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Wyvern

Wyvern

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Wyvern
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  • Community Atlas: Embra - Watery Places

    For anyone concerned the Watery Places maps have been quite simple, easy-going, places, let us now move on to the part of the Twilight Market among this group, Wave Crest Market:

    This gives the variable appearance of the River Clack another kick entirely, to the point where the far bank doesn't even make it onto the map at all! And while the shape may (correctly) suggest another, if much more substantial, castle map was at the base of this one, it's always interesting to see what can be done by using the shape, but converting the purpose to something quite different.

    I always intended this part of the Twilight Market to be quite a complex mapping project, after seeing the original plan I'd be working to, though this one grew into a larger undertaking than I'd expected. Indeed it was one of the maps that took the greatest amount of time to complete, just setting-up all those floating platforms, market stalls/tents, and making sure there were walkway links to all the separate parts on the river.

    There are buildings here as well, and not simply on land:

    Some of which have a second storey:

    One even has a further upper storey (close-up on the northeastern part of the map now):

    This latter image has the advantage of giving a better view too of how the floating platforms, gangways, ramps, tents and stalls have been applied, as well as showing the great dome on the little island in the Clack, covering the statue which is mentioned in the featured text for the Market. There's a detailed set of PDF and text-file notes to go with this map, as might be anticipated.

    LoopysueJimP[Deleted User]
  • Town Map for a Cthulhu Game

    Not sure why you had to use Photoshop for any of this, as from the looks, the whole could have been achieved in CC3+ too. Appreciate that if you're more familiar with Photoshop, that could have been the reason though!

    Regardless, nice-looking map. Not keen on the newcomer to town though...

    roflo1[Deleted User]Mythal82
  • [WIP] Community Atlas - River Watch - Druid villages

    While these are fascinating explorations of different seasonal map depictions, are they really appropriate for a site around 25°N latitude on Nibirum? This puts the locations near the northern limit of the tropics for the planet (equivalent to the Tropic of Cancer on Earth). This would also mean the snowy mountains are a little too prevalent, I suspect.

    Sorry if this is a bit late to be useful. I've not been paying as much attention to the Forum here recently as I might, so it's only just dawned on me.

    Loopysue[Deleted User]jmabbott
  • How to delete perfect overlapping landmass?

    Simplest solution is to use the drop-down menu "List" command by selecting both the overlapping objects, and decide which you need to remove from that information. Make a note of the "Tag #" number.

    Close the List window, then click the :CC2ERASE: button (left side column) and click again on the items involved.

    Then right click to call up the dialogue box, and choose the "Combine" - "And (Both)" option.

    Next, right click again, and choose "More" - "Entity Tag #", and then type in the Tag number for the item you want to delete. This will appear in the Command Line (lower left of the CC3+ window). If the number is correct, press the "Enter" key to accept it, and then right click one last time and choose "Do it". That will remove the chosen one of the two overlapping entities.

    LoopysueJimProflo1
  • Community Atlas: Embra - Travelling Places

    Moving on swiftly from the dubious delights of Toll Cross brings us to the cheerier Travelling Places segment of the Twilight Market, Market Row:

    A colourful scatter of tents, wagons and stalls spills along and beyond the road here, and there's even a group of buildings, since for once, there is a more fixed settlement alongside the Market (or perhaps it grew up because the Market was here). Though the footprint of several buildings is large, particularly when contrasted against the much smaller market stalls, I opted to make them all merely single-storey structures, so the Market didn't get lost among the houses. Only the buildings have been provided with internal floorplans, which also helps clarify which they are, of course:

    The individual darker trees are to match with the featured text notes, and I think something of the strangeness of Toll Cross lingered with me, as I decided not to name the open land between the two "Mirror" properties and the foot of Longing Hill, which the Market also seems to avoid, and simply kept it as an empty place the locals become evasive about if anyone asks. Quite why I've left for GMs to determine, however...

    LoopysueJimP[Deleted User]
  • Community Atlas: Embra - Watery Places

    The first two Watery Places were drawn as smaller maps than usual, based on the reduced-size template designed for the Lawn Market map. This was because, as with Lawn Market, both base maps were generated from randomly-selected maps in the old Judges Guild "Temples Book I". As noted previously, this book used a much smaller scaling than the other old JG works I was drawing on for inspiration in creating the Embra maps. The first of the Watery Places then is the Bittersweet Basin Swimming Pool:

    This is a remarkably simple area by comparison with many of the previous Embra Places maps, though of course variety is important in constructing an array of maps of this kind, to prevent things becoming too predictable. The featured text notes were used to add to the details shown here, without taking away any of their oddness. It's perhaps worth noting that as a mapper, it's equally important to have a few maps that are easier to produce like this, again helping avoid things becoming too stale and "samey". Especially as not all the Watery Places maps were going to be so "quick and easy"...

