Tremont, IN, a small town at night

Playing around with a small town map for my Call of Cthulhu game. I was messing around with backgrounds until I realized that the PNG background that I imported from Google Maps makes for really nice texturing with very little hassle. I used the lights to light the town itself, with a large light source in the lower left corner to give a little ambient light. I, as I have in almost all my maps lately, applied a sepia tone to the entire drawing via the RGB Matrix sheet effect.

I thought it came out really nice. I am going to work on another copy with backgrounds from CC3 to see how it does. The only problem with using the PNG background is that it forced me to trace the roads of a map already in existence.

I think this would also work really nice for any contemporary horror game. Let me know what you think!

p.s. Is there a copyright problem with me using images from Google Maps?

Comments

  • RalfRalf Administrator, ProFantasy 🖼️ 18 images Mapmaker
    Very cool work, the ambiance is great! You'll find the permission guidelines on using imagery from Google Maps and Earth here.
  • 1 month later
  • Here is another version of my Tremont map without the background from Google Earth. Let me know what you all think!
  • DogtagDogtag Moderator, Betatester Traveler
    edited June 2012
    This is a really nice map. I think I like it better without the overlay (or underlay, as the case might have been). I especially like way the buildings are lit and the forest appears gloomy. And those lines, like brush strokes or shadows, that go off the map along the top and right give it a neat feel. Even the font and presentation of the map title is really good!

    My only criticism would be that, after looking at the map for a while, I noticed that the shadows of the trees don't consistently match either light source (the town or the eerie, mysterious light from off-map). But that's picking nits, really.

    Creepy, wonderful map.
    ~Dogtag
  • One of the limitations is that the light source has to be present in the map itself or it won't show up. I put the light down in the lower left corner (the black shadow lines, if traced, will converge on the point of the light source). Because of this, the shadows to the left of the map will point straight up while shadows on the other end of the map will point more at a 45 degree angle. I am REALLY having a good time with the light template, but I am getting to the point where I am forcing a square peg through a round hole. I don't think they intended for it to be used this way. Thanks for your comment!
  • DogtagDogtag Moderator, Betatester Traveler
    Well, I want to reiterate that it took me a while to notice and, frankly, I think it lends a hint of surrealism to the map. Combined with your choice to do the map in sepia really lends atmosphere to it. It reminds me of the maps that used to come with my James Bond 007 game. Not the specific style of it but the appropriateness of the map to the genre. It's like a movie prop, but for an RPG.

    ~Dogtag
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