
Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
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- 8,379
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- Member
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- 3,076
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 16
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[WIP] Community Atlas Competition - Artemisia - Verinress Arl - Fon'Anar
I just noticed that although I posted my completed map in the competition thread, I didn't post an image of it here. Doing that now, just so this thread shows the full process.
I have wanted to use Mike Schley's elven treehouse symbols ever since I started mapping with CC3+, so I am delighted to finally have had the opportunity. (My friend keeps calling this map -- especially because of the elevated pathways -- my Ewok Village.)
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Atlas Submission: Doriant - Gold Coast - Tyr Alomere
The basement of the villa.
Toggles
FURNACE ROOF layer to hide/display the roof over the furnace
FLOW ARROWS layer to hide/display arrows showing direction of hot water, cold water, and warm air
PARCHMENT layer to hide/reveal the layer of parchment that provides a sort of sepia filter over the outdoor areas.
TEXT LABELS (NUMBERS) layer to hide/display the numbered labels.
TEXT LABELS layer to hide/display the legends describing the labeled numbers.
Files
Description
The basement of the Villa Citri and its estate.
Villa Basement
1. Villa Fountain
The base of the fountain in the villa’s peristylium courtyard, with water pipes to keep it filled even in the dry months, and a drain valve to empty the fountain for maintenance.
2. Villa Impluvium
The base of the villa’s impluvium.
3. Heating Caliduct
Heat vent brings hot air from the hypocaust to the upper levels of the villa.
4. WC Shaft
Shaft brings waste from the lavatories to the sewers.
5. Water Well Shaft
Pipes bring river water to the upper floors of the villa.
6. Cella Vinaria
The villa’s wine cellar.
7. Horreum
A storage room.
Balneae Basement
8. Frigidarium
The lower portion of the cold-water pool, with the pipes to bring water in and the release valves to drain it when necessary.
9. Caldarium
The lower portion of the hot-water pool, with the pipes to bring water in and the release valves to drain it when necessary.
10. Tepidarium
The lower portion of the warm-water pool, with the pipes to bring water in and the release valves to drain it when necessary.
11. River Water Pipe
Water piped in from the river.
12. Cold Water Tank
River water is piped to this massive tank to provide water for all of the villa’s operations.
13. Hot Water Tank
River water heated by the hypocaust is stored here to provide the villa and bathhouse’s hot water needs.
14. Sudatorium Steam Vent
This vent provides hot steam to the steam sauna above.
Hypocaust
15. Praefurnium
The wood-burning furnace used to provide hot air and water for the villa and the bathhouse.
16. Furnace Chimney
The chimney to vent the hypocaust’s smoke.
17. Firewood
The hypocaust naturally needs an endless supply of firewood to keep air and water hot.
18. Alveus
The hollow space beneath the building's floor, where hot air from the hypocaust circulates.
19. Pilae Stacks
These are the small pillars of tiles that support the raised floor above the hypocaust, creating the space for hot air to circulate.
20. Cold Water Pipe
Pipes bring cold water throughout the bathhouse and villa.
21. Hot Water Pipe
Water heated by the hypocaust.
22. Hot Air Pipe
Hot air from the hypocaust used to heat the bathhouse and the villa.
23. Hypocaust Controls
A complex series of controls allows water pipes and heating caliducts to be opened or shut as needed, either for maintenance or when warmer weather precludes the need for heated floors.
24. Drain Valve
Used to drain water from pools directly into the sewers.
25. Sewers
Stairs that descend into the portion of the municipal sewers that services the villa.
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Feature Suggestion Thread
I have thoughts on things I'd love to see in future Annuals, but if I mention something that already exists in an older Annual, please advise and I may go buy it!
- Greco-Roman symbols (both City and Dungeon level) - aqueducts, baths, forums, temples, amphitheaters (and at the dungeon level: couches, statues)
- Elven Village (if in a Mike Schley-compatible style, could expand on his elven homes in SS5, or could be totally unique) - tree houses, swan boats and canoes, henges, colorful/exotic flowers and plants, fairy circles, and specialty animals: deer, swans, exotic birds, unicorns, pegasuses (pegasi?), giant eagles and their nests
- Airships - dirigibles, hot air balloons, magical flying ships, Spelljammer-compatible ships
- Academy/University - not sure what this would include, but I will need to design one at some point
- Botanical Garden
If Mike Schley is still doing monthlies:
- Throne Room - thrones, dais, crowns and other regalia (perhaps with pillows to display them on), banners, shields (upright as wall decorations), red (or varicolor) carpets that can be combined into a long strip (or as a fill?), couches or lounge chairs, suits of armor.*
- Library - more bookcase options, more open/closed books, varicolored scroll cases, rolled-up scrolls tied with varicolored ribbon, ink jars with feathered quills.**
- Gnome or Artificer Workshop - though there are some alchemist supplies already
- Mines - tracks, handcarts, pickaxes, individual gems (as opposed to a pile of gems)
- Fairs or festivals - the marketplace symbols have a lot, but I'm thinking about things for performers: juggling pins and balls, musical instruments
- Harbor / Docks / Shipyard - nets, tridents, fish (in open barrels, in piles, and individually), coils of rope
(* With these, I dug through the Mike Schley symbols and found some that could work -- the varicolor "chair ornate" could make for a golden throne, and there's standing armor in weapons. But I haven't found any couches or lounges, just benches and chairs. And there's small area rugs but nothing I saw that could make for a long stretch of carpeting.)
(** The temples and necromancer sets have some of these, though I don't recall seeing feathered quills.)
Also, I have some great photorealistic fills for these sorts of things already, but I'd love more illustrated-style fills for granite, more marble, maybe carpeting?