    LoopysueJimP[Deleted User]pablo gonzalez
  • Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum

    Today's update is partly a minor way to revisit the original premise behind the whole D23 concept, creating a dungeon room a day through the year. While it was never my intention to aim at trying that, because of the way I've developed the Dendorlig Hall map and description so far, as mentioned, areas 1 to 49 are effectively separate to the rest of the map, as being the reoccupied "Village" area closer to the cavern entrance. As today is day 49 of 2023, an update on how these first 49 places have developed seemed apt. The image below shows the current state of this part of the Hall complex:

    There've been a few changes since the previous update, including increasing the label text sizes (and having to move one here off the actual labelled area itself), along with setting up a different label colouring for those parts of the Hall that have yet to be reinvestigated by the incoming Gnomes. Note that those black labels have not yet been repositioned after their sizes were amended.

    And to complete the process to this point, here's the PDF covering just those first 49 areas for those interested. Be aware though that this is a draft version of the typed notes only at this stage, so may yet - like the map - be subject to further changes. It does though give a comprehensive view of how my thinking has progressed regarding amending the random notes from the Wizardawn system, in combination with how I felt this part of the dungeon would operate.

    Where we go from here is a little less straightforward, or rather when might be appropriate to post about it here, following the same "timing" theme as today, since the explored areas outside this Village section don't comprise a simple straight run of numbered places (as noted before, these are areas 50-66, 93-110 and 143-146). In the final PDF and text notes for the Atlas, these will be collected together for detailing ahead of the rest of the unexplored complex, a process which has already begun, in fact, as getting the notes typed-up has so far progressed to area 104 of these three segments, while my handwritten notes cover through to area 140 right now. Only another 220 areas to go!

    It has been fascinating, as it often is, to adapt the random information from Wizardawn into something that works better here, though I still feel I've been adding a few too many of the coin treasures at times (the classic D&D treasure type going right back to the original system, for those less familiar). Of course, those using the Atlas are naturally free to ignore or amend whatever they wish from these notes, so I've not been too concerned at this. It has been entertaining though to sometimes find the random system has come up with something perfectly suited to a given area, along with occasionally needing to resolve the equivalent to the old joke of finding "40 kobolds in a broom closet". That's what being inspired by random design systems will do for you, though!

    LoopysueJimPRicko Hasche
  • Yet Another Wargame Map set in ...

    For those here who may be unfamiliar, the original 1983 map from Assault is very typical of the board wargame maps of the 1970s-1980s in general. The features you dislike Mike were exactly what made the games playable back then, as well as reasonable simulations for the level of combat formations they were designed to show. The key features were that everything had to be clearly in an identifiable hex, or on its border, if it had any effect on the game whatsoever. So we were all very used back then to working with maps like this, and personally, I always preferred this idea to adding a hex grid to a real map, which never seemed workable to me as a board wargame mechanic (still doesn't - sorry!).

    Even so, always like to see how your maps grow, Mike!

    mike robelLoopysueAleD
  • Community Atlas: Errynor Map 01 - The Cliff

    With the new undersea symbols ready, finally I could begin constructing the first map. Logically, this was to be my original Map 1, at the top left corner of the Errynor map:

    Clearly, the seabed was going to be the primary aspect here, with just two tiny islands above sea level, so that's where I began:

    The tremendous cliff at the continental shelf edge is so dominant here, that had to become the map's name, while the relative sparsity of other undersea surface features had been a deliberate choice from the initial planning of the main Errynor map. What items are shown, are thus those more easily found by new travellers to the area, or those whose presence is more influential for whatever reason. This also reflects the apparent nature, as far as can be established, of Earth's own ocean floors. The shallowest seabed mapped here, towards the lower right corner, lies below some 300 m (nearly 1,000 ft) of seawater, for instance. It further fits with the idea of the relative smallness of the undersea intelligent populations in the region, compared with the vastness of Nibirum's oceans, as I'd envisaged them. There is the further advantage that plenty of space is available for GMs to add extra points of interest, should they wish.

    The red-limned regions are Kachaya/Sea Devil provinces, incidentally.

    I added a SOLAR/GEOMAGNETICS Layer overlay to show lines of latitude for each 1°, and the midline for Nibirum's polar auroral zone. This option should be available by a toggle for the Atlas version.

    These 250 x 200 mile maps are small enough for the north direction to be fairly consistent across most of the area covered, so I'd been able to add a compass rose as well, which hadn't been possible for the main Errynor map.

