Loopysue
Loopysue
About
- Username
- Loopysue
- Joined
- Visits
- 9,990
- Last Active
- Roles
- Member, ProFantasy
- Points
- 9,866
- Birthday
- June 29, 1966
- Location
- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
- Rank
- Cartographer
- Badges
- 27
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The Creepy Crypt project
Thank you :)
It's an annual issue for later this year, and was initially inspired by DD3, though I have already gone off on something of a tangent with the colour scheme to the point where Creepy Crypts is now distinctly different. That is not to say that you won't be able to use DD3 symbols and fills with it if you want to - just that I am no longer adhering as strictly to the colours and textures of DD3.
I've more or less done all the textures now, so the next few weeks should see some suitable symbols appearing in the test map.
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New Inn - The Rosemary and Thyme
Just one little snippet of information here - I once lived in an eighteenth century cottage. The walls were over 4 feet thick on the ground floor, and much thinner on the first floor. The building material was local flints, which are quite small - about the size of a fist. We think the reason for the thickness of the walls is the poor nature of the building materials and the fact that they had to support 2 floors and an immensely heavy thatch on top of that.
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The Creepy Crypt project
@AleD Thank you :)
@Quenten It was a built in symbol, but there is a variant that has no arrow.
Recently (today, actually) I decided that even though there are graphic issues with how well arrows render in isolation, they should all be separate. That means fewer symbols overall because you don't have to have two versions of each set of stairs.
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Live Mapping: Fantasy Realms (Annual Vol 3)
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Barbarian Lands
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[WIP] City of Accordo (Ferraris Style)
@Bidmaron - This is the spot where I started looking, and the search for all the possible textures and symbols took me 8 weeks. There's no guarantee that I got them all, either.
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Richard Baker's World Builder's Guide Map Templates
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The Creepy Crypt project
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Slow Application Performance
I've been playing with the style for the first time just now, and it would seem from what I've done that the sheer number of trees may be the problem here.
You could try deleting a few of them perhaps?
My map was starting to get a little slow, but nothing like the way you describe. It was only about half a second delay.
It is a matter of taste, of course, and maybe you think the trees need to be overlapping, but they look pretty good at much lower densities.
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Slow Application Performance






