Wyvern
Wyvern
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First time map maker, long time DM, Need some Non-video help!
Beyond what Royal Scribe mentioned, if you've only used basic graphics manipulation programs for mapping before (such as Inkarnate), you may struggle to get to grips with CC3+ at first, because it's a true CAD software package, and works in a rather different way.
If you haven't already, I'd definitely recommend reading and working your way through the tutorials from the PDF CC3 User Manual (despite the name, it is written for CC3+ users; you'll find it in the Profantasy => CC3Plus => Documentation folder, or just click the "Help" drop-down menu in an open CC3+ window, then click "User Manual"). I can't stress enough the importance of doing this, rather than simply trying to make your own way through the program, if you have no prior experience with CAD software. Many folks (including myself) tried that, and ended up hugely frustrated until we sat down and actually learnt these basics properly.
There are other written tutorials available on the Forum and the ProFantasy Blog. This topic has a list of options, although they are mostly dealing with specific elements, not just how to map with the software.
Good luck, and if you get stuck, feel free to ask again here!
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[WIP] Community Atlas: Temple of Nidag, Stormwatch, Emerald Crown Forest, Alarius
First order of business on resuming the mapping was, of course, to shrink that northeastern pair of chambers:
Having also fitted it with the same grey flooring as the connecting areas though, I was having doubts about persisting with that, as it started to feel too much that it was segregating the whole northern segment from the rest, and wasn't really continuing the level-colour idea I'd begun with. So I changed it back to the green tiling, and once the rest of the northern area flooring was completed, that slight mismatch angle in the linking area didn't seem as noticeable (hopefully!):
I have made one concession to "reality" here, however, in giving what will be the lower kitchen, and upper kitchen's cellar, a cobbled floor, as hard-wearing and less fancy seemed much the order of the day for such a place.
With the main structural elements complete at last, it was time to start adding the decorative ones, furnishings and the like:
One notable amendment here was adding glow symbols for all the wall torches, and candles in the great circular temple chamber. This makes them easier to identify, and provides some further indication of the difference between the two temples - fewer torches in the lower section. This happened almost by-chance, as I'd missed seeing the glows sooner, given they're at the end of the furniture collection, with the candles, rather than in the wall features catalogue, where the wall torches are. Needing to add candles to the lower temple meant I found them - eventually!
Pressing on into the northern segment, I wanted to add quite a few bits of scenery in the Kitchen/Kitchen Cellar particularly, which included a couple of stoves by the northwest wall, where an unseen flue would link to the surface chimney outlet, a couple more stove-lengths beyond the nearest wall (as a quick check with the otherwise hidden chimney bitmap sheet in the map indicated):
This also made me realise there needed to be a connection between this Kitchen and the adjoining large Dining Hall just to its northeast. I toyed with a serving-hatch notion before opting for a full double doorway - it's a big room, intended to have three tables in it from the Inkwell book-inspired notes, so easy access for staff and foodstuffs would be essential. This res likely won't show that doorway though.
Proceeding on, the Dining Hall was next, where I thought it would be interesting to add some extra floor decoration, and also in the long corridor. In the Inkwell descriptions, both are rather fancily-appointed, so I wanted to hint at that:
While all I did was add a few pale lines, using the blue water bitmap texture, as it looked quite like pale marble at a sufficiently high res (if not so clear in the narrowness of the final lines), that proved quite tricky, because of the off-axis angle of the whole northern segment. What I did was copy the floors, and realign those copies to the standard grid lines, so I could use the snap grid to draw the decorative lines to the right sizes. The final placement of the new lines had to be done by-eye though, any remaining misalignments of which were something the corridor torches and tables were intended to help disguise!
That turned out to be quite time-consuming, so the rest will have to wait for another day...
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Welcome to the Updated Forum
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Project Spectrum - Part 2
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[WIP] Community Atlas - Topographical map of Nibirum with ocean currents
Great looking map so far.
