
Wyvern
Wyvern
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A random dungeon - Jon Roberts Style
Odd, as I was having the discussion about using random designed dungeons with another colleague online only yesterday!
I started with purely random designs back in the mid-late '70s, because I had no ideas to work from otherwise, having only just seen the original D&D booklets for the first time. As those who've followed my Atlas maps especially will be aware, I'm still a great fan of random design mechanics to stimulate ideas, or sometimes to better work out why some things aren't working well enough otherwise.
The Donjon system's a fun one, and there are plenty of other generators to try out if you've a mind to.
I've long found that the two elements - creator/occupier and layout plan - go hand-in-hand, and can be used to modify one another along the way. Thus a random idea might spark-off something still more interesting that follows a more logical pathway, until you reach a point of ambivalence, when more randomness can be brought in once more.
The sole comment I'd make about the map here so far is the secret doors are all far too obvious. Move the actual door to the nearest flat (room) wall junction, not at the end of a short passageway (add a second door for the one into/out of Room 9, as the approach could be from either side, so one flush door in the 9 wall, the other in the corridor wall to the west).
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[WIP] Community Atlas - Kumarikandam - Xinxing - Ylangxi City
The water texture looks rather "busy" to my eye, but that's probably just me.
There is an issue with some of the text however, where the grey glow is blending into the background in places - on roads and buildings, especially where the road edges are outlined with narrow dark lines - e.g. "Petaluma Stockyards" and "The Heart Markets". In other places - e.g. "Northwind House", "Xi Ling's Market Gardens" - the text itself looks somewhat transparent when set above paler backgrounds. This is all based on the Gallery image, incidentally. However, it did look as if there problems with the text in parts of even the lower-res whole-map view posted above here.
The bulk of the city seems a little empty of named places. Maybe even a few major street names might help here, although perhaps a few of the larger or different-looking properties might be named as well/instead?
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WIP: Fane of the Swamp People...
Looking a lot better now!
Yes, I think the walls would work very nicely for ruins too.
If the stepped outer surface was full regulated, it would also work for buildings such as ancient Mesopotamian temples, which had deliberately constructed outside walls that had this kind of "vertical recesses" patterning all round them. I've had to draw these before, both by hand and on computer, and it can be pretty tedious for a larger building plan!
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Community Atlas: Map for the Duin Elisyr area, Doriant
As the perceptive among you will have noticed, I made a further change to the locations of some of the upper level layout designs after hiding the bitmap sheet I'd been tracing, something that I find happens all the time, when things don't look quite right. And which are liable to be changed repeatedly thereafter till I'm happy (or happier...) with them!
However, to today's update. The exterior is done for now, with ground cover, some vegetation and a few tumbled smaller rocks. I've also added the new SCREEN Sheet mask to hide what's beyond the map border:
The effects on the various external ground and symbols sheets has needed a degree of amending as well to reach this point, and I've also added those three free-standing boulders/rock pillars at the mouth of the southern front cavern. Haven't done anything inside the caves as yet, although I have had to add a small polygon of one of the patchy grey dirt terrain bitmap fills (one of the "T" types) to better disguise one of the outer-inner transitional passageway ends, where (as sometimes happens), the Edge Fade, Inner effect was giving too sharp a line where the outside brown dirt bitmap fill met the grey of the cave floor.
Next will be the initial interior cavern features.
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Where can I find great resources for the creation of a subterranean world?
For the crystal city concept, it may depend exactly how you envisage it. For a large-area map such as the Dungeon Worlds Annual will let you create, you could perhaps repurpose some of the standard CC3+ overland map symbols, like glaciers or icebergs (though you may have to get creative about hiding what are intended as water lines for the latter!), and making use of the varicolor options to recolour other features - and also with CD3 house symbols, for instance, if you wanted to map the city itself, or parts of it, in more detail.
