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    • CommentAuthorJimP
    • CommentTimeApr 27th 2020 edited
     
    browser hiccup, try this again.

    Area map, Eyrie to the west, Elves to the East. Small village near the mountains, tower for possible help miles to the North.

    A ground level entrance for the dungeon city, maybe some ruins, maybe an active settlement.

    Maybe an orc village or so. We shall see what time and good fortune bring.

    map is 43 miles by 64 miles, had to tweak the map border and background.

    edit.

    Ah, Having remembered to read the map notes for this area, I made some mistakes above.

    Moroni Range: the large western range transected by Starshine Forest and its river that flows through the
    forest to the sea. Home to giant eagles, allies of the elves, and less desirable monsters – wyverns, rock
    giants, and those pesky goblins and kobolds.

    * Renshaw’s Eyrie: Raised by the notorious Bandit King, Roaring Renshaw, a bandit chieftain who
    spreads mayhem and terror in the surrounding countryside.

    Starshine Forest (elves): An elven forest ruled by an elected prince. The elves are good friends with the
    Kingdom of Zarto, and aid in keeping the humanoids of the mountains to its west in check. They also are
    opposed to the banditry practices by the self-styled Bandit-King of Renshaw’s Eyrie.
      fisher islandbb.png
    • CommentAuthorJimP
    • CommentTimeApr 27th 2020
     
    Mountains and hills. I'll move on along and add more detail before the next map I post.
      Arrow_range01_006b.png
    • CommentAuthorJimP
    • CommentTimeApr 28th 2020 edited
     
    Decided to go with CA106 for the rest of the map.

    Here is more of an area map, I couldn't get dreadwood to match on my map with Fisher Island map. I'll include the fcw.

    I'll be adding a border as well. Scrublands text needs to be moved over.
    • CommentAuthorJimP
    • CommentTimeApr 28th 2020 edited
     
    Added names, good and evil locations. Two evil towers near the river, in the mountain. Keep ruins near Dreadwood.
      Arrow_range01_014b.png
    • CommentAuthorJimP
    • CommentTimeApr 29th 2020
     
    Added more. I was thinking about making 'Castle Defender' at the top of the map a motte and bailey based on the one in Source Maps: Castles !
      Arrow_range01_016b.png
    • CommentAuthorJimP
    • CommentTimeApr 30th 2020
     
    That should be good for an overall map.

    Next thing to work on is the 'Castle Defender' at the top of the map. Along with Keeper Tower.
    • CommentAuthorJimP
    • CommentTimeMay 1st 2020 edited
     
    Defender Castle. Work left to be done on this, but most is in place.

    Wood roofed and slate roofed buildings.

    Not sure why the some of the palisade parts did that.
      castle_defender01_0014b.png
    • CommentAuthorLoopysue
    • CommentTimeMay 2nd 2020
     
    Oh look at you! A whole thread and I was too busy to notice what was going on around me!

    It's all looking really good, Jim :D
    • CommentAuthorJimP
    • CommentTimeMay 2nd 2020
     
    Thanks. Still no idea why the continuing palisade symbols did that.
    • CommentAuthorLoopysue
    • CommentTimeMay 2nd 2020
     
    Can you move the palisades by hand?
    • CommentAuthorJimP
    • CommentTimeMay 2nd 2020
     
    They are in sections, and I can drag them... will take a while. However, they could have become complacent and they got out of alignment.
    • CommentAuthorJimP
    • CommentTimeMay 2nd 2020
     
    Added more trees, and 3 towers.

    I found it easier to erase and re-add using endpoint.
      castle_defender01_0022b.png
    • CommentAuthorJimP
    • CommentTimeMay 3rd 2020
     
    Not sure yet, but I might be using this month's annual to make Wrelna Town.
    • CommentAuthorLoopysue
    • CommentTimeMay 4th 2020
     
    The May annual is particularly lovely. It has beautiful colours.
    • CommentAuthorJimP
    • CommentTimeMay 5th 2020
     
    I wanted to use something new, and this is a good fit.
    • CommentAuthorJimP
    • CommentTimeMay 7th 2020
     
    Still working on the walls, I have some of the wall pieces backwards.

    Then I'll work more on the town.
      wrelna_town01_0011b.png
    • CommentAuthorJimP
    • CommentTimeMay 7th 2020
     
    Still a bit goofy on the walls, or maybe that is their fatal flaw ?

