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    •  
      CommentAuthorQuenten
    • CommentTimeMay 5th 2017
     
    This is just the starting point of my map for the Helinesa Inn (the Drunken Sailor - anyone coming up with a decent symbol fo a drunken sailor, allowable under the Community Atlas rules, will get a hearty thanks from me). I will do it like the Inn and Cathedral of Annual 1 (but use CC3+ style - it is just a matter of making it in CC3+ with appropriate effects, and using CC3+ fills and symbols - nearly certainly Bogies and CSUAC as well). Comments, advice, snorts of derision, outright laughter of disbelief all welcome - 'I know where you live' (sinister voice)
      Helinesa Inn.JPG
    • CommentAuthorHadrianVI
    • CommentTimeMay 5th 2017
     
    Nice start, Quenten.
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      CommentAuthorQuenten
    • CommentTimeMay 21st 2017 edited
     
    Here is a more developed stage of the ground floor. The first floor has the bits jutting out. There will also be a basement (of course). ope to finish thie in a week - please make comments now on what I should be doing. The external shadows will be fixed up, and the fill style of the walls will be fixed to reflect that they are running on angles - just need to go over that bit in the Tome. The tiling will hopefully be fixed by various means.
      Drunken Sailor Inn_Ground Floor.JPG
    •  
      CommentAuthorQuenten
    • CommentTimeMay 21st 2017
     
    Further update. I have the outside to do, and the fixing of the wall fills, then I think, unless there are suggestions to the contrary, i will get started on the first floor
      Drunken Sailor Inn_Ground Floor2.JPG
  1.  
    Starting to look like a real inn! Nice work :)
    •  
      CommentAuthorQuenten
    • CommentTimeMay 21st 2017
     
    Well, apart from fixing the direction of the wall fills, this level is now complete, unless there are thoughts from the rest of you. First floor now
      Drunken Sailor Inn_Ground Floor3.JPG
    • CommentAuthorLorelei
    • CommentTimeMay 21st 2017
     
    This looks great! Although, i am not loving the floor change. Being one large floor, it is distracting to the eye with the cobblestones aligning with your polygon and not the actual rooms. I'd suggest an individual floor for each room, or something without a stone layout? And perhaps a fenced in area near the barn for horses so they don't up and run off! lol! Otherwise, nice work, as usual :)
    •  
      CommentAuthorQuenten
    • CommentTimeMay 21st 2017
     
    Good suggestions, I'll take heed, Thanks again. I wondered about fences in this village, but I'll work something out.
    • CommentAuthorScottA
    • CommentTimeMay 21st 2017
     
    Lovely. Detail is great. Splotches of blood on the floor in the public room? Must be a rough place! If I had one "criticism" it would be the way you can see the repeat pattern in the cobblestone fill (as is the bane of most fills!). You solved that issue in the grass by overlaying those spots of mud or bare earth, and it looks great. But I think it looks fantastic, regardless.
    •  
      CommentAuthorDogtag
    • CommentTimeMay 21st 2017 edited
     
    Another nifty inn! It looks great but I agree with Lorelei that you might want to add a few individual floor fills to some of the rooms. Also, you might want to consider moving the door to the storage room on the south end of the kitchen a little bit to the left. Otherwise it might be hard for someone to open the door, ha ha!

    Looks like a very lively place!

    A quick fix for the floor is to use one of the Shaded Polygon commands (probably have to hide the outer wall to do that). The easiest, of course, is Shaded Polygon (Angle by Edge). I recommend you start with a 45° pitch and then, if necessary, you can adjust it higher (darker) or lower (brighter) via the Change Shade Pitch command. All of these commands are available by right-clicking the Polygon button.

    You can do the same thing with the outer, stone wall, too! Normally, I'd say convert the path to poly but you've already added doors and windows. Instead, since the building is a simple rectangle, it may be quicker and easier to just redraw the outer wall using the Polygon or Box command, with a width equal to the wall and with the same fill. And, as I'm sure you know, it's super easy to do that if you use the Extract Properties command and click the existing wall first (probably have to hide the floor to do that). Then, you'll just need to re-add the doors and windows (which should be fairly quick work) or, of course, you could make a bunch of cuts but that seems like more work to my lazy self.

