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Royal Scribe

Royal Scribe

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Royal Scribe
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February 5, 1968
Location
San Francisco, California
Real Name
Kevin
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Mapmaker
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Latest Images

  • Community Atlas 1000th map Competition - with Prizes [August/September]

    I am ready to submit my dwarven mining village, Vidural Village & Mines.

    Primary Style: SS5 (Mike Schley City Style)

    Toggles: "Roof" layer to hide/unhide the mountaintop to show or cover the mines below

    This is located in this yellow boxed area of the Kingdom of Gongadûr that was previously submitted in this thread.


    LoopysueMonsenQuentenMaidhc O CasainShessarWeathermanSweden
  • Community Atlas 1000th map Competition - with Prizes [August/September]

    I am ready to submit Yréas Kóltyn Village for the contest.

    Primary Style: Forest Trail

    Toggles: "Tree Canopy & Treehouses" to hide/unhide the trees to create a battlemap

    It is located in the yellow boxed area here (the parent map was previously submitted in this thread):


    LoopysueMonsenQuentenGlitchShessarWeathermanSweden
  • [WIP] Town of Kukaar (Ancient Cities Annual)

    Took a stab at creating a town in the lovely new Ancient Cities style by @C.C. Charron. It isn't a whole town, just the North Bank area that is the more prosperous part of the town. Only a smidge of the poorer South Bank area is shown.


    C.C. CharronRalfMonsenAleDEdEroflo1GlitchJuanpi
  • [WIP] Temple of Fah (May Annual: Stairs and Steps)

    I tried the color key to nibble away at the textures, and it worked. But even better (and more obvious): I could, and did, add additional sandy patches to fill out the...fill.

    But the color key suggestion gave me the idea of using it to nibble away at the temple itself, creating missing chunks (with magenta fractal polygons) and cracks (with a magenta fractal lines). I hope I didn't overdo it, but the nice thing about using the color key approach is that it's a lot easier to remove some of them than it would be to fix moving nodes around, for example.

    I had already placed a gold inlay beneath each layer of the temple, but other than the very top, I didn't need it to be gold. I tried changing them to the Solid 10 and Solid 20 fills, but that allowed the pockmarks to return. So I changed it to a brown color and then added a gray inner glow.

    If nothing else, the erosion takes your eye away from places where I missed fixing the repeating patterns of the texture.


    QuentenLoopysueMonsenGlitchseycyrusWyvernroflo1Dak
  • [WIP] Temple of Fah (May Annual: Stairs and Steps)

    I was playing with the Stairs & Steps annual, and (inspired by a recent episode of The Amazing Race, which I'm finally getting caught up on), I started to design something inspired by the steps of El Peñón de Guatapé in Colombia. I ended up gravitating to Marine Dungeons to do it in, but for my first foray into using Stairs & Steps, I wanted to start with something in the Mike Schley style.

    One of the human cultures in my campaign world is a desert culture with a religion loosely inspired by Egyptian mythology. (They also have a militaristic government where powerful noble houses sponsor warriors who fight in grand competitions every four years to accrue points used to determine the number of seats each noble house has in the ruling council. I came up with the idea 40 years ago when I first watched the Olympics on television, and the idea keeps coming back every four years.)

    Anyway, their religious temples are in the form of pyramids and ziggurats, and the latest Stairs & Steps annual gave me the impetus to create a ziggurat in the desert. This is designed in SS4 Dungeons of Schley, with bits of SS5 Cities and Schley and SS3 Mike Schley Overland thrown in.

    I am seeking aesthetic input on a few things:

    1. For the desert terrain, I chose a sandy background as the default and added a layer of a sandy texture over it. But I have also been playing with the cracked seaflats, sand symbols, and dunes symbols. Thoughts on what works?
    2. I thought maybe putting the cracked seaflats around the border of the Ziggurat and then some dunes near the borders of the map. (One of the images I'm embedding zooms on some examples.) Should I put the sand symbol through? Just on the northwestern part away from the buildings? Not at all? I always triple-guess my aesthetic choices.
    3. Inspired by the bronze inlays in Marine Dungeons, I wanted to do something similar on the top of the ziggurat. I created a crude inlay representing the sun, but then used the goldleaf texture from Sue's Parchments. Do you think that works, or should I instead use the bronze texture from Marine Dungeons?

