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Wyvern

Wyvern

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Wyvern
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  • CA style development - "Darklands City" (issues for September and December 2021)

    @JulianDracos noted: ...I am interested in Hobbit house symbols. I have found a way/map style that I can do OK to demonstrate it is a Hobbit style home city, but I do not have anything for the city level view.

    SS5 Cities of Schley has a selection of Halfling house options (grassy mounds with round doors and windows), and also Elven treehouses, plus rough-looking Orc buildings. The main CD3 Bitmap B style has a larger range of fantasy building options as well, including for Halflings (houses and grassy mounds) and Elven treehouses again, as do the main CD3 vector styles, so there are options there without needing to go down the Annuals route. And the Annuals, being smaller in size than these main products, do tend to concentrate more on providing the basic styles first.

    It is worth noting that you can draw your own house shapes using the CD3 toolset, and give the roofs whatever texture you wish from the range of options you have available. Stacking different shapes on top of one another on different Sheets with variant Effects can also increase the options for how things appear. DIY treehouses by placing a suitably-shaped and textured house in different sized tree and other vegetation symbols, all on separate Sheets, for instance. And things like varicolor wooden roofs can be made to work as market stall awnings with a bit of resizing and choice of suitable colours.

    Sorry for hijacking your thread, Sue! Can't really add much beyond what's already been suggested above for Darklands Cities II, after all that... 😪

    LoopysueJulianDracos
  • Community Atlas: Errynor - Ellenge Town

    As the ideas for undersea Kachayan settlements I'd been developing while working on the Shark Bridge maps were still fresh in mind, I decided to continue in that vein for the next Atlas map. In my original planning for the detailed maps from Errynor Map 01, I'd pencilled-in the largest Kachayan settlement, the city of Kelchayn in the northwest corner for further action. However, the way the Shark Bridge settlements had progressed turned my thoughts instead towards their Province's capital, Ellenge.  

    Having established earlier that Ellenge and Twin Peak Provinces had once been parts of the single, larger Kachayan Province of Twin Peaks, and that Ellenge had once been a city, now fallen on harder times, ideas began forming of a core of still-inhabited structures surrounded by disused to collapsed properties further from the centre. Then thoughts coalesced further, to the point of a major disaster or accident having destroyed part of the old city.

    Revised semi-random systems from decades ago let me roll-up numbers of inhabitants for both the old city and still-extant town, which in turn allowed the number of structures involved to be determined. Additional random-table-creation and fresh dice-rolling devised lists of shops/businesses and community assets to be included. The appearance of a magical academy in the old city ruins from these provided a plausible candidate for the cause of the accident, an idea which was developed further before proceeding.

    Since Kachayan sea-bed architecture concentrates heavily on domes, and wishing to continue the practice of using black-and-white mapping styles for these lightless deep sea settlements, I opted for the Cartographer's Annual package from April 2010, Black and White City Maps for this map, as it has a convenient selection of circular building symbols, originally meant as huts and tents, that would work just as well for domes. I knew already I was going to create the layout randomly using the Symbols In Area mechanism (no streets on the sea-bed!), so I drew a circle of appropriate size for the old city on my base map template, and populated it with the requisite number of domes/huts. I'd deliberately allowed some potential overlap of the symbols to let me identify where the larger final structures might be placed too.

    Knowing in advance (for reasons I shan't disclose here!) that the worst-affected ruined area was to be towards the south and southeastern sides of the settlement, let me select a suitable number of domes for the surviving inhabited town away from this area. After that, it was simply a matter of going through the random map and deciding what building needed to go where from my pre-generated list. This also entailed changing some symbol sizes, and occasionally adjusting the shape by replacing those initially laid down with different symbols. Some symbols were also moved from their original placements, such as moving apart those "ordinary" domes that were still overlapping one another, and shifting others to help lose the "circular edge" effect because of the opening construction process.

    Then it was time to show the area most affected by the magical accident across the southern city. I wanted this to look a bit unusual, not with a simple "radiating blast" form, but something odder and more organic - magical power flowing forcibly, rather than shooting, while also hinting at possible altered effects because of the deep-sea pressure. So I drew out a batch of spidery construction lines from the Magical Academy, and adjusted them a little, before replacing them with a spread of depressed channels, a polygon drawn using the style's normal river drawing tool.

    The deserted/abandoned structures were easily demonstrated by moving them to their own Sheet, and applying a Transparency Effect to it, so those places still in use took on a sharper look by contrast, with darker lines and more marked shadows. The ruins proved more difficult. At first, I tried partially drawing over the normal dome symbols using aptly-shaded polygons, softened by Sheet Effects, to try to make them look as if they were partly silted-over. This didn't really work as I wanted, however, so I opted instead to replace each ruined structure with a broken outer wall line or lines, sometimes with "rubble" as well. Most of these ruins were merely circular rings fragmented using the Break command, with some pieces shifted away from their original spots slightly. Others were drawn polygons of appropriate form, tracing some of the lines of their original symbols, again using the Break tool to create holes in the walls, and fresh "rubble" to be moved from their preliminary spots. Having made the decision, this proceeded quite quickly.

