
Wyvern
Wyvern
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Community Atlas: Dendorlig Vale, Malajuri
Ralf mentioned on today's livestream (April 6th) featuring this new style that it is to be extended later in the year, which is excellent news, I think! Look forward to that!
If further suggestions might help, a couple of differently-angled bridge symbols would be nice, in addition to what I mentioned before here - and watching the stream, maybe an oasis symbol for the deserts too.
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Community Atlas: Dendorlig Vale, Malajuri
Thanks Sue. I found it a really pleasing style to work with; the colours just have that Dunsanian magical feeling to them - colourful, but a bit old-world/dreamlike-muted.
Might be fun to see an expansion for some different styles of settlement in it, perhaps - Elf, Dwarf, Halfling structures, say, some ruins in all styles, and some magical site markers - although there's a lot of excellent scenery already in it, of course.
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Live Mapping: Black and White Cities
Been ages since I used this style, and even then, never as it was "meant" to be, as I drew out the deep undersea settlement of Ellenge Town for the Community Atlas with it! Be nice to see how it's "supposed" to look instead though ๐
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Mapping old computer roleplaying games
So are you planning on completing it now @Maidhc O Casain ? I do find something very appealing about the clean-cut lines of these older vector styles, personally.
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[WIP] World map, feedback?
This is a delightful-looking map - though I do especially like this style, so may be a bit biased!
A scale would be good, as the symbol sizes make it look like a little group of small islands right now, not a world map.
Maybe adjust the overall map size so the northernmost peninsula and tree symbol aren't vanishing off the top border edge of the map. It also looks as though the one snowy mountain symbol on this same northerly landmass is partly sitting over a couple of the grassy mountains that should be in front of it.
As Julian mentioned, some further ocean colouring would be helpful, and perhaps seeing if those two large green atolls in the northeast are on the same Sheet as the general landmasses, as they don't seem to have the same outer glow effect to them, which would hint at shallower seas closer to their shores, and perhaps also in their central lagoons (assuming that would be appropriate for what you have in mind here, of course).
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Hexcrawling starter maps
Thanks @jmabbott !
I tried playing around with some of the CA97 B&W drawing tools, fills and symbols, which is what made me realise that if only the resolution of some of the original images for the fills and symbols had been a lot better, it would have solved many of the current issues. Of course, whether the original drawings were of any higher res, I don't know. The style's about eight years old, so maybe we could suggest a makeover for it as a few others have had lately, especially given the current popularity of OSR systems overall. [Is that too subtle a hint? ๐]
It's interesting that hex maps never really caught on for dungeoneering. I recall one of my early close-acquaintance DMs used a clear plastic covered hex map and erasable marker pens to draw out key settings on the fly, but that was pretty much of a rarity (this was back in the very early 1980s). I think they have continued to appear from time to time, though quite rarely. Of course, as your drawing neatly illustrates, hexes do create the fresh problem of partial hexes - there's just no winning whatever we try ๐!
Although the ShadowDark dungeon maps use squares on the solid floors (only), which gives a sense of scale to the drawing and in use, the rules are deliberately very free-form-vague about distances overall, with just Close = 5 feet, Near = up to 30 feet and Far = within sight, which (finally!) pulls the game further away from its wargaming roots, of sometimes ridiculously precise needs for measurement on the tabletop.
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Hexroll, an online random hexcrawl sandbox generator
A quick run through of the YouTube videos for this (they're all VERY short!) suggests the idea is to use whatever's generated with a tablet to actually run games. There are plans to make the dungeon maps SVG format too and to add fog-of-war options for showing/hiding areas.
Perhaps of greatest interest is that the hexmaps are in development for zooming-in to show features like maps of settlements (which are generated by - go on, guess - Watabou!). This should indeed enhance using such a system for online/computer use.
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Fractal Coastlines CC3 Hex Overland
@jmabbott Commented: "...in 2 weeks I'm off on a 2 month roadtrip..."
How many hexes is that? ๐
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Issue 199
Hadn't realised there were problems with this till now, so have just deleted the problem files and reinstalled the issue.
Incidentally, but as frequently in the past, I find the "Open PDF Mapping Guide now" command at the end of installation doesn't work, and moreover means I can't use Adobe Reader for ANY PDF files subsequently, until I've restarted the computer. It would be a lot better in my view to have the end command be to run the sample map file for the new Annual, from where there could be a link to the PDF instead (as that seemed to have avoided the crash-the-Reader problem previously). This is running everything on a PC using Win 10, and usually otherwise without problems in opening PDFs.
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how do I set up two floors when both have the same footprint?
If all you need initially is for all the walls to be identical for both floors, just copy and paste the walls of your first floor's drawing to wherever you need them, using |CC2COPY| .
If the doors and windows aren't the same on both levels, do this before you add any doors or windows.
If both levels will be in the same map, you can just use the straight copy command. If you're setting up two completely different maps, one for each level, then use the "Copy to clipboard" option instead, because the basic copy commands won't copy the selected items to be pasted in a different file.