My first city map with CC3 +
ChrisDSA
Newcomer
I bought CC3 on July the 12th.
Yesterday I finished my first city map.
I think that I have made many beginners' mistakes.
The buildings and layout of the streets is inspired by a village in the area.
Since I want to get better, I ask for a critical consideration.
The Praios Temple was to stand on a rock. I did not get it.
The house of the fisherman and the watermill should lie much deeper than the other houses. Also, you can not see that.
Yesterday I finished my first city map.
I think that I have made many beginners' mistakes.
The buildings and layout of the streets is inspired by a village in the area.
Since I want to get better, I ask for a critical consideration.
The Praios Temple was to stand on a rock. I did not get it.
The house of the fisherman and the watermill should lie much deeper than the other houses. Also, you can not see that.
Comments
If I am understanding you, I think that your questions here are similar to your other post. I am also just learning, so others may have better tips. Height in CC3 maps seems to be mostly represented by the length of the shadow an object casts (Wall Shadow Directional effect). Put your different height objects on different sheets and adjust the length setting. Most of the templates have sheets already created for this. Hope this is what you were asking and helps
No criticism from me. I could use this map in an adventure as it is. Very well done!
DMG
Wow, what an amazing first city map. I'm with Dungeon Master Gaz, I don't know if I can offer any constructive criticism. This looks fantastic. No one would ever guess this is a first try at a city (or any other map)! Amazing work, especially after only having the software for a few days.
I especially like how you made the fields outside the city. Very nice.
Thank you for sharing. I hope you'll share other maps in the future, too.
Cheers,
~Dogtag
For my problem of creating an altitude map, I have now received a solution.
But I still want to practice a little self-criticism:
I drew-all lazes-all roads equally broad. This is unrealistic.
In my next experiment, I will not use the road tools to lay the roads, but to draw them as surfaces. Much more work, but probably a better result.
If you wanted some criticism: Some of the textures are not scaled in the best possible way, especially the water texture.
Also the cobblestone texture is not the best choice for maps of this scale. I have criticized this on other maps as well. So here's a work around regarding this I posted in another thread: