by stewboy MAP06: "CAVE1.MID" from Gubble 2 OST by Seppo Hurme MAP07: "They're Going To Get You" by Robert Prince MAP08: "Goin' Down The Fast Way" by Lee Jackson MAP09: "Into Sandy's City" by Robert Prince MAP10: "The Demon's Dead" by Robert Prince MAP11: D_DEAD from heroes2.wad MAP12: MIDI from alpha version of Blood, by Daniel Bernstein MAP13: "Shawn's Got The Shotgun" by Robert Prince MAP14: "Planet of the Assholes" by Jimmy MAP15: "King Roo" by Alfonzo MAP16: "kocking on, clocking off" by jmickle66666666 MAP18: "Cyanide Downpour" by Jimmy MAP19: "Reach Within" by Jimmy MAP20: "Parhelion" by Jimmy MAP21: MIDI of "Funked Up" by Overdrive MAP22: "Ravi Vallis" from Chaser OST by Juraj Karkus and Lubomir Ruttkay MAP23: MIDI of "Crush" by Pendulum
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walnutmistjamie · 8 months
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Hi, a friend and I are planning to go to Richmond for a drink next time we're in London, what was the journey from central London like? And was it easy to find the locations you were looking for once you were there? I walked by Ola's last weekend on the way to the match and I'm gutted that I don't think there's anything there I could eat.
Hey! It is very easy from central London, you can take a metro or a train and it's like a 5 min walk from the station to the Green, the pub, the riverside, etc. You can check with City Mapper what's the easiest journey for you but it took me like... 20 min to go there from Waterloo station. I can send the locations I went to if you want but it's pretty easy. Where is located Ola's? I'm curious now 😮
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wolfsnape · 1 year
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Ptn hier je me suis démotivée pour aller au ciné et là la ligne 14 est fermée et c'etait pas marqué sur City Mapper donc j'ai pas eu ma séance 😭
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Town Map of Selenite
A trading town located near the shores of the north providing the necessary foods and resources to The Cities of Morn.
A trading town located near the shores of the north providing the necessary foods and resources to The Cities of Morn. It is also one of the more important trading towns within the north, so it is not surprising to see a military fort for The Solace Pact to use in case of an attack from those in the south. Made with Inkarnate.com – Copyright Traveling Mapper/D&D Homebrew Adventures As always…
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gta6mobile · 1 month
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GTA 6 Map Leaks: What Reddit Tells Us So Far
GTA 6 Map Leaks: What Reddit Tells Us So Far
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GTA fans have been eagerly awaiting details on the map for the next big installment of the Grand Theft Auto series, GTA 6. With only limited official information from Rockstar Games so far, fans have turned to Reddit to share leaks, theories, and explore fan-made map concepts.
Read more: GTA 6 Map Lead Update
Read more: GTA 6 Map
Community Mapping Efforts Predict a Massive Map
Prominent fan mapper DuPz0r has made big predictions about the GTA 6 map size based on leaks, estimating it will be twice the size of GTA V's already expansive map[1].
An ever-evolving community map curated by mappers incorporates leaks, trailers, and insider information to visualize the potential map layout[2][3][4]. However, even the mappers admit much is still speculative[7].
Vice City and Neon-Soaked Leonida at Center Stage
Most leaks point to a return to Vice City, Rockstar's rendition of Miami, as a main city[8].
In addition, the leaks reference Leonida, a new metropolis with a neon-lit urban sprawl[2]. Between these two core cities, the map is expected to be extremely detailed and dense compared to previous entries.
Rural Areas, Islands, and Swamps Too
While cities seem central, mappers speculate the map will feature a variety of surrounding rural areas, including islands, wetlands, deserts, and mountain ranges[2][4]. One mapper even asks if players will be able to access other islands by ferry[3].
Some areas that may be incorporated based on leaks:
Everglades swampland
Tropical islands like Cuba and Haiti
Rural desert outskirts
If inclusions like these make it in, the GTA 6 map could feature an unprecedented diversity of landscapes and locations to explore.
What Areas are Still Speculation?
While mappers have done an outstanding job piecing together potential leaks, even they admit much is still speculative[7]:
Exact city layouts
Rural area features outside cities
Transportation links between cities and outlying areas
Island accessibility
In addition, some fake "leaks" have made rounds, making it hard to separate fact from fiction[6].
Until Rockstar releases more concrete information, the map details should be taken as speculative and wishful thinking rather than facts set in stone.
The Wait Continues for Official News
GTA enthusiasts have done an admirable job piecing together potential leaks into speculative maps. The community's passion is clear. However, Rockstar has shared frustratingly little officially about what the map may actually look like.
For now, fans continue the waiting game for more trailers and announcements to prove or disprove elements of the speculative fan-made maps. Until then, they provide an exciting visual of what could be, even if the actual map ends up looking quite different.
The vibrant neon skyline of Leonida can't arrive soon enough!