    Here is the full map to date, with a few zoomed-in images to illustrate my questions. (Oh, I am aware of the pock-marks in the temple. I plan to put a layer of a dark gray color or maybe the goldleaf fill below each level of the ziggurat to fix that. But part of me wonders if the pock-marks actually make the ziggurat look weathered?)


    C.C. CharronQuentenLoopysueMonsenAleDGlitchJuanpiDak
  • On leprechauns and rainbows and pots of gold

    Ricko gave me some great tips -- fixing the waterfall in the first image (it needed to be more in the foreground), rotating some of the elven buildings to face the road, and adding trees to conceal where terrain/symbols connect. I hope I found all of the spots that needed trees! Here are my adjustments:



    LoopysueMonsenRicko HascheJimPGeorgeMapjunkieDak
  • On leprechauns and rainbows and pots of gold

    When I was ready to revisit the idea with the Mike Schley style, I took inspiration from Ricko Hasche's gorgeous maps that combine Mike Schley's Overland style with elements from the Cities of Schley Isometric style. I kept thinking about gold and leprechauns. Who else covets gold? Dragons, of course! So this rather large overland map has the rainbow ending on a dragon's nest with her golden egg. (Originally it was going to be a gold dragon, but the red one popped on the screen better.)

    I will post some zoomed-in versions in my galleries.

    Although I was pleased overall, it doesn't have the impact that Ricko Hasche's gorgeous maps do. I decided to make another attempt, this time with a much smaller area and going vertical. I'm much happier with this next attempt, although I need a ton more practice to get mine looking a fraction as nice as Ricko's.


    LoopysueRicko HascheQuentenJimPMapjunkieMonsenGeorge
  • Castle in a Cloud

    I am going to try to install the Dundjinni symbols that Wyvern recommended.

    In the meantime, I switched the clouds from the Forest Trails rapids to the Mike Schley clouds, as they are consistent in style with the rest of the map. I may try the Alyssa Faden clouds later but I don't have that Annual yet. I put the clouds on a sheet above and below the "Symbols on Cloud" sheet to give them a 3D effect (and also cover up the walkways/roads to the castle that are part of the symbol). I also added some of the "waterfall clouds" from the Forest Trail to the periphery of the Mike Schley clouds -- they aren't very noticeable but give a nice misty semi-obscurity to the trees and other symbols below. I tried having another cloud sheet for the edges that would allow me to use the Mike Schley clouds with a transparency effect added, but I didn't like how it looked.

    I had the same problem that Julian did, in that the castle didn't always look like it was floating. I hope the drop shadows with the Mike Schley clouds rectify that.


    MonsenLoopysueJimPQuentenJulianDracosroflo1Ricko HascheMapjunkieGlitch
  • [WIP] Haunted Mansion

    Okay, I think this is set before starting on the interiors. For the daytime version, I removed the stained glass window reflections and the fog. For the nighttime version, I copied in the walkways, fountain, benches, statues, ivy (on the northern side of the northern wall), and flower box that I had added to the daytime version of the church plaza.

    Daytime

    Nighttime


    LoopysueJeff BRicko HascheQuentenJuanpiShessar
  • [WIP] Greco-Roman Inspired Temple

    I’ve been working on a temple inspired by Greek and Roman architecture, and while I think I’ve made some decisions in areas where I was vacillating, I’m open to feedback.

    The temple is for a fictional religion in my campaign that shares elements from Ancient Greece and Rome (in architecture and in how the gods are depicted, like their attire). This temple is therefore not intended to be historically accurate: it intentionally mixes elements that were unique to Greek temples with those unique to Roman temples, and it intentionally deviates from both in certain ways.

    I got to learn some new techniques as part of this. I used the Marine Dungeon from the 2021 Annual in large part because they include my favorite pillars, an essential part of a Greco-Roman temple. I used the color key effect for the first time in an actual dungeon (love the bronze inlay symbols). I made an effective use of layers for the first time, combining all of the roof elements from different sheets onto a single “roof” layer (called the “pediment”), which allows me to show or hide the entire roof by hiding or revealing a single layer – basic stuff, but it’s the first time I really paid attention to layers effectively. I also created my own custom symbols for the first time (for reflections from mosaics on the walls illuminated with luminescent crystals used by dwarves in my world to light their subterranean homes). And I played with lighting effects for the first time.

