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Wyvern

Wyvern

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Wyvern
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  • Live Mapping: Parchment Backgrounds

    Making progress on catching-up with the videos today now!

    I've used the Parchment Backgrounds before, so this didn't really show me a lot that was new, but it's always good to see such things being used for real. I imagine now we could use the Color Key Effect to create things like the gaps in the parchment textures, but the video did show the ability of the extant template to hide features like symbols that Color Key won't operate with, so was valuable from that perspective aside from anything else.

    Not sure about the new-look "spooky Ralf", though a quick check of this week's video suggests this has now become the thing, and I guess it helps see a little of what the mini video camera screen sometimes hides on these streams. Plus it gives food for comments in the chat!

    Loopysue
  • is this type of dungeon wall available ?

    You need to change the filename for the bitmap fill that's currently on your new "overlay" sheet to start with "@", as I was originally getting just Red Xs all across the map Jim. I used "@\Filters\Images\CA91 Texture.png" to access the texture, but you don't actually need to do this at all if you just add the Effects to the Whole Drawing, as they don't need a new Sheet adding. If you use Texturize on the Whole Drawing though, you WILL need to use the filename for the texture I gave previously.

    You also probably shouldn't be using such a strong Transparency Effect either; 10% opacity makes all the Effects in the list effectively invisible.

    Currently, your settings for the RGB Matrix Process Effect give a pale pink colouring to the whole. Was this your intent? I ask, as this is a completely different appearance to that from the OSR Dungeons. I applied the OSR Dungeons RGB Matrix Process effect to your map, and it converts the appearance to a mild sepia greyscale effectively (note - no Texturize or Transparency Effect is in use):

    If I add the Texturize Effect as well (no Transparency), I get this:

    Not sure this is quite what you were looking for, however.

    Loopysue
  • Seeking advice re world map and civilization placement

    In terms of the planet's size and physical features, that's got to be your decision. If you're looking for ideas, I think you're already doing as much as is reasonable, by comparing the appearance to Earth's geological past. Mountain heights and (especially) ocean depths in deeper geological time are the more problematic aspects, the oceans because no oceanic crust is very old, geologically-speaking, which is where looking at other Solar System planets might be useful to get an idea of what the topographic range can be in the absence of large amounts of free water and its concomitant weathering effects (so before such things arrived). Different geologies can mean this isn't an easy comparison, if you're aiming for precision, of course.

    Then again, Mount Kerofin in Glorantha was eight miles high (circa 13 km; from sea-level), so again, you pays your money, and... ?

    DaishoChikara
  • Community Atlas - Forlorn Archipelago - Marine map

    Interested in the fact you've also used the contours in a different way to how they're usually presented, where the standard system runs: land - green tidal - darkest blue - lighter blues - white, with as many other white contours as may be needed for still deeper areas after that (as described in the Marine Maps PDF mapping guide, for instance).

    This isn't a criticism, as I found exactly the same issue when constructing one of my Errynor maps for the Community Atlas last year using this style (we'll get to that going into the Atlas in a few weeks' time, all being well). It felt counter-intuitive to start with dark contours and progress to lighter ones to me, but as I was dealing with the lightless ocean deeps, I have to say I felt no qualms about simply swapping things around, though I decided against using the green contours, and no land (as none of it breached the surface where I was mapping).

    I think my favourite discovery was playing around with what could be done with the contour labels in this style, as they'll take text as well as numerals, which meant I was able to label my map using both feet and metres for the contours without needing a key for it.

    DaishoChikara
  • Annual 1, issue 7 -Modern Caves map. My example after the Live Mapping session

    Yeah, that's looking a lot better. The fill for that area of "internal" rock still looks "reversed" compared to the rock surrounding the complex though. I'd be inclined to move the cross-section further left, so it's not cutting across the first of the depth labels too.

    Typo in the last line of the story text "the," instead of "then", I think.

    [Deleted User]
  • New project. Historical city detail: Padova. WIP

    That desaturated, almost "dried blood" look for the built-up areas might have interesting possibilities for those wanting to map in the expanded Ravenloft setting recently published for D&D too...

    AleD
  • Live Mapping: Marine Dungeons

    Ralf did suggest at the end of the stream that there might be some additional symbols forthcoming for this style, so aside from the obvious "Yes Please!", I'll hang fire on suggestions until Sue sets up a discussion for that, I think.

    Great live stream, as usual, in case anyone's thinking of catching it as VOD afterwards.

    Loopysue
  • Community Atlas: Errynor - Aak and the Aak Hills

    Thanks folks!

    @Quenten: The height measures are up from a nominal solid surface zero, just like a land-based map. The PDF/text description should clarify that in the Atlas.

    The map was designed the way I'd expect a sea-dweller to think - i.e. just like a land dweller. We don't measure distance down from the "top" of the atmosphere, after all. Gravity still operates at the bottom of the sea, and that's the only place for fixed settlements and markers to exist, for instance, so I don't see any reason why such imaginary folks would think differently.

    The angled contour labels are done exactly the same way they are on modern land maps, as it helps clarify which way is "up" for some folks. So yes, they are meant to be - and will remain - that way. It may not help your argument that I don't have a particular issue with reading them whichever way they are (lifetime of map reading and drawing, I suspect!) 😁

    Although the Aak Hills map uses the Marine Maps style, that's as far as it goes; I had no intention of mirroring the conventions it represents, because that's based on purely land-dwellers' thinking, and this is intended as a sea-dwellers' map after all!

    Loopysue
  • Live Mapping: Marine Dungeons

    Can't recall if I already made some suggestions elsewhere, as I know I've been advocating any - and now clearly more! - undersea symbols and mapping options for some time. Aside from the ongoing batch of Community Atlas undersea maps I've been posting about here, that is. Ironically (of course...) I'm currently mapping an area of "my" bit of Alarius about as landlocked as possible!

    Loopysue
  • WIP Tropical Area on My World

    The edge striping makes an interesting feature on the map, but it is much too dominant - compare with the mountain sizes, for instance. I've not done much experimenting with this kind of striping, but I'd suggest reducing the number and visual strength/density if you decide to retain the effect.

    Autumn Getty