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m39 · 1 month
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Doom WADs’ Roulette (2008): Remain 3
I wouldn’t be surprised if Eternal won two Mapper of the Year awards in a row if not for the fact that you can only win it once in your lifetime. As if having a WAD getting a Cacoward in 2007 was not enough, not only did he manage to do that again in 2008... but also filled both runner-up slots with the other two. Complete and utter madman!
Today, we will be taking a look at Eternal’s first out of three WADs from the 2008 roster.
S1: Remain 3
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Main author(s): Alexander S. (Eternal)
Release date: August 26th, 2008
Version(s) played: ???
Required port compatibility: GZDoom
Levels: 13
Remain 3 is the only WAD on the roster that requires a specific source port rather than just a limit-removing one. It took over a year of work to be created (it started in 2005 but there were breaks in between), and I’ve run out of interesting things to say in this section, so let’s just jump straight into this WAD, shall we?
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For something out of 2008, Remain 3 doesn’t have the rights to look this good. Even with the knowledge that some of the maps were made back in 2005, and might look basic, this WAD makes up with the atmosphere for the lack of better words. From different kinds of tech bases/labs (both in grassy or desert areas), to the cities and more unusual places like the rocket silo and the meat factory. The further you go, the WAD gets prettier and prettier.
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The WAD’s soundtrack consists of classics from the older WADs like Icarus, HRII, STRAIN, and others (one of the tracks feels like it was out of Batman WAD, but I’m not entirely sure). Hell, even the stocks used in MAP06 and 09 fit like gloves (I’ll tell you why later). The track from Wrongday could be something different in my opinion, but asides from that, the soundtrack is pretty damn great, not gonna lie.
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Remain 3 isn’t a complicated WAD to finish. There were some annoying moments for sure, but these were relatively rare.
What I noticed about this WAD is that it feels like it is structurally split between at least two types of maps.
Maps from Wrongday to the Bridge of Death feel the most original, with the original concept as a foundation like infiltrating the base or crossing the titular bridge.
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The Crusher to the Pits are more like an homage to the maps from the original Doom II, with maps 08 and 09 actually being almost the same as the original ones but with slight changes, additional areas for a more organic transition from one map to another (this is with every map in this WAD), and tougher enemies.
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Refueling Base to Downtown meanwhile, while still taking a concept of their original variants, make something completely fresh out of them.
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To describe some of the maps this WAD offers, in Base-Court you visit some kind of village that might be populated by cannibals, with a food line near the butchery, and a hangman nearby.
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Circle of Death focuses on stealing a rocket that takes you to the Meat Factory, in which you kick it back online to unlock a passage to the Downtown.
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The last map is full of interesting landmarks, having a hotel with broken elevators, a bar next to the supermarket with a freezer room, some slums with hobos standing around, a construction site occupied by Imps, a playground near a park, a water pool area, etc. it looks incredible.
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I don’t think this WAD is hard. Sure, there are cheap moments here and there occasionally, but it wasn’t going too far in my opinion.
It would be better if there were no stealth enemies in the last two maps (sigh) but at least it’s like one/two enemies per map.
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The new enemies definitely spice up the roster, being used already in the older WADs/maps although without the KDiZD makeup this time. It has typical stuff like tougher variants for Imps and Nobles (along there are other ones too) and a bunch of old new zombies like rocketeers and rapid-firing blondies, but it tends to offer more unique variants like super-shotgun zombies, marine zombies (sucks due to no attack windup), half invisible orange pinkies that breath fire and spit out lost soul after death (like they were possessed), Cyberdemon with spiderdemon’s legs, tortured soul as a miniboss of MAP11, bouncing skulls from Happy Time Circus (slightly less annoying now), and Tornado Demons who are basically arch-viles but with wind powers and teleporting around. Hell, you even get attacked by a helicopter in MAP10 (basically a flying spiderdemon), not to mention barrels with napalm in the last two maps (even if they don't technically count as enemies).
The only bug I’ve encountered was with enemy bats playing helicopter crashing instead of their screeching. That was weird.
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Remain 3 is another great WAD from Eternal. Fitting in almost every place perfectly. Not to mention using GZDoom in a way that is not a script galore (done badly). Full recommendation; go play it, folks.
But as you might already guessed, we are not done with Mr. Eternal. Tune in next time, as we will take a look at the second runner-up of 2008.
Bye!