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[WIP] - An audience with the King
I forgot that I wanted to have the feast happen at night. Just used the Solid 60 transparency rather than fussing with lighting effects. Went back and forth on whether the reflection from the stained glass windows should be above or below the trees. I guess it depends on how high the room is. Maybe it's on the second floor?
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[WIP] Zhao Guang Si monastery
And here's the temple's basement. Here, monks who have passed their initiation tests live (there are above-ground barracks for the trainees, but only a fraction of them survive the training). While senior monks are entombed in the crypts when they pass away, trainees and more junior monks are cremated, and their remains are kept in urns in the columbarium. The ritual room includes a teleportation portal that can take senior monks to the "Trial of the Elements" dungeon, and this is where the initiates who have survived that trial appear at the end.
Oh, but wait, there's more: two secret passageways that connect to a secret escape route (revealed by unchecking the SECRET layer). One route is accessed through one of the sarcophagi that conceals stairs that descend (love that symbol, always need a reason to include it).
More to come in a bit...
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[WIP] Greco-Roman Temple revisited: Dungeons of Schley style
Here's the inside of the temple. The floor uses white marble tiles that come from DD3, I believe.
The reflections, as with my original temple, are custom-made symbols that are meant to be reflections from the glow of mosaics made from luminescent crystals. I need to remember to remove them when I share the FCW.
The pillars use Mike Schley's ornate columns. Zoomed out, they look a almost "smudged," and the plain columns look sleeker. But zoomed in, the details of the columns' base is nice, and probably more like what a fancy temple would have.
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[WIP] Wizard's Tower - Interior
No apologies necessary! I would be honored, and I would love to hear how it goes. I plan to find a home in the Atlas eventually, but I will post the FCWs here in the meantime with my blessing to use. Here are the FCWs for the outside, and for the third floor. I will post the other floors when they're ready.
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[WIP] Hei Shan Si monastery
I've been experimenting with three different approaches for adding cliff shadows.
- Wall Shadow on the sheets with Cliff Symbols: This is the most straightforward approach. However, the shadows render on both sides of the cliff, below it but also above. This can be mitigated by drawing in a terrain mask over the shadow above the cliff on a sheet that is lower in the list than the cliff symbols. In some cases, though, that terrain mask ended up covering up other things. I would have had to do a lot of reordering sheets, which I would have done if this was the nicest-looking approach, but there were other options.
- Draw in Shadows: This approach is similar to how the shadows on the cliff/riverbanks in Forest Trails are done. There were two ways I could do it: have the shadow layer behind the cliffs, or in front. If they were behind, it covers up any messiness in drawing the shadow, but it also means that the rubble at the base of the cliffs built into the cliff symbols end up "popping" out of the shadow. I could draw it on top of the cliffs but that would require careful work so it's not too messy.
- Wall Shadow on a Clifftop Terrain. This is the approach used with City Cliffs. That would still require either using a terrain mask, or having the terrain go all the way off the top part of the map, which would require putting those terrain sheets early in the rendering, with the cliffs themselves towards the end. But then I got the idea of trying a SOLID 10 fill instead of grass. Loved it! The Wall Shadow works on the terrain the same way whether it's a grassy fill or the SOLID 10. And the Wall Shadow still worked the same when I made the SOLID 10 only 5% opaque. But I ended up liking it without the transparency, because it made the valley seem more mysterious the higher you go in the mountains.
So here's a screengrab of the types of sheets I set up for each level of the cliffs going higher into the mountains:
There are Clouds sheets but I haven't started to experiment with Alyssa Faden's clouds yet.
Here's a screen grab of what it looks like in CC3, with all of the SOLID 10 layers running off the screen:
And here's how that looks as a JPG export:
The shadows off the cliffs are 35 map units. I could make them longer if you think that's better.
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[WIP] Temple of Fah (May Annual: Stairs and Steps)
I've been playing around with Wyvern's great suggestions.
I tried to give the ziggurat a more weathered look by using the FRACTALIZE command. The default settings were way off but I played with it enough to think that with time, I could get it to look right. The problem was that I tried it on a single layer of the temple, and even with just that single layer, it added so many nodes that it slowed everything way down -- and that was just the first of eighteen levels of the temple! So I think my temple won't look weathered after all. Maybe the gods are preserving it. ;-)
Then I hid the desert symbols so that I could play with the different textures and effects to create the illusion of dunes. The Dungeons of Schley style has five sand fills (with 1 being the lightest) and five corresponding partially transparent textures to overlay. The main background in my map was the middle one, Sand 3_SS4. Over the entire map, I also added the Sand 2 T_SS4 texture on a sheet called SAND TEXTURE 1 BASE, which has an inner edge fade to soften it. I then added another sheet called SAND TEXTURE 2 PATCHES, where I drew patches of the textures 1, 4, and 5 (2 already applied to everything, and 3 being the same as the main sand).
For the dunes, I added another sheet, SAND TEXTURE 3 DUNES. It has three effects: Edge Fade, Inner; Bevel, Lighted; and Blur. I then added dunes, trying with first the Solid 10 fill and then some of the sand ones -- but actually, I kinda think the Sand 3 blends in best.
Here's how it looks:
Here's my Bevel settings:
And here's the FCW:
Thoughts? More dunes? More sand patches? More anything else?
As an aside, learning these desert techniques is very helpful. Last November, one of the first maps I attempted was a Blue Dragon's desert lair. I abandoned it, but I've learned so much in the last six months -- time to revisit it!
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[WIP] Villa Citri (Roman-style villa)
Here are the Pilae Stacks using an outer glow instead of a wall shadow. As with the shadow, the stronger glow is just on the lowest of the three tiles in the stack -- putting it on all of them was just too strong. I set up enough sheets to have ten tiles stacked up for each, but it didn't really gain enough after the third tile to make the effort worthwhile.