    Both Greek and Roman temples used the temple’s pillars provide the ratio for the size of the temple. The space between pillars was always double the diameter of the pillars (except that the middle pillars might have an extra gap between them, sufficient to let two people walk through them side by side). The height of the pillars was ten times the diameter. (In my temple, the pillars are five feet wide, so there’s a ten-foot gap between each and each are 50 feet high.) There were always an even number of pillars in the front, from four to twelve, and the number of columns on the sides was based on the number in front. The Greek formula was double the number in front plus one, while the Roman formula was twice the number of pillars on the front minus one. (For the eight pillars in front of mine, the Greeks would have 17 on the side and the Romans would have 15.)

    Greek temples were set on a series of three steps called stylobates, which surrounded the temple on all four sides. The Romans instead had the temple sit on a raised platform called a podium, with an impressive staircase entrance in the front (like the entrance to the U.S. Supreme Court building).

    I intentionally mixed and matched Greek and Roman features to suit my fancy. I put the three stylobate steps at the base but extended it far in front of the temple to create a plaza area where temple priests in my fictitious religion could ritually sacrifice a wild auroch or boar so that the gods could feast on the aromas before the remains were used to feed the poor. I put then put my temple on a large, marble podium, but then used the Greek formula for the number of columns. (I used marble a lot -- are there any styles with granite fills?) I also used double rows columns because it looked cool, though I have no idea whether I used them in a “proper” Greek or Roman manner.

    I also created a fountain or reflecting pool in the plaza, mostly so that I could play with the fun water effects (like the ripples at the fountain walls and the pedestals in the fountain with statues of the gods of the sea). That also gave me a chance to use the submerged bronze inlay effect. The inner wall with ripples had ripples on the outside of the wall, too. I wasn’t sure how to handle that, but I ended up adding an outer wall without ripples as a lower step, and that seems to have worked.


    And I created three “barbecue” pits that temple clerics would use for their rituals.

    The enclosed building of the temple is called a “cella,” from which we get the word “cell” used for where monks sleep (and later prison cells, and eventually the biological term for plant and animal cells). I added a door to the back room to allow priests to go back there without having to circle to the temple’s back entrance. And I added stairs going down to not-yet-designed crypts, which will include a tunnel connecting the crypts to the basement of the rectory, the building in the lower right. (If there’s a more appropriate Greek or Roman term for a rectory, please advise.)

    The niches inside the cella are not historically accurate, to my knowledge. The Greeks and Romans both had rectangular rooms. They niches aren’t meant to be stained glass windows. They have mosaics on the walls that reflect light because they use luminescent crystals that naturally glow.

    Here are some areas where I experimented with different approaches:

    The Pediment, or Roof

    Originally, I wasn’t going to show the roof, but I realized that players might not realize that the portions within the pillars were all under a roof, even the parts not enclosed by walls. So I added a shadow over the portion that would be under the roof, an effect inspired by the trees of the Forest Trail (where you can hide the trees but still show the stumps and the trees’ shadows, so players can know when they are under a tree or hiding behind it).

    But then I decided I wanted to be able to show the temple roof, like when I recreate this for a full city. I experimented with different techniques for the roof’s material, and for allowing one side to be a little shadowed.

    In one version, I used two different shades of stone from the CA161 Rycroft Town template to show the shadowed side. In the other version, and this is the version I’m leaning towards, I used the stone roofing tiles from CA177 Darklands City template on both sides of the roof, but then placed a black rectangle with a transparency effect (20% opacity) over the shadowed side.

    Question: Do you prefer one roof over the other?

    Offering Pits

    For the sacrificial offering pits, I used a molten lava fill as the base, and then piled on some burnt wood from CA177 Darklands City. That template had some great flames, too. (Originally, the only flames I could think of were Mike Schley’s, which are great but in a very different style.)

    The offerings come from the free Bogies Redthorn Tavern symbols, which are great but maybe a little too realistic?


    Question: Are the flames too much? Are there other “barbecue” symbols you’d recommend?

    Lighting

    In a previous thread, I asked if there was a way to have lighting effects without disabling the global sun so that I could have an inside and outside (without having to recreate all of my sheets to have indoor and outdoor versions).

    https://forum.profantasy.com/discussion/13954/adding-lighting-effect-without-changing-global-sun

    The answer was no, so I had three options: (1) revamp all of my sheets so that the outdoor portions were on sheets after the end of the lighting effect; (2) use semi-transparent colored circles to simulate the effect of the glow from colored lights; or (3) create a separate copy of


    That’s what I have so far. Any suggestions? (It’s my birthday, so please be kind!)

    Oh, here's the FCW file if you're interested.


    MonsenQuentenLoopysueJimPEdERicko Hasche