I'm not keen on the altitude scale being on the later version though, as it's hiding part of the ocean current flows there.
Stating the scale of the map (1:XXXXX - whatever it is) might be more useful than a physical scale that's accurate only for the equator, but the latter could be helpful to give a rough idea of the planet size involved, as Monsen noted.
I just gave simple "Drift" names to a couple of the main currents on my Errynor/NW Alarius map, based on Earthly examples, so inventing more names for the major currents elsewhere would seem very reasonable.
Similarly, continent names for the larger landmasses would seem in-keeping with this pattern.
I suspect most prior mappers, like myself, have tended to assume similar major prevailing wind patterns to Earth's. So, NW Alarius is essentially Europe, and Alarius overall would probably see weather patterns similar to Europe-Asia. Beyond that though, things become a bit trickier, as the parallels with Earth aren't so exact, particularly the smaller seas between most of the continents. Be interesting to see what you come up with, however!
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[WIP] Community Atlas - Topographical map of Nibirum with ocean currents
@WeathermanSweden: I think Quenten's provided you with more real-world ideas than you can likely use right now for ocean current names, though of course the names have changed over time in places, and a lot have regional (local language) variants too. The latter might be interesting to explore for Nibirum, perhaps.
I picked "Drift" names for the two main currents I showed, partly because the North Atlantic Drift, the northern part of the Gulf Stream, is relatively familiar from my own time studying geography from/in the UK, and partly because I was dealing with relatively near-coastal areas, where less-active oceanic water streams seemed appropriate. I have much interest in mapping the ocean floors in fantasy terms, and the civilisations based there, so adding some current activity was largely automatic.
With aspects like the altitude colour-key, I tend to add them on a map only where they won't be hiding anything that should be better shown. [It irritates me when published real-world maps aren't given the same consideration!] Otherwise, I simply set them in a separate side-bar of their own alongside (or below) the map. That has the further advantage they can be expanded to be easier to read, and other features, such as a scale, or notes on the map, can be added there as well. So here, you might add a key for the current arrow colours (and possibly the prevailing wind arrows, if these will be added to the same map), for instance, and maybe quantify what the different line thicknesses refer to, if relevant.
As Nibirum has more-or-less Earth-like seasons, is it worth considering a pair of maps for the alternate half-yearly views of the currents and weather systems? There are differences on Earth like this, though it does mean a lot more thinking-through of ideas than maybe is warranted for a fantasy world.
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Welcome to the Updated Forum
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Missing bitmap fills for Annual Vol 3
Unfortunately, the fills aren't included with this Annual as far as I can tell. From the Mapping Guide with this issue:
"If you do not own Dungeon Designer 3, you can still use the png and pdf versions of the maps, as well as the adventure description of the ship. To create your own ships you will need a copy of DD3 though."
The missing fill is definitely a DD3 one, Water Blue 5 Bitmap (or if not that exactly, it's one from the same Bitmap group).
DD3 is indeed a separate ProFantasy product.
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WIP: Tilkar map
@Medio: I think you should probably post whatever you're comfortable in showing. I don't really do WIP threads myself, as I tend to chop and change things while I'm mapping, and that's all done offline, but it is interesting to follow others' process in this regard.
The size of the trees you select should ultimately come down to whether they make the map easier to read quickly, or not. Personally, I like the mix of sizes, and the background colouring for the forests, in your second Sep 20 map posting above.
To my eye, the forests in your Sep 21 map no longer look as clear. However, you need to go with what works best for you ?
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Livestream: Subways & Dungeons
Finally got round to watching this on catch-up tonight, and very good it was too!
Nothing particularly new there for me for once, but as Sue said in the chat, it's an excellent resource now to point out for other people regarding importing fills and symbols into a different style map, for example.
And I never cease to be impressed by how much you and Ralf are able to suppress yourselves when something goes awry! There's a lesson for the rest of us there too, perhaps ?




