There are vents in the floor on the first floor near all the furnaces. If I can find some closed lamps I'll switch them out so far that is all I have found but I haven't looked through all the collections yet. Still working to get the main stuff setup. I'll add a few more floor vents and see about moving the coal chute outside but with the grate cover for the coal chute currently located in the upper right corner of the main section of the building should also help with air flow to the furnaces. (Need to put a small light source there in the basement)
Thanks for the input.
Changed out the torches for lamps and added the light from the coal chute and the large air vent on the first floor I added.
That is the tracked coal dust from the basement. I figured that after the furnace tenders leave the basement they keep tracking the coal dust up the stairs which is turning them and the top of the landing black.
Sorry, I've been MIA for much of August, so hadn't commented here earlier. This is a really nice-looking set of floorplans, and that's a very fancy font for the titles - except for the odd capital letters, which don't really fit.
Unfortunately, I'm not sure if the fancy font's one of those that will work in the Community Atlas, as only those fonts issued with CC3+ and its official add-ons, plus those available with a standard Windows 10 installation, are suitable for use there (you can use others, but unless someone has the identical font installed, the lettering will default back to something like Arial only, which won't look as good, and may even make a mess of the labelling overall). A workaround is to explode the text once it's placed, which stops it from being text (so it can't be edited again), and changes it just to polygons of close to the original shape and form, though that's not ideal.
You can find the list of allowable fonts in the Atlas FAQs here:
You may be having a few problems with the classic "jumping text" issue, pushing things out of position too far at different zoom resolutions, or with different bitmap image renders - hence "Grain & Water Storage" in your Second Floor map ends right at the edge of the panel behind the text lines, for instance. This is down to how CC3+ handles text, and is a perennial problem, unfortunately. Beyond exploding the text again (which fixes it in place) - as before, not an ideal solution, as it means it's no longer editable text - you can try to make fuller use of the text placement point (like "Bottom Center", "Mid Left", etc.), as that means the text nearest that chosen point will not move away from where you place it. However, it will move away in the opposite direction (or both, if you pick something like "Mid Center") if it needs to/feels like it, so there's an element of swings and roundabouts here.
The only real solution is to expand things like the coloured background panel behind the numerical key list, so that when you view the map complete on screen, all the text fits in it. Then try scrolling in or out a little, and see if the text still fits inside that area. If it doesn't, adjust the size of the panel again. This should mean that in most cases the text block will look OK both in a normal CC3+ view, and in most whole-map image renders. Most, though not all, sadly, and it can sometimes mean the background panel looks a little too large.
I think I made the recommended changes and hope they work. I also toned down the background for the text as I thought it was too bright. Hope I didn't tone it down too much.
Think I'm ready to submit my entry.
Thank You to everyone who made suggestions to make the maps better.
I hope the distillery is upstream of the town or purifying the water for the whiskey would need to be an extra step. (Unless there is a secret spring that isn't showing up on the map.) Also the dockside should have pylons to tie up any river barges that delivery supplies and take away product. A docked boat might be a nice touch.
Comments
@DaltonSpence
There are vents in the floor on the first floor near all the furnaces. If I can find some closed lamps I'll switch them out so far that is all I have found but I haven't looked through all the collections yet. Still working to get the main stuff setup. I'll add a few more floor vents and see about moving the coal chute outside but with the grate cover for the coal chute currently located in the upper right corner of the main section of the building should also help with air flow to the furnaces. (Need to put a small light source there in the basement)
Thanks for the input.
Changed out the torches for lamps and added the light from the coal chute and the large air vent on the first floor I added.
First Floor: Updated
Latest Version of the first floor.
Comments and suggestions welcome.
Second Floor: Still a work in progress
Mash Room and whiskey storage and bottling room are located on this floor.
Comments and suggestions welcome.
Ok I made the last few changes I wanted to do so here are my final edits I hope before I enter them in the contest.
Basement
First Floor (Ground Floor)
Second Floor
Love these, but there are strange shadows near the stairs on the ground floor - perhaps the stair case needs to go on the SYMBOLS FLAT sheet??
Thank You Quenten, I'll look at that in the morning.
OK that was it Quenten, Thanks again
Better, but what is the 'shadow' at the base of the stairs from? It looks a little out of place. Sorry to nitpick.
That is the tracked coal dust from the basement. I figured that after the furnace tenders leave the basement they keep tracking the coal dust up the stairs which is turning them and the top of the landing black.
Sorry, I've been MIA for much of August, so hadn't commented here earlier. This is a really nice-looking set of floorplans, and that's a very fancy font for the titles - except for the odd capital letters, which don't really fit.
Unfortunately, I'm not sure if the fancy font's one of those that will work in the Community Atlas, as only those fonts issued with CC3+ and its official add-ons, plus those available with a standard Windows 10 installation, are suitable for use there (you can use others, but unless someone has the identical font installed, the lettering will default back to something like Arial only, which won't look as good, and may even make a mess of the labelling overall). A workaround is to explode the text once it's placed, which stops it from being text (so it can't be edited again), and changes it just to polygons of close to the original shape and form, though that's not ideal.
You can find the list of allowable fonts in the Atlas FAQs here:
For the mapping contest, any font would be fine however, just not for the Atlas!
Ok I changed the font to one on the list. Not sure I will keep the new font but here are the updated maps with labels.
Basement
First Floor
Second Floor
Looking good!
You may be having a few problems with the classic "jumping text" issue, pushing things out of position too far at different zoom resolutions, or with different bitmap image renders - hence "Grain & Water Storage" in your Second Floor map ends right at the edge of the panel behind the text lines, for instance. This is down to how CC3+ handles text, and is a perennial problem, unfortunately. Beyond exploding the text again (which fixes it in place) - as before, not an ideal solution, as it means it's no longer editable text - you can try to make fuller use of the text placement point (like "Bottom Center", "Mid Left", etc.), as that means the text nearest that chosen point will not move away from where you place it. However, it will move away in the opposite direction (or both, if you pick something like "Mid Center") if it needs to/feels like it, so there's an element of swings and roundabouts here.
The only real solution is to expand things like the coloured background panel behind the numerical key list, so that when you view the map complete on screen, all the text fits in it. Then try scrolling in or out a little, and see if the text still fits inside that area. If it doesn't, adjust the size of the panel again. This should mean that in most cases the text block will look OK both in a normal CC3+ view, and in most whole-map image renders. Most, though not all, sadly, and it can sometimes mean the background panel looks a little too large.
@Wyvern
I think I made the recommended changes and hope they work. I also toned down the background for the text as I thought it was too bright. Hope I didn't tone it down too much.
Think I'm ready to submit my entry.
Thank You to everyone who made suggestions to make the maps better.
I'll look at doing the additions for the atlas as I have submitted the contest entry already