Hex Crawl Test
I have been trying to figure out how to get something like this in CC3...
I think I finally figure it out with 2 grid sheets...
I want symbols over the grid but also under the grid.
I have been trying to figure out how to get something like this in CC3...
I think I finally figure it out with 2 grid sheets...
I want symbols over the grid but also under the grid.
Comments
Have two SYMBOLS sheets - SYMBOLS UNDER, and SYMBOLS OVER, then sandwich the grid between them.
I created a MASK. I still needed two grids, but the SYMBOLS UNDER & SYMBOLS OVER works great with the MASK.
Symbol time.
As a long-standing fan of hex maps, it's great to see what's being done here.
Hex maps are quite tricky creatures overall, because most of the time you need the features to fit within a single hex - it is the point of setting up hexes with a specific single terrain type in each, after all. And then you want to add specific smaller features, like settlements, interesting sites, etc., so they have to work with the terrain features as well. And sometimes you want the terrain to bleed over hex edges, and even beyond the outer hex boundaries, because that looks better and more realistic.
So yes, multiple sheet options is probably the only way to go in CC3+ - and then remember what needs to go where to look good!
The existing CC3+ hex mapping options do tend to aim for the one terrain and one feature per hex at most, so having something more artistic like this would be excellent.
Just wondering if the rivers, lakes, sea and roads might not look better in this style with a darker outlining glow effect, closer to the lines used for the buildings and mountains. That might then need thicker lines adding to the trees too though. Might make the whole too cartoony though. Never easy... 😏
I decided to draw new symbols and make them all varicolor. Now its looking "Cartoony".
Texturize can help
I like the cartoony thing going on.
So do I.
Yep. It's looking good!
I'm struggling with buildings. I know I want the ability to make towns, villages and cities with a lot of symbols.
I like the solution.
Are you making the settlements from individual structure symbols that can be placed separately, or are they drawings of complete settlements each? Just that if the latest example drawing is for a full settlement symbol, it seems too cluttered and large - if that's intended as a typical six-mile hex, for instance.
They are individual structure symbols. I imported them at a different resolution, so they are smaller now and less cluttered. I'm also attempting to have wall symbols that can be placed on different layers. I want the ability to be able to be able to have towns and cities look different than others. I probably go back and decrease the size of the pngs once I get a grasp on it.
Thinking about adding a black mask that can be turned on for a black and white look since everything is varicolor.
I like the idea of the individual structures. There are times when it would be nice to have that option with some of the overland styles, so you could have smaller settlements - and indeed even larger ones - with more individual character, especially for smaller area maps (which, to be fair, isn't really what most overland styles are geared for). Other styles work well with just a single set of settlement symbols, however (makes recognising the different types much easier!).
An all-map greyscale RGB Matrix effect usually works fine to convert colour to black and white - that's what I did here with some hex maps, rather longer ago than I'd thought!
This is what i have so far for this environment. Still some symbols I have in mind. I want to do a dark "evil" section, desert, snowy stuff, and natural symbols like cliffs.
The greyscale effect looks pretty good.
Looks nice!
Maybe a bit more contrast for the river and road lines in places, so they pop better on the greyscale?
Time for another area for more symbols.
What other symbols would you add? I'm running out of ideas.
Economic and wildlife symbols often get left out - and even when the overland styles do include some, they can be quite selective. They're often useful, and more helpful for GMs than simpler dot-type place-markers.
Ruins, and different types of ruin (so you could build up to a ruined city, say). Could include giant statues (like the Sphinx or the Colossus of Rhodes).
Ships, sea monsters, reefs, whirlpools, etc., to decorate the oceans.
Flat-topped mountains (like mesas), volcanoes, lava flows, glaciers.
A few ideas only, but maybe something to spark some further thoughts from yourself, or others here?
You mention cliffs before, but maybe also crevices, hell mouths, pits of lava or fire? (I assume you have volcanoes?)
Castles, fortresses, keeps, and lots of towers.
Temples (ruined and intact), graveyards, skeletons, ghosts.
Dragons!
And for Remy: tentacles.
Within this style can you "remove" the hex grid to transform it into a "traditional" square (or rectangular) overland?
north-facing cliffs are also a good addition to the style.
I have it set up for the hex, but I could make a more "traditional" square template.
I changed the houses and added a few more symbols. They symbols motioned are a good idea.
These two options would be cool, it seems like a good style for the Traditional Overland.
I decided to sacrifice art style for functionality.
Each hex is six miles and the info tools will correctly give distance and the others.
I'm also working on having 12 mile and 24 mile hexes depending on the size map chosen.
Mapping always involves compromises of some sort, but this looks clean and sharp. And I really like the sun and moon frame corner decorations!
Some Cartouche options for the ("empty") corners outside the Hex Center could also be a good addition to the style.