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Wyvern

Wyvern

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Wyvern
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  • Live Mapping: Fantasy Hand-drawn Part 2

    Just finished catching-up with today's livestream on replay. Didn't manage to get along in time for it, unfortunately.

    I've been mapping a lot with this style over the past week, beyond my Wyvern's Wood map earlier, and as Ralf asked for extra symbol suggestions, these are things that occurred to me that I either needed (so had to hunt for them elsewhere) or felt would be useful as possibilities along the way.

    • The style really needs some ruins markers to accompany the array of settlement/structure options.
    • A non-Oriental temple/shrine.
    • A shipwreck.
    • A whirlpool.
    • Options for undersea features more generally would be good - such as settlement markers for merfolk. If there were some ordinary flat-topped hills, they'd work as seamounts too, for instance, but coral reefs would be a nice addition, and although the conifers can be used in a pinch, some "genuine" giant kelp would be handy.
    • The creature sketches are good now, but it would be useful to have more. Such as, from the "cave art" concept, bears, lions (how can there not be a big cat - yet?!), bison, humanoids (a varicolor option for these could work for different types of fantasy humanoids; actually, varicolor options for all would be useful). Not sure if boars would be needed, given I just used the wolves as boars earlier (and deer for nomadic centaurs)! The sketchy nature of these really works well, so one design will often work for multiple creature types.
    • Might be interesting to have a skeleton option in the creature sketches as well. And maybe a dragon or two (one of which would obviously be a wyvern ๐Ÿ˜‰), perhaps a hydra and a roc (which would work as an eagle or any other larger bird of prey). And giant ants...
    • Some more rustic settlement designs - including a single hut for those witches, warlocks and hags to lurk in - and some nomadic-tent/campsite options.
    • On the terrain side, something to represent farmland would be useful.

    I'm sure others will come up with far more as well!

    LoopysueRoyal ScribeRalf
  • The Creepy Crypt project

    Dee-licious! ๐Ÿณ

    MonsenJimPLoopysue
  • Panzer sample thread

    So far as I recall from modelling the 8- and 6-rad armoured cars (i.e. also from period images and information), the aerials were fixed in position, and at a height above the turrets all the time. These are the early-war "bedstead" frame aerial types, not the later war smaller "star antennae" which were retrofitted to some models, incidentally.

    Oh - and belated congratulations on your ascension to Master Mapper status @Lillhans ! Very well done!

    LillhansLizzy_Maracuja
  • Live Mapping: Hilltop Fort 1

    Must admit, I was getting slight déjà vu feelings watching Ralf's livestream yesterday, as parts of it reminded me of my Wyvern Citadel maps for the Community Atlas. Very different scale of course, but there are inevitable similarities for drawing anything set on a craggy hilltop in this kind of more realistic style.

    I made much more use of symbols however, rather than drawn polygons, for the cliffsides, though I did experiment that way originally (see this post in my Forum notes on the Citadel map, while still in progress). Just couldn't get the bevelled polygons to look right though, so switched to a technique developed for battlemat cliffs by another of our resident mapping experts, Shessar, as described via the Forum post here. As ever with CC3 mapping, there are always different methods to try!

    Looking forward to Part 2 of this video, to see how it all develops. Anyone would think Ralf was running a game set in Middle Earth...๐Ÿ˜‰

    LoopysueJimP
  • Darklands City walls questions

    I suspect you'll need to post the FCW file here to get some definitive answer to why these symbols are showing as green and with a green edge, as there are too many variables to try to guess at something useful without that information.

    The wall and tower symbols in Darklands City go on to one or other of the SYMBOLS Sheets. There is a dedicated SYMBOLS 2 (walls) Sheet, and another SYMBOLS 3 (towers) Sheet, although you would need to have selected either of those Sheets to have the walls (or towers) go on to one of them as you place the symbols. Otherwise, if you have no other SYMBOLS Sheet selected, they will default onto the normal SYMBOLS sheet only.

    LoopysueJimP
  • Cartographer's Annual - all the issues linked in one place

    This really is invaluable, Sue. As I've printed-off the PDF mapping guides for virtually all the Annuals, I tend to remember if I've seen a given style somewhere, but if someone then asks, I end up hunting through the PF website pages to find it, usually guessing which year it's in first, because I can't find it in the mass of printouts otherwise...

    I've not explored anything like enough of the issues in detail to have favourites, though my ongoing Community Atlas mapping has provided opportunities to experiment with quite a few.

    @jmabbott If you're subscribed to the PF Newsletters, you'll find there are sometimes money-off vouchers available for webstore purchases in those, and the company has in the past run generous Black Friday promotions, which might make the complete Annual collection a bit less fearsomely-priced. It's how I completed my set a few years back; after that, it's "just" a question of keeping-up with it year by year. That's not so bad either, as if you're a subscriber, you usually get a time-limited, money-off renewal purchase option around the end of the current year as well.

    LoopysuejmabbottJimP
  • Community Atlas: Embra - Enclosed Places

    Enclosed Place of Interest 3 is the Floating Dale Park:

    This can be used as a typical real-world park, with opportunities to wander around, or play outdoor games on the central Playing Fields, whose unusual shape may call to mind that Faerie outdoor games and sports may not be quite those familiar from the Mortal Realm.

    There are a handful of surface-level buildings scattered around the map's centre, as one of the map toggles will reveal:

    These include the Pavilion, where equipment for playing sports and games is available, as well as a restaurant in the central octagon beneath the building's dome. And yes, some of the vegetation is actually intended to be of living glass in Glass Tree Forest. And again yes, those ARE bridges made from rainbows over the River Clack. As ever, the text and PDF files will explain a little more about both facets, and others, from this map. In case this seems not very "Enclosed", there ARE boundaries to the Park which are deliberately less obvious than some.

    Loopysue[Deleted User]
  • Dungeon Level Symbols

    Obviously, we need some entwined knotwork wyvern designs for the furniture, but it's otherwise looking wonderful so far ๐Ÿ˜๐Ÿ˜‰๐Ÿฒ!

    LoopysueRoyal ScribeShessar
  • Community Atlas 1200 Maps Montage

    It's not just the quantity of maps that impresses, but what a range of styles, shapes and appearances the different maps have, even on this "thumbnail" image. The Community Atlas Project really has become a great showcase for what CC3+ is capable of when folks set their imaginations loose with it!

    Not even going to ask how much time and effort Remy needed to make this montage!

    So, a particular "well done" to Remy, reiterated for every one of our mappers too (including our absent friends).

    Royal ScribeMaidhc O CasainScottA
  • Community Atlas: Embra - Hilly Places

    Thanks very much Sue!

    I wanted the cliffs here to look different to yours, which I'd already decided to use for the red sandstone types at Embra, as the Palace Heights ones are meant to be a harder, volcanic type of rock. Actually, a Faerie type of volcanic rock, which has different properties and abilities to "ordinary" volcanic rock, so I also wanted the forms here to act as a reminder that something a little different to normal was involved. I also used a similar style of cliff drawing in one of the Crossing Places Streets - the Rocky Vale under Seafield Road there, again because the Vale is a weird place that can't be reached, another reminder of something odd happening there.

    [Deleted User]Loopysue