    A) main gate
    B) Military commander's tower
    C) Town Hall
    D) probably a wizard tower
    E) Merchant homes
    F) Bill's Inn and Bar
    G) Town water fountain and well
      wrelna_town01_0018b.png
    • CommentAuthorLoopysue
    • CommentTimeMay 7th 2020
     
    It looks like you got the walls sorted out :)

    Are you really sure you want the tower to be quite so massive? Each tile on its roof is as big as the width of the smaller buildings.
    • CommentAuthorJimP
    • CommentTimeMay 7th 2020
     
    Maybe its all an illusion ? Its the wizard's tower. Or he used magic to build it.

    As for the walls, I might try checking to see if Endpoint will do better connecting them, but I think thats for lines only.
    • CommentAuthorJimP
    • CommentTimeMay 7th 2020
     
    Slightly smaller tower. I forgot I was using it to cover a wall gap, I moved some wall pieces, etc.
      wrelna_town01_0018b2.png
    • CommentAuthorJimP
    • CommentTimeMay 7th 2020
     
    H) wells
    J) storage

    The letter I isn't used.
      wrelna_town01_0021b.png
    • CommentAuthorJimP
    • CommentTimeMay 7th 2020
     
    with effects on.
      wrelna_town01_0023b.png
    •  
      CommentAuthorMonsen
    • CommentTimeMay 7th 2020
     
    Edges of those roads look a little harsh. Looks like there might be some kind of edge fade or blur there already, but perhaps increasing the strength a bit? And perhaps a different background fill inside the city walls?
    • CommentAuthorLoopysue
    • CommentTimeMay 7th 2020
     
    The tower is a much better size now :)
    • CommentAuthorJimP
    • CommentTimeMay 8th 2020 edited
     
    I haven't adjusted the effects on any of these maps. My plan, may change, is to make the basic maps, then go back and fix them up.

    Did think about at least town hall being on a slight rise, but I might do that for just outside the town walls. Easier for them to manage an assault against the town.

    There are kobolds, et al, in the nearby mountains.

    Tentative plans may change, but here they are: Wrel Tower, Wrelna Town, Keeper Tower, Castle Defender, and an entrance area in the mountains for the dungeon city.
    • CommentAuthorJimP
    • CommentTimeMay 8th 2020
     
    Okay, took effect off the roads and added a bit more to the text. Lighter gray and a bit wider.

    Didn't see any Strength on the roads edge fade, inner.
      wrelna_town01_0024b.png
    •  
      CommentAuthorQuenten
    • CommentTimeMay 9th 2020
     
    Perhaps need more buildings and closer together for such a massively walled town
    • CommentAuthorJimP
    • CommentTimeMay 9th 2020
     
    Well, then kobolds could shoot fire arrows into town and burn it down ? I guess I can put 'slate roofed' in the map notes.
    • CommentAuthorJimP
    • CommentTimeMay 9th 2020 edited
     
    First kobold village up in the mountains, needs work. Yes, the smoke from the huts are on different sheets.

    100' x 80'

    Not sure why the white floor in the cage is there.
      kobold_village01_004b.png
    •  
      CommentAuthorMonsen
    • CommentTimeMay 10th 2020
     
    The white floor seems to be part of the symbol. Since these are vector symbols, you could actually just edit the symbol from the symbol manager and remove that part.
    • CommentAuthorJimP
    • CommentTimeMay 10th 2020 edited
     
    Well, I'm a bit rusty, so after trying for several minutes... I deleted the symbol and made one using Orc Frill parts.
      kobold_village01_007b.png
    • CommentAuthorLoopysue
    • CommentTimeMay 10th 2020
     
    Very inventive! :)
    • CommentAuthorJimP
    • CommentTimeMay 10th 2020
     
    Thanks !

    For this set of maps my plan is to make a map, fix it up a little bit, and go on to the next one.

    Then go back and refine them by tweaking effects, maybe make an area map if I haven't already. Maybe add some root cellars or dug outs or a basement in whatever map needs such things.
    • CommentAuthorJimP
    • CommentTimeMay 11th 2020
     
    An area map to show just how much over whelming forces are arrayed against this small keep.

    Its in the lower right corner. In case you don't spot it right away.

    Likely add some small tree areas in the plains. Maybe something else.

    Mountains at the bottom are larger than the ones at the top. I did this deliberately, hopefully to give a bit of perspectives/hugeness to the area.
      keeper_tower_area01_0012b.png
    • CommentAuthorJimP
    • CommentTimeMay 12th 2020 edited
     
    The scale for the symbols suggested by the software was 0.19, but I used 0.2 for the largest ones.