It's definitely worthwhile to take some time to look through all the symbol catalogues you have available, and make a note of any symbols that might work in such map creation, even if that's a long way from what the symbol was originally meant to be! As you can resize any symbol in CC3+, imagine too how it might look if a given symbol were larger or smaller, or a different colour (which you can set and see while you're browsing through each symbol catalogue that includes varicolor symbols).
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CA style development - "Darklands City" (issues for September and December 2021)
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A few final questions before I start adding text to my map
When mapping large areas like this, it's important to decide exactly how much detail is worth showing, and what the map is going to be used for (both of which go hand-in-hand).
A settlement will always require farmlands of some kind nearby, so any settlement means there will be such areas around it, even where the map doesn't show them. Then you can use the actual farmland areas to show those places that are particularly important farming areas - key places that the whole country/nation may rely upon, for instance. There, you wouldn't need to show any but the larger or most significant settlements (e.g. like the hamlet the party will be starting from!); all the other hamlets and villages can be assumed as present scattered among the farmland region without you needing to show each one.
For the non-cliff coastlines, I'd be inclined to soften the edges somewhat, maybe with a small Edge Fade effect, or reintroduce the "coastline" blue line for them. Softening the land edges on the cliff coasts wouldn't go amiss either, perhaps.
The aerial floating island looks interesting. Depending on how your floating lands like this work, you might also consider adding some crystal symbols (e.g. from one of the Dungeon sets, suitably enlarged of course!), or by using varicolor mountain symbols. With the settlement on top, it may be worth placing that directly onto the rocky mountain symbols, or with only a much smaller area of grassland fill texture behind the settlement image, then using just the mountain symbols (probably on their own, new Sheet) to cast a suitable drop-shadow. If the grass needs to definitely run right to the very edge of the stony platform, maybe make that more ragged, to closely match the symbol lines underneath indicating where that edge is.
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Live Mapping: Parchment City (CANCELLED)
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Community Atlas: Map for the Duin Elisyr area, Doriant
Yes, this can be a problem with some of the topographic mapping styles, and it's not possible to solve them all the same way (as they don't all use effects that will work equally well with things such as transparency). Luckily, this one does work that way.
Back at the mapping, the fourth quadrant has now been completed, and various items tweaked to a greater or lesser extent that seemed to need them. Names have been added for the main rivers and uplands, as appropriate, and a few more smaller patches of woodland "grown" in parts:
Then I added the title, scalebar and compass rose, and did some tests with the texture options activated. This image shows both in place:
While that looked sort-of OK, I wasn't very satisfied with it, so I tried various alternatives, ultimately deciding to have two separate sheets with the texture on them, because doubling-up helps accentuate the "water-colour-paper" look, and I could also restrict the textured areas to the newly-expanded upper and lower map borders only. That's not possible with the all-map Texture effect. Which brought me to:
However, I wasn't convinced this was sufficiently clear, as apart from darkening the map in general, it also further blurs everything. So I'm now thinking to leave the texturing options off entirely:
A few more minor adjustments are likely while preparing the notes to go with the Atlas version. At present, I'm intending to add some bridges to help clarify where the fords are over the lesser rivers, for instance. This is though probably close to the final version now. Until I find I've missed something, that is!
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WIP: Mega-dungeon, Dorag Skel Level 1A
As you might tell from my frequent use of random options in my Community Atlas maps, I've been a long-time fan of such random design systems, for all they can need a bit of nudging sometimes to get things to work out OK. I've not used the 5E system as yet, though almost exactly 20 years ago (July-August 2001), I created a classic 12-level dungeon using the random system in the original (1979) AD&D DMs Guide, each level filling an A4 page of graph paper. All done by-hand then, however. I did make a start converting it to CC3 not long after I got the program, around 2014 or 2015, I think, but that was very slow going, as I hadn't the option then to scan the hand-drawn maps to trace in CC3.
Have to say that your map looks a lot more elegant and less cluttered than any of my old ones from that dungeon set, so the 5E system may be something I should experiment with in future, perhaps...