Looking for answers and suggestions
Still new to CD3, but enjoying the software and impressed by the maps.
Had a couple problems with the map below, however. As you'll notice, the building inside the keep and the tower on top of the temple to the south lack the nice "rooftop shadow" effect that all the other buildings have. They are on the same sheet as the other buildings, so what am I doing wrong?
Also, any other suggestions for improvement would be appreciated. I have about a dozen more maps to make in the next couple weeks, so I'd love to hear your thoughts!
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Had a couple problems with the map below, however. As you'll notice, the building inside the keep and the tower on top of the temple to the south lack the nice "rooftop shadow" effect that all the other buildings have. They are on the same sheet as the other buildings, so what am I doing wrong?
Also, any other suggestions for improvement would be appreciated. I have about a dozen more maps to make in the next couple weeks, so I'd love to hear your thoughts!
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Comments
Did you use other symbols than the CD3 ones ?
If you open the symbol manager and edit the symbols there, list entities, do all display a pict entity with roof shade on ?
Like Joachim I can't see what's wrong with it, though? The tower on the temple is casting a shadow... at least if we are talking about the same building :-)
I mean the white building near the southern gate.
One thing I did notice: the dirt road to the northwest doesn't connect properly to the stone road.
All the symbols are CD3 - though I made several modifications to some of them. The statue in front of the temple is a combination of a round dais and medium statue, and I changed the color of the green fields to "darker grass 3." If you have questions about any specific objects I'd be happy to share what I did.
Here is the same map with a few changes - you can see that I've fixed the shadows (though only by redrawing the building and leaving it on the default building sheet). It seems any time I try and put it on a different sheet (even if the sheet effects are identical to the standard building sheet) everything goes to hell with the shadows.
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I still can't get that dirt road to the northwest quite right... if I bring it closer it overlaps the stone road which just looks wrong... suggestions?
http://img199.imageshack.us/gal.php?g=ilia.png
This is a gallery I've made available to my players to get them excited about the new campaign - it includes most of the maps I've completed. You'll notice the second looks a bit familiar Gandwarf... (I created it while going through your tutorial). I've been using Bitmap A for the larger maps, and Bitmap B for the smaller settlements. Sadly, Bitmap A doesn't have quite the same variety of building and symbol styles, because I really like it for the larger cities.
I'm about to start a truly massive city (the equivalent of Baldur's Gate or Neverwinter in this campaign) but I'd like to do another smaller city or two to practice before I try something that complicated.
I cannot find any premade symbol looking like that...
Did you use the house generator (house button, Insert building)
If so, you'll noticed they are a lot of entites on that symbol (again, use the symbol manager, edit, list) including shadings
You perhaps modified something while modifying the symbol).
As for the roads overlapping: there's a few things you might try:
- One you have placed the dirt road, put another piece of stone road on top of it. I think the entity you draw last gets on top of the other as long as both entities are on the same sheet.
- There is a button "Bring to front" or something like that in the user interface. I think you can use it to bring an entity to the front at the cost of another entity. Meaning you have control which entity ends on top of the other entity.
- If that doesn't work create two sheets and make sure the stone roads sheet is above the dirt roads sheet.
Oh, if you are going for a more realistic look there should even be some dirt on the stone road. People traveling the dirt road would kick it on the stone road :-)
(or if it's muddy walk it there)
I love the muddy road suggestion Gandwarf - what would be the best way to accomplish it?
Oh, and do either of you have some good examples of really large, walled Bitmap A cities I could look at? While the examples on the main page are very good, I'd like to see some more examples to draw inspiration from.
When I've done this my roof shading has remained intact and the building ends up on the sheet I want.