    Another problem cropped-up when I was trying to add a highlighting red Glow Effect around the edge of those still-occupied symbols that had an identified function. Other Effects already on the various SYMBOLS, DOMES Sheets interfered with this, and meant it wouldn't work correctly. An attempt by copying the affected symbols onto a new Sheet beneath their original, and applying the red Glow Effect only to that worked for the outlining nicely, but caused problems for the Blur and Shadow Effects on some, though oddly not all, of the Domes Sheets! This was finally resolved by drawing simple polygons or circles of identical shape and size to replace the symbols copied onto that lower "Glow" Sheet. I'm sure those more technically adept with CC3+ could have come up with a simpler, more elegant solution to this, though at least it worked for me!

    After all this, adding the labels, scales, title and key for the still-occupied properties proceeded apace, using the CC3+ standard Mason Serif Alt Bold font. A pair of sunken-area old quarries for the city's building stone were added as well, and the surface map was complete: 

    Surface map? Well, yes. The magical "accident" fifty years ago or so that devastated the southern old city, including several major places there, seemed an ideal opportunity to create a somewhat paranoid ruling political structure for the current town. So while I'd always intended part of the city's buildings to be below the sea-bed, this became a more substantial undertaking, with a series of secret tunnels and subterranean places deep beneath the settlement. These can be seen in relation to the surface features by activating the SUBTERRANEAN Layer in the map: 

    By turning on the TUNNELS BACKGROUND (S) Sheet, the surface map is hidden, so just the underground system can be more clearly viewed:

    The idea is both aspects can be accessed by toggles in the Atlas version of the FCW file.

    Most properties at Ellenge, whether linked to the Secret Underground or not, also project some way below the sea-bed, typically no more than four or five "storeys", though in a fashion more like cellars on land. These are not illustrated on the map, however, much as they rarely are for ordinary surface city maps.

    As usual, a PDF and text-file of notes accompanies the map, with additional descriptions and details on the city/town's general background, and for the labelled properties, with a list of those shops and other sites determined for, albeit no longer identifiable as such within, the deserted and ruined areas of the settlement.

    [Deleted User]JimPCalibre
  • Community Atlas: Embra - Wooded Places

    Last of the individual Wooded Places is this group's segment of the Twilight Market, Green Market, where instead of the colourful and unusual tents and awnings of many other parts of the Twilight Market, all the stalls are set into the colourful and unusual vegetation, or grown from it in one way or another. It is a Faerie Wooded Place, so what else?

    There might be an argument too that having started using some of the Mike Schley treehouse symbols from very early on in the Embra "Places" mapping, it was inevitable I'd sooner or later want to use more of the "ordinary" trees from it too. That despite the fact I've grown to love the Fantasy Town mapping style during this whole Embra mapping project; there's something very satisfyingly 3D about the woods it can generate with a little bit of effort, for instance. Should anyone be wondering, all the trees, bushes and flowers (= tiny varicolor trees) were placed individually, not using the CC3+ random drawing tool options, throughout the entire Embra collection, incidentally.

    Loopysue[Deleted User]
  • Community Atlas: Embra - Hilly Places

    Miller Hill as Place 4 seemed an obvious choice for a Hilly site. However, as stated already, y'know, Embra. So this is a water mill at the top of a hill, with a stream that runs uphill to the mill pond on the summit, runs the water wheel, and then descends down the other side of the hill again! Naturally, no one here thinks this is anything unusual - how could the mill run without a water source, is the primary response to those who might seek to question the setting:

    There are some buildings on this map too, for once in the "Hilly" selection, which have interiors that can be viewed using the toggle in the FCW file in the Atlas, all being well:

    It has to be said I was delighted to see the random base map options had provided one that so obviously fitted the nature of a mill site of this, shall we say unusual, kind - those four square fields looking like the sails on a windmill. So there's a note in the PDF and text files for this map suggesting GMs could have the four fields, and their hedge/fence lines, rotate, flowing over the land surface like cloth, carrying anyone in one of the fields along with them, but only when the wind blows strongly. Everything else of course stands quite still; and not entirely by chance, the rotation centres more or less on the axle of the mill-wheel, where else?

    [Deleted User]Loopysue
  • Wishlist for CC4

    @Glitch - Something else you might try is having a second window with another program (such as Windows Explorer) on full screen mode, so it hides the CC3+ window completely. This helps stop the looping as much, and you can check the thumbnail view to see when the CC3+ screen is showing correctly again. I spotted Ralf did exactly this on this week's livestream at one point, so I know it's not just me who finds this helps sometimes!