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zehub · 2 months
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JO 2024 : pourquoi Île-de-France Mobilités se prépare à fermer Google Maps et City Mapper
Lors d’une interview donnée à Ouest-France, Laurent Probst, le directeur général d’Île-de-France Mobilités, a évoqué
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wetusb · 3 months
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City mapper is a liar and a thief
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ggxgupt · 4 months
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AMSTERDAM TOUR 4K | NIGHT CLUB | HOLIDAY'S
AMSTERDAM TOUR 4K | NIGHT CLUB | HOLIDAY'S AMSTERDAM TOUR 4K | NIGHT CLUB | HOLIDAY'S Download City Mapper https://ift.tt/TkCXvVH ignore tags- ... via YouTube https://www.youtube.com/watch?v=6TE3rRE1yH0
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biketalkla · 8 months
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Trash Talk: A recent listener email objected to Bike Talk's interview with Bike Mapper Jaimy Fisher because she didn't use Strava data that included MAMILs (Middle Aged Men in Lycra). Original interview at: on.soundcloud.com/XEC1y. This, according to our listener, constituted "Trash Talking MAMILS." Cohosts Taylor, Lindsay, Madeleine, Seamus & Nick do some introspecting, and find that we do indeed love MAMILs.  
12:08 https://on.soundcloud.com/5JULK
Class Trip: MAMIL Taylor Nichols takes a 3-day tour of Michigan's TART trail with some old high school friends. https://traversetrails.org/
21:40 https://on.soundcloud.com/hAi5f
EMT Advocate: Tyler Newcomb, bike advocate, EMT, board member of Bike Jersey City and Safe Streets Jersey City, on his journey to bike advocacy. With San Francisco activist Stacey Randecker. https://twitter.com/tylernewcomb_
35:48 https://on.soundcloud.com/6CXZc
Lit: The twilight world of lit up bikes, as told by Lit Riderz Jay Torrisi and April Stom with Reo Ramsey, owner of RK Mobile 313 and Founder of Motown Trailblazers Bicycle Club. https://litriderz.com/
https://twitter.com/313MTBZ
Edited by Taylor Nichols and Kevin Burton.
Closing Song, "Bike," by Mal Webb.
Interstitial music, "Just Moving," by Don Ward.
Visit BikeTalk.org to be involved.
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Rising Flood Risks in Bangladesh From 1988 to 2022, the population of Dhaka ballooned from 5.7 million people to more than 22 million. That tremendous rate of growth has made Bangladesh’s capital among the most densely populated cities in the world. It also means many more people now live in areas prone to flooding. The growth of the city is evident in the Landsat images above. The Thematic Mapper on Landsat 5 captured the top image on February 19, 1988; the Operational Land Imager (OLI) on Landsat 8 captured the centre image on March 20, 2022. The city is surrounded by rivers and tributaries: the Buriganga to the south, the Turag to the west, the Tongi Khal to the north, and the Balu to the east. According to one recent analysis of Dhaka’s population since 2000, growth has been particularly rapid along the Buriganga and the Balu rivers. A team of researchers from Penn State, Curtin University, and the University of Chittagong recently analyzed satellite observations of nighttime lights and land use to track population growth in flood-prone areas. In June 2022, they reported that roughly 70 million people in Bangladesh now live in flood-prone areas (within 2 kilometers of a river), about 1.5 million more than in 2000. In Dhaka, about 6 million people live in flood zones. The researchers based part of their analysis on nighttime observations from the Operational Linescan System (OLS) on U.S. Defense Meteorological Satellite Program satellites and the Visible Infrared Imaging Radiometer Suite (VIIRS) on the Suomi-NPP satellite. Cities throughout Bangladesh saw increased light in floodplains throughout the country from 2000 to 2018. Dhaka, Chattogram, Khulna, Sylhet, and Mymensingh were among the cities with pronounced increases. The bottom image shows nighttime lights in Bangladesh as observed with the VIIRS day-night band on December 1, 2021. “The total nighttime light luminosity within 2 kilometers of rivers increased by 235 percent throughout Bangladesh,” said Arif Masrur, the Penn State University geographer who co-authored the study. “As the population grows, the scarcity of land is fueling unplanned development in floodplains. More people are moving into floodplains to farm rice or fish, or to simply have somewhere to live.” The number of people in floodplains may even be larger than the nighttime luminosity data suggests. “It is safe to assume that many households within 2 kilometers of rivers lack connections to the electrical grid,” explained Ashraf Dewan, an environmental geographer based at Curtin University and co-author of the study. “While OLS and VIIRS can detect whole villages reliably, the sensors don’t always detect more isolated homes or homes that use power sparingly to save money, particularly in areas with lots of vegetation.” Floods in 1988 swamped Dhaka and led to the deaths of more than 2,000 people. Another catastrophic flood in 1998 killed 900 people and caused $3.5 billion in damages, according to Dewan. In some parts of the low-lying city, shanty towns and other informal settlements have pushed into ephemeral wetlands known as khals, sharply increasing the risks from damaging monsoon season floods. A prime example is Korail, a poor neighborhood that has spread into a lake. Homes are built on stilts and the neighborhood routinely floods during heavy rains. “We hope this research makes the scale of the issue clear for policymakers,” said Dewan. “If this trend continues, more homes will be destroyed, and more lives will be lost.” NASA Earth Observatory images by Lauren Dauphin, using Landsat data from the U.S. Geological Survey and VIIRS day-night band data from the Suomi National Polar-orbiting Partnership. Story by Adam Voiland.
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