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133525654 almost 3 years ago

Hi @scarapella! Sorry about the issue. It was an attempt to create the natural wood feature around the existing wetland features, but obviously it didn't come out the right way. Happy to take care of that. It's been a while since I've had to revert a changeset. How do I do it again?

84368994 over 5 years ago

https://www.bangormaine.gov/mapsandroutes

84367204 over 5 years ago

https://www.bangormaine.gov/mapsandroutes

84366332 over 5 years ago

Oops, forgot to add where I got the information: https://www.cityofbath.com/CityBus/

https://evocloud-prod3-public.s3.us-east-2.amazonaws.com/media/26/media/5a473226-0b49-4b78-acd9-e5a0b2dd0e66.pdf

80555841 almost 6 years ago

No worries! https://www.portlandmaine.gov/2235/Fessendan-Park

64980574 about 6 years ago

Partially local knowledge, partially GoogleMaps, partially Chargepoint map (https://na.chargepoint.com/charge_point)

64945137 about 7 years ago

I have very little experience around multipolygons. Mostly it has been merging several forest/wood polygons together to make a larger multipolygon, or trying to make riverbank features. These have had largely successful results, but sometimes leads to situations like Relation:8794638. I don't think I know how to do other things with multipolygons.

64945137 about 7 years ago

Thanks @b-jazz! I appreciate your patience with my issues here. Is there a particular "manual of style" regarding houses near the woods like this situation? Should I just make a clean polygon and add the buildings later? I'll have to try to do more work around multipolygons to try and "cut out" bare areas in existing forest polygons.

64884669 about 7 years ago

Thanks for your help @b-jazz! I normally use iD, and so that has run into some issues when dealing multipolygons. I'll have to give JOSM a try one of these days.