    GlitchLoopysueWeathermanSweden
  • Suggestions for Variable River Size

    @JulianDracos asked: "Another question is how do I chop a river?"

    Ralf demonstrated exactly this, and the method to increase a river's size on an overland map, using the Pete Fenlon style, a couple of weeks ago on the YouTube live mapping stream. It starts around 19 minutes in here.

    LoopysueJulianDracos
  • Community Atlas: Embra - Wooded Places

    Not content with the complexities of a spiralling maze-like design, Wooded Places map 4 was to be a complete maze, the Hydras In Smoke Maze, no less. An apparently overblown title, though one that may make more sense if you consider the woods hereabouts are always notably misty - hydra/hydro-"smoke", or very loosely "water-smoke", if you will... This one DID take quite some time to complete, as it's a big maze. Firstly, the whole map:

    Then a closer view of just the mapped place:

    And for anyone wondering, yes it's THAT Mrs. Trellis (from the very long-running "I'm Sorry, I Haven't A Clue" BBC radio comedy series for those unfamiliar; don't worry if this is strange territory, as she features in the series only occasionally in confused, reported written speech). Here, she comes complete with a strong North Welsh accent, now and then lapsing into full Welsh when stressed, albeit also transformed into a powerful Faerie being, serving the most exquisite cream teas.

    The handful of buildings have interior views as well:

    To help anyone struggling to define the maze pathways, there should be an extra toggle in the Atlas FCW file to show just that layout:

    As you'll likely have realised, the choice of what went where within the Maze was very deliberate, such as the circular Tennis Court, the hexagonal Bowling Green and the Bandstand with no room for anyone to sit and listen to the music nearby, when other locations would have been clearly far more "suitable", had this been anywhere other than a Faerie city, at least.

    Loopysue[Deleted User]
  • Community Atlas: Embra - Constructed Places

    Next is the Keyneck Museum, full of wondrous artefacts gathered from across Nibirum and beyond, with displays that change from one visit to the next, although there seems nowhere here to store whatever isn't currently on show. Key Beck might intrigue visitors as well. The water flows in along the west side of the channel from the southwest, round the circuit of the Museum, and then out again down the east side of the channel. Narrow, isn't it? And maybe the name relates to the layout of the Museum buildings in relation to that channel. Possibly.

    JimP[Deleted User]Loopysue
  • Community Atlas: Embra - Constructed Places

    Place 2 is the Willow Observatory, inspired loosely by the real-world astronomical observatories at Edinburgh, Royal Observatory Edinburgh (which is some distance from the city itself) and Calton Hill Observatory, which is right in the city centre, and the consequent long tradition of watching the night sky from there. While some of that tradition was used to inspire what happens at Willow Observatory (including the annual summer activity of looking-out for dragon ghosts in the all-night-twilit northern sky; you'll have more luck trying a search for "noctilucent clouds", should you wish to learn more before the PDF and text files are available), the setting is purely Embra, as the misty marshes and woods nearby would scarcely seem conducive to dedicated sky-watching if anywhere else. And who knows what you might see on the planets of the Nibirum Solar System using one or other of the great magical telescopes here:

    Building interiors:

    And the upper interior floor for the Gatehouse:

    Plus there are oddities nearby, all of which receive at least some discussion in the accompanying notes.

    JimP[Deleted User]Loopysue
  • Community Atlas: Embra - Wooded Places

    Wooded Place 5 is Wistful Hollow Chapel:

    This was naturally somewhat easier as a drawing, with more random than planned vegetation, if still with a few substantial trees, and a lavish scattering of flowers across the Chapel's grounds. I picked the base map - yet another castle-form, who'd have guessed? - because the outline for what became the grounds looked like a very sketchy drawing of a prehistoric stone hand-axe, even though that has no bearing on the map or its contents at all!

    Indeed, the Chapel's primary inhabitant (not even mentioned in the featured text) is a living, golden, Oriental Dragon that provides advice to the deserving who come here. That wasn't simply on a whim, but because there's a genuine church (the High Kirk of St. Giles) at the real-world city of Edinburgh that has a Chinese Dragon decoration in it. It wasn't hard to see that Embra needed something similar.

    The map ended-up looking rather different to a lot of the larger Embra maps too, as the size of the buildings needed to be on a suitable "draconic" scale, so they almost look as if the map's in one of the smaller border frames, for all the map scales alongside clearly show it isn't.

    Not all the illustrated structures are full buildings, as the "Interiors" toggle view demonstrates:

    The Gates to the grounds are simply covered gateways, lychgate-style, while there's a tiled-roof walkway crossing the path between the Chapel and Side Chapel, not a linking building.

    [Deleted User]AleD