    I guess this is okay for an area map.

    Next map will be a closer look at Keeper Tower. Then the tower maps themselves.

    edit: map scale is 0.005, and the mountains are at 0.05 to 0.02. I misremembered.
    • CommentAuthorJimP
    • CommentTimeMay 12th 2020 edited
     
    Here is the Keeper Tower map with trees and two ruins added. I think I'll leave the ruins for someone else to map.

    The mountain symbols are larger than need be, to give more of an overwhelming feeling to the small keep.

    Hopefully it works.
      keeper_tower_area01_0014b.png
    • CommentAuthorJimP
    • CommentTimeMay 12th 2020 edited
     
    The above map is 5 miles by 5 miles... using hills doesn't work for me. Hills don't give that feeling of being overwhelmed mountains do.

    This map is 1 mile by 1 mile. The ruins of a small town a ways from Keeper Tower. Added more trees.

    Increased the text glow, it didn't seem very obvious to me at lower settings.
      keeper_tower_area02_0007b.png
    • CommentAuthorLoopysue
    • CommentTimeMay 12th 2020
     
    Symbols can be whatever scale you deem fit for the map.

    This is looking really mountainous. I think you might have a shadow effect on the sheet the mountains are on. They look a bit like they are floating. Try switching it off and seeing if they look better.
    • CommentAuthorJimP
    • CommentTimeMay 12th 2020
     
    Yeah, its a shadow on there... I'll have to separate out the trees, tower, and ruins and put the shadow on them on a separate sheet.

    The mountains are more to give an overbearing feel to what the tower is facing. Just looks kinda odd to me, as at 1 x 1 mile, only the edge of the mountain the keep is on should show, I think.

    But I also didn't want to use hills because it isn't on a hill. And to show the bad guys aren't that far away.
    • CommentAuthorJimP
    • CommentTimeMay 16th 2020 edited
     
    Reduced the wall shadow on symbols. And took the glow off the map border.

    first map the wall shadow strength is 50%.

    second map the strength is 30%.
      keeper_tower_area02_0008b.png
      keeper_tower_area02_0009b.png
    •  
      CommentAuthorMonsen
    • CommentTimeMay 16th 2020
     
    Since those mountains comes with a built-in shadow anyway, I am thinking you probably don't want the wall shadow effect at all here. Or if you want it for some of the symbols, move the symbols that need such a shadow to a separate sheet. But all of the overland symbols from the CC3 Overland set do come with built-in shadows already.
    • CommentAuthorJimP
    • CommentTimeMay 17th 2020
     
    Okay, I'll do that.

    Probably fill in some hills as part of the lower edge of the mountains.
    • CommentAuthorJimP
    • CommentTimeMay 17th 2020
     
    Here is the updated map. Did a 'sort symbols in map'.
      keeper_tower_area02_0012b.png
    • CommentAuthorLoopysue
    • CommentTimeMay 17th 2020
     
    That's better :)
    • CommentAuthorJimP
    • CommentTimeMay 17th 2020
     
    On to the Keeper Tower area.

    Thanks.
    • CommentAuthorJimP
    • CommentTimeMay 19th 2020 edited
     
    1.5 miles by 1 mile maps... most of this should likely be on a larger area map.

    I'll redo it so just the Keeper Tower and right around it on this map.

    It really does say Keeper, not Keoper.
      keeper_tower01_0029b.png
    • CommentAuthorJimP
    • CommentTimeMay 21st 2020 edited
     
    Added more names. Probably move on to the next map. Details around Keeper Tower.
      keeper_tower01_0032b.png
    •  
      CommentAuthorMonsen
    • CommentTimeMay 21st 2020
     
    Looks a bit empty. Is there really nothing on those large green areas? Like hills, woodlands, lakes, streams, other terrain types? Roads/paths?
    • CommentAuthorJimP
    • CommentTimeMay 22nd 2020
     
    Its a plain and these are preliminary maps so far.

    I can add some things in later.
    • CommentAuthorJimP
    • CommentTimeMay 23rd 2020
     
    I thought this newest map was way off in scale.

    But the villages/town are 180' wide and the tower is 74 feet wide. The two evil areas are 670' and 630' from the tower. 630' feet is twelve hundreths of a mile. 0.11931

    So I don't need to redraw this map. Whew.

    I will add things to it later.