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Wyvern

Wyvern

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Wyvern
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  • Community Atlas: Embra - Crossing Places

    Not a problem, Remy. There are 58 of mine in this set alone, and I know I tend to add extra complexities too.

    In addition to all this (behind the scenes), we ran into a problem with a rogue fcw32.pal file I didn't even know I had, so some of the colours on the initial maps from the Embra set entered into the Atlas were wrong, and those files had to be changed, aside from everything else...

    On the upside, I see we're rapidly closing-in on 750 Atlas maps now, and I'd guess once all the oustanding ones have been added, we'll likely surpass the 800 mark.

    Might need to start thinking of that 1000-map contest shortly at this rate ๐Ÿ˜‰

    JimP
  • Live Mapping: Modern Atlas

    ๐ŸŒฉ๏ธThunderstorms permitting, anyway ๐Ÿ˜‰โšก๏ธ

    JimPLoopysue
  • Panzer sample thread

    Very sorry to hear that @Lillhans .

    Hope you can get something resolved and back to mapping (and AFV designing, naturally) as soon as possible.

    JimPLillhans
  • Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas

    What I should have done, was start a Marine 2 dungeon map, then added DD3 Color dungeon items.

    I did the opposite. Whew. Big mistake.

    Live & learn, Jim...

    So, should I start a Marine 2 dungeon, and insert the below fcw into it ?

    You might find it useful to see this PF blog posting from a few years ago. Although it's dealing with creating battlemaps from a larger dungeon map, it does have relevance for what you've been trying to do here, I think. Only chanced-upon it yesterday myself, because one of the author's random-design products was the "Deal of the Day" on DriveThru RPG, and I was hunting around for more information, because he's made very extensive use of CC3+ in mapping for his products!

    Loopysue
  • My First Attempt at Village Scale...

    Beyond the Keep Tower shadow issues, I'd suggest adding some shadow effects to all the wall towers, as they also look very flat right now.

    Appreciating you may be tied to whatever the publisher wants, but you might want to add further smaller towers where the two walls join, or add crenelations along both sides of that main north wall after where the two link (on the "outer" side from the enclosed part). The crenellated wall ending at the thicker north wall just looks odd right now, because it leaves the south side of that main wall undefended.

    If the brown roads/paths are just dirt, I'd suggest making all their junctions less precise (so not just where that "castle path" meets the main paved road), as unless something blocks them, folks will always cut the corner at such places, which will wear away the grass very quickly. Indeed, you might even want to consider redrawing the dirt paths as smooth polygons, rather than lines (or just add a few polygons to break up the precise edges of the lines in places; as long as they're all on the same Sheet, the Effects will blend the two into one). Unless there are obstacles, dirt paths end up getting broader and (loosely) straighter over time with use.

    JimPjmabbott
  • Community Atlas - Serkbergen / Peredur

    Shame there aren't any descriptions to go with these, though I appreciate that's not an essential requirement for the Atlas. Quite a lot don't seem to have any scale or north indicator though, of which the scale issue seems more of a problem, especially for anyone who'd only be using the image versions of the maps.

    JimPRicko
  • Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas

    Not sure I've ever used the Blend mode, so am pleased Sue's already jumped in on that one.

    The three brown areas do have a very sharp line across where the sandy lower cavern floor cuts across them, which I assumed would be addressed later on. The downside with work-in-progress topics is I'm often not clear which items are more nearly finished in them.

    I'm guessing it's the general disconnect that you're finding problematic, with that darker piece each as well as the sharp dividing line where they overlie the sandy lower cavern area. Presumably, that wasn't what you wanted there. So you need to identify what the three areas are meant to be and where they are in relation to everything else nearby (higher or lower, or simply a different floor texture, say). That might give us some better ideas what to suggest to help.

    Loopysue
  • The Creepy Crypt project

    Now you have this cylinder of clay on your virtual potter's wheel, Sue, you just need to start forming the vessel from it!

    LoopysueJimP
  • The Creepy Crypt project

    Amphorae looking good!

    In terms of getting the right "look", while appreciating this isn't the kind of thing you can necessarily do quickly, it may be worthwhile reviewing some archaeological reports showing images of in-situ pottery remains in and from tombs. That should at least give a better impression of the general "damaged" look that subterranean burial gives to the surfaces of even intact objects (as you mentioned wishing for better detail regarding the broken columns previously, for instance).

    Amphorae that contained things when entombed will usually be sealed, and at least some evidence of that will survive in the top of the neck once broken, which I can imagine will be as problematic as getting partial broken handles attached to the rest of the item. Sorry!

    LoopysueJimP
  • The Creepy Crypt project

    So they all contained Shard-onnay? ๐Ÿ˜

    JimPLoopysue