    Cheers,
    ~Dogtag
    •  
      CommentAuthorMonsen
    • CommentTimeMay 21st 2017 edited
     
    And to add to Dogtag's post, if you use Shaded Polygon to change the angle of your floor, and you don't want the sun to affect it at all, you just wish to angle it, after using the Shaded Polygon command on it, you can use the EDITSHADING command on it, and enable the 'Shade Only Copy' option. This will result in rotated fill, but it doesn't get affected by the sun angle (so the pitch becomes irrelevant) and it keeps the same coloration.
    •  
      CommentAuthorDogtag
    • CommentTimeMay 21st 2017 edited
     
    Brilliant! Er... okay, maybe not the best word when talking about eliminating light. But, you know what I mean. That's awesome. I was not aware you could do that. It opens a lot of possibilities.

    Is that a text-only command? I can't find any reference to it in the online help, user manual, or the revised Tome 3+!

    EDIT: Found it! It's on p. 340 of the Tome, under Aligned Fills (not the user manual, though, *sniff*). The full name of the dialog opened by the command is Roof shaded polygon. Wow, there're are a lot of options. Neat! Strange that the option called Shade Only Copy actually removes the shading and sets align only, but I'm delighted to learn about this command. Thanks again, Monsen!
    •  
      CommentAuthorMonsen
    • CommentTimeMay 21st 2017
     
    Well, you have to activate it from the command prompt, but it brings up a dialog, so it isn't text-only.
    Note that this is more of a developer than a user dialog, you can do several things from that dialog that doesn't make sense, and not everything works as expected given the label.
    • CommentAuthorLoopysue
    • CommentTimeMay 21st 2017
     
    Oh my! When I think of all the hours I've spent trying to make stripy field textures look right by continuously tilting them more or less!

    Thanks Remy :D

    Quenten - I think you'd be fine with just the one floor fill once it lines up with the overall orientation of the building. Looking great :)
    •  
      CommentAuthorDogtag
    • CommentTimeMay 21st 2017 edited
     
    Monsen quickly and stealthily wrote:Well, you have to activate it from the command prompt, but it brings up a dialog, so it isn't text-only.
    Note that this is more of a developer than a user dialog, you can do several things from that dialog that doesn't make sense, and not everything works as expected given the label.
    Heh. just as I was typing my edit. LOL.
    •  
      CommentAuthorQuenten
    • CommentTimeMay 21st 2017
     
    Thanks guys. I'll get onto it, but after I do the other floors.
  2.  
    Wow this has majorly come along since last night! Great work Quenten!
    •  
      CommentAuthorQuenten
    • CommentTimeMay 22nd 2017
     
    This ground floor is done, I think - door changed, tracks added and fence erected, along with fixing floors and walls
      Drunken Sailor Inn_Ground Floor4.JPG
    •  
      CommentAuthorQuenten
    • CommentTimeMay 23rd 2017 edited
     
    Here is the basement, complete with secret 'man-cave' ;)
      Drunken Sailor Inn_Basement.JPG
  3.  
    I really love the basement!
    •  
      CommentAuthorQuenten
    • CommentTimeMay 24th 2017
     
    Here is the first floor of the Inn - still a work in progress, but at least I have the rooms worked out, and the beds are a little more than 6', so in scale. I have an approriately angled grid, but I am choosing not to show it yet, cos it detracts from the overall scheme of things (actually, I generally hate grids as part of the picture on the map, but that's just me, I guess).
    Should finish this tomorrow night, along with map notes, then off to Monsen, so please add your critique before I do so
      Drunken Sailor Inn_Floor 1.JPG
    •  
      CommentAuthorQuenten
    • CommentTimeMay 27th 2017 edited
     