    When designing the hand-drawn paper maps at the start of this project, a selection of larger/more interesting/more dangerous creatures (and things, for the solid surface) that could be encountered had been randomly included. Many of the undersea types were free-swimming. For RPG use, it's naturally important to know where these are not merely for the sea and undersea land surfaces, but in the water column between too. Hence another map toggle, activating the UNDERSEA WATER COLUMN Layer, is intended to shift the view to that water column (it's best to turn off the TEXT, SURFACE UNDERSEA Sheet for clarity first):

    This view isn't at a fixed depth below the sea surface, simply to illustrate in general what can be found somewhere in the water column. Thus although the great seamount rock columns of Zariq and Zaraq have been given physical dimensions here, those are representative only. An 11-page PDF of the map's accompanying text-file notes explains this, together with detailing various of the other more noteworthy features shown.

    A third toggled view, turning on the COAST/SEA Layer, shifts us to the sea's surface, where the seamounts have become small islands, and the midwater denizens have been joined by several ghost ships and an area where floating wreckage collects from time to time:

    By turning off the SYMBOLS, SEA SURFACE Sheet, the paucity of sea surface features is very clearly seen!

    GMs here may be unsurprised to learn I became distracted by some of possibilities of this map while drawing it into CC3+, as I've hinted in some of my more recent Forum posts here. Consequently, instead of progressing immediately to the next Errynor sub-map, I embarked on a group of feature maps from this one first. Plus, it also seemed unhelpful to not provide some guidance regarding the nature of the undersea features, especially the sea-bed settlements, for future mapping, as this is something scarcely touched-upon by published RPG settings and adventures. Thus this one map has become merely the first in a package of around twenty from this one area, which explains much of the delay in getting them ready for the Atlas, given I felt the whole group needed to be finished before any were submitted, in case changes were needed to those prepared earlier in the sequence - and that has happened along the way.

    In fact the maps were prepared relatively quickly in each instance with CC3+. The most time-consuming aspect has been preparing and checking the detailed write-ups for them, as these are what has particularly allowed me to explore and expand upon ideas regarding fantasy undersea environments that I've been mulling over in part for decades.

    Rather than drop the entire set on Monsen at once, my intention is for a gradual "release programme" with a new map or map-group only every few weeks. Maybe this will give me time too to complete more of the "Errynor 40" maps along the way, hopefully not taking quite so long each...

    LoopysueTheschabiDaltonSpence
  • Festive Winter Card Challenge - Christmas Town

    When @Monsen announced the latest Forum mapping contest, for a (winter?) holiday-themed postcard-sized map, I was deep in the latest part of my Community Atlas mapping project for Nibirum, and indeed still am, so wasn't sure if I'd have time to do something useful for this as well. But you know how it is when you start having vague ideas for something...

    Thus away from any CC3+ mapping, I jotted down a few silly place-name thoughts. Since some early comments on the contest topic had suggested something holiday-themed appropriate to the place of origin would be suitable, I focused into aspects of the Christmas period in Britain, which of course include ghastly jokes, puns and other nonsensical daftness. I'm not sure how far all these may survive beyond these shores; however, it's too late now, as the map's done!

    My original list of nearly 40 place-names was quickly halved, given how small a postcard-sized map would be, and then being me, I sketched-out by-hand on squared paper where all these places were going to be in a rough sense, based on random dice rolls. The square sizes were chosen based on an estimate of the size the symbols would be on such a small map, to hopefully avoid over-crowding.

    I'd already decided I wanted to use the standard CC3+ Overland Vector Color style for the map, as I have a fondness for vector styles, and this overland style in particular. Vector symbols have the advantage it's often quite possible to add-to, amend or adjust existing symbols, or even create new ones, without them looking too awful, given my legendary lack of artistic ability...

    When I began, I had the loose notion I might try and take a few screenshots for a WIP topic here, though I soon forgot all about that unfortunately, as the map started to come together remarkably quickly, after a few early tweaks to get the symbol sizing to look right. I created a few fresh tools, and tinkered with the Effects in places, though nothing very major or time-consuming. The latter needed adjusting mostly because the Effects had been set for a much larger mapping area, of course, while the former needed adding because for some unaccountable reason, the style's designer hadn't prepared for drawing whisky rivers and snowy roads in advance. Some people are strange 😉

    Handily though, the style's symbols all have really helpful varicolor options for being snowy-frosty white in just the right places (with a couple of minor exceptions, where a few snowy flatter roofs had to be added by-hand). In barely a couple of hours, the basic map was done. It needed a few fine-tuning adjustments, but the longest task, once all the labels were added, was trying to work out the better colour combinations for those labels and their Glow Effect, so they'd stand-out nicely, without being overwhelming. That dragged on for over an hour, to the point where I'm sure I ended up more or less where I'd started!

    And so we have Merry Old Christmas Town, British-ish style:

    LoopysueMonsenAleDEdE