Quenten
Quenten
About
- Username
- Quenten
- Joined
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- Member
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- Birthday
- November 29, 1950
- Location
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- Real Name
- Quenten Walker
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- Mapmaker
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[WIP] Community Atlas Competition - Artemisia - Spiros Isle - Aretizo village
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Torstan Holy Head Sewers
I have decided to give the sewer annual a go, and am using the sewer map I did for Torstan, just for the Holy Head District. Even that might be a bit much, but we will see how I go.
I will keep the buildings on the map with a solid50 bitmap between them and the sewers. It will also be for the same city in my campaign world, where it is the city of Krakatos.
So, this is what I will be doing. There will be three sewer widths - the main channels about 5-7 metres, the intermediate ones of 3 metres, and the smaller ones less than 1 metre (not shown on the map above ... yet).
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Trinajarnia
This is a revision of a continent in a previous world I started. I think this will be my main project. The main land mass is about 25% bigger than Australia, and extends from the arctic north to the tropics. And has all biomes represented.
I have already started on smaller areas.
All the names mean something in English, but I have used various languages (via Google Translate) to represent the various ethnic groups, eg Ukrainian for Kratirim, Icelandic for Vynlings, Georgian for Dwarves, Hungarian for orcs, Persian for reptilians, Irish for Elves, Italian for Norvians, Swahili for Swabentu and Maori or Yamatji for Dingadau.
All the 'civilized' nations are marked in with their capital cities.
A larger version is in the Gallery.
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Hardin region of Myirandios
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Weldarmon-Gyaflaggio region
This stream will be dedicated to this region only.
I am still undecided whether to use Schley Symbols for the structures, or more generic ones, as shown here. Opinions very welcome, and in fact necessary. In places I have used both, with one or other to be removed once you all help me make my decision.
Here are a few areas already mapped out fairly completely, with the last the least complete to date.
This is THE core area, with many adventure sites already mapped and keyed in with both map and text links.
This is the whole of Gyaflaggio - not complete in the western area of the map.
These are small nations to the north of Gyaflaggio
This is Western Bolasov - the least complete so far, and no use of Schley structure symbols. Comments on that please.
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[WIP] Marine Dungeons Lighthouse (more May Annual Stairs & Steps)
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Myirandios Regions mapped in detail.
I have decided to not continue with my other worlds, but go back to my original Myirandios world, which has so much lore already. This is what I hope to publish as an RPG supplement next year.
There will initially be three main regions - two are outlined in red, the other is Logrid and Evain to the south.
I will be using some of the ideas and maps and races I designed for the other worlds, so as not to waste stuff, and also because they are all designed with Myirandios at the back of my mind anyway.
So here are the two Regional maps. The bigger one on the lower left is cut into two. Each grid is 1600 km x 1600 km (approx 1000 x 1000 miles).
I have supplied the altitude and climate maps.
These are the two regions, at their very beginning.
The Hardin region first, inspired by Harnworld.
This is the larger region, divided into two halves.
As you can see, I have already done a lot of work on these already.
The Weldarmon-Gyaflaggio region, which contains the core playing area:
As you can see, it uses primarily symbols from Mike Schley.
I will work on this under a different discussion thread.
The second area - Deithardt-Kolsven region - to the east of this, uses both symbols and also bevel-lighted contours for the mountains, instead of Mountain symbols. I would be interested in your thoughts on this. I will eventually decide on one style for all the maps, of course. But input will be very helpful.
Here is an inset showing the bevel way of doing the mountains, combined with symbols for other things.
I do need to finesse this more, I do realize.
Still not sure which way is best.
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Community Atlas - Forlorn Archipelago - The Bleakness - Dungeon of the Dragon
Or else, resize the scale bar AFTER you resize everything. And I use Remy's SCALEDRAWING command (not official CC3+ command, unfortunately - it has always worked brilliantly for me, and takes care of bitmap scaling as well.
Here is the bit he wrote about it in his dissertation on scaling. (SCALE MATTERS, May 2018)
The Automatic Option
Because rescaling a map is actually a lot of steps, especially if you need effects and fill rescaling too, I’ve created a CC3+-addon to do all of this automatically, you only need to determine the scale factor.
To use it, download the file from this address, and put the .dll file from the .zip inside your CC3+ installation directory (C:\Program Files (x86)\ProFantasy\CC3Plus by default).
You’ll also need to have the Visual C++ 2017 runtime installed on your computer. You may already have this, but if you don’t, you’ll get an error message when starting CC3+ with this .dll in it’s directory. Download from the official Microsoft download site, you’ll need the 32-bit version (vc_redist.x86.exe)
After installing the .dll and the Visual C++ runtimes (if required), you can run the command by typing SCALEDRAWING on your command line. The command line will then ask for the scale factor, which you can provide either as the number, or the calculation as with the non-visual scale command. Once you hit enter after providing the scale factor, the command will take care of the rest. Note that it doesn’t update the display when done, so simply hit the Zoom Extents button after running the command. The map should look visually identical to what it did before, as this command handles the scaling of entities, effects and fills automatically, only way to see that the command did anything is to measure distances again after running this command (and AFTER hitting Zoom Extents). Because it doesn’t do any screen updates, it should also be lightning fast, but remember, you won’t see the result until you hit Zoom Extents. If you hit Redraw instead, you can easier see the result of the scale operation, because this leave your current zoom intact.
Profantasy's Map-Making Journal » Blog Archive » Scale Matters
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[WIP] Community Atlas Competition - Artemisia - Spiros Isle - Aretizo village
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Community Atlas City of Tartateos - Shipyards District
Is this better @AleD ? I have also changed the location of the Customs House to match the parent map.