    Here is the first floor, at last. Also fixed some minor things on the ground floor. I will leave this here for 24 hours, to give you all time to comment and tell me what needs to be changed/improved, then send it to Remy Monsen
      Drunken Sailor Inn_Floor 12.JPG
    • CommentAuthorLoopysue
    • CommentTimeMay 27th 2017
     
    A magnificent collection of maps, Quenten. You should be very pleased with yourself :D

    I have only one tiny suggestion, and it is only a very silly matter of taste, but do you think they would they look even better if you reduced the intensity and/or size of the white glow around the text?
    •  
      CommentAuthorQuenten
    • CommentTimeMay 27th 2017
     
    Done, ma'am. A good suggestion
    •  
      CommentAuthorQuenten
    • CommentTimeMay 27th 2017 edited
     
    Well, this exercise taught me about using shaded polygons, and EDITSHADING, thanks Remy; and how to angle a grid and trim to map border (not done that before). This Atlas is a great CC3+ learning tool.
    NOW... for the Lighthouse!
    •  
      CommentAuthorMonsen
    • CommentTimeMay 27th 2017
     
    Posted By: QuentenThis Atlas is a great CC3+ learning tool.
    Then it's doing it's job :)
    • CommentAuthorHadrianVI
    • CommentTimeMay 27th 2017
     
    This looks very nice. Great job.
    •  
      CommentAuthorQuenten
    • CommentTimeMay 29th 2017
     
    I have just emailed Remy Monsen with the maps and Notes for the Inn.
    • CommentAuthorScottA
    • CommentTimeMay 29th 2017
     
    I bet if the walls could talk there'd be some stories to tell!
    •  
      CommentAuthorQuenten
    • CommentTimeMay 29th 2017
     
    There will be - wait for the Map Notes! And just ignore any blood leaking from the stones - haha
    •  
      CommentAuthorMonsen
    • CommentTimeMay 30th 2017
     
    The Drunken Sailor inn is now available in the atlas. Thanks for the contribution Quenten.
    • CommentAuthorJimP
    • CommentTimeMay 31st 2017
     
    How many of each, and what types of maps do we have in the Atlas ? I remember overland, ruins, and an Inn.
    •  
      CommentAuthorMonsen
    • CommentTimeMay 31st 2017
     
    I don't have keep a tally of map types, but we do have 50 maps now. Most of those are overland, but we have a couple of cities, a handfull of buildings and at least one outside battlemap. You can check the list of maps, the names often betray their type.
    • CommentAuthorJimP
    • CommentTimeMay 31st 2017
     
    Thanks !
    • CommentAuthorJimP
    • CommentTimeMay 31st 2017
     
    I counted the 3 levels of the Inn as one.

    overland: 39; Inns: 2; City: 1; ruins: 3; religious: 2

    Which is 47, but if I count each one in the list, I get 51. So, I'm not sure where I made my mistake.
    •  
      CommentAuthorQuenten
    • CommentTimeMay 31st 2017
     
    51 with the temple of Reverence at Dunor City
  4.  
    It'll be two cities soon ;)
    •  
      CommentAuthorQuenten
    • CommentTimeMay 31st 2017
     
    And the 5 levels of the Lighthouse, and the way Lorelei is going on the Temple of Poseidon, another religious building. Poor Monsen :D
  5.  
    It's really great how fast it's growing!
    • CommentAuthorWyvern
    • CommentTimeJun 5th 2017
     
    Heads-up for Monsen: I'm getting a Runtime Error message when trying to access the Drunken Sailor Inn's Cellar map in the Atlas this evening. This applies whether I click on the highlighted stairway of the Ground Floor map, or using the link from the Latest Map Updates page, so I'm guessing there's been some glitch in the address line, or some aspect of the linking software. Everything else seems to be fine among the newer files.
    •  
      CommentAuthorMonsen
    • CommentTimeJun 5th 2017
     
    Thanks. I've fixed it now.
    • CommentAuthorWyvern
    • CommentTimeJun 5th 2017
     
    Excellent work!