Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 4,477
- Last Active
- Roles
- Member
- Points
- 1,739
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 12
Reactions
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On leprechauns and rainbows and pots of gold
When I was ready to revisit the idea with the Mike Schley style, I took inspiration from Ricko Hasche's gorgeous maps that combine Mike Schley's Overland style with elements from the Cities of Schley Isometric style. I kept thinking about gold and leprechauns. Who else covets gold? Dragons, of course! So this rather large overland map has the rainbow ending on a dragon's nest with her golden egg. (Originally it was going to be a gold dragon, but the red one popped on the screen better.)
I will post some zoomed-in versions in my galleries.
Although I was pleased overall, it doesn't have the impact that Ricko Hasche's gorgeous maps do. I decided to make another attempt, this time with a much smaller area and going vertical. I'm much happier with this next attempt, although I need a ton more practice to get mine looking a fraction as nice as Ricko's.
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On leprechauns and rainbows and pots of gold
I had a silly idea of doing a whimsical map or scene with leprechauns and pots of gold for St. Patrick's Day. But I didn't know how to incorporate a leprechaun, and that got me started down another path about a pot of gold at the end of the rainbow.
I started one in the Cities of Schley style, with the rainbow ending on an island with a chest of gold, but it was terrible. Scrapped that (but later went back to the concept) and ended up doing one in the more photorealistic Forest Trails style. The rainbow ends at a henge, landing on a green gemstone.
Then I did a tweak to it, having it end on a runestone instead:
Once I was happy with how the rainbow itself turned out, I was ready to revisit the project in the Mike Schley style......
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Question about Layers with Sinister Sewers
I am designing a multilevel sewer system for a town. At the moment, I am considering keeping everything on a single FCW file, with duplicated sheets for the relevant sheets (for the drain lines and drain walls, water, etc.) for each level of the sewer system. If need be, I can create this map as separate hyperlinked files, but for the time being I would like to try to keep everything together because I might want to show how levels 2 and 3 interact, for example.
In order to simplify hiding/revealing levels of the sewer system, I was thinking about creating a Layer for each level of the sewer system, and then putting everything from a particular level on that Layer (including all of the symbols, water, walls, floors, etc.). That would mean that for Level 1 of the sewers, for example, there would be walls, floors, water, symbols, etc. all on the same Layer, which would allow me to show or hide the level with a single click.
However, I know some effects can be tied to things being on the correct layer. For example, I know that for doors and windows to properly break a wall, the wall has to be on the WALLS layer.
Sue has said in the past that she doesn't pay as much attention to the Layers. (Apologies if I'm getting that wrong.) My question is: with Sinister Sewers in particular (which doesn't use cutting symbols, as far as I can tell), are there special reasons why certain assets need to be on a particular Layer to work properly, or am I free to put everything tied to a particular level to its own layer?
Thank you!
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Mars Ultor
Please feel free to use my Greco-Roman temple if you wish. There is a gallery of images of it on my profile, and I am posting the FCW here if you want to customize it.
If you do use the FCW, note that it makes extensive use of Marine Dungeons, so it will be pretty useless without that annual. The grass and trees come from the Forest Trails annual, but are easy enough to replace if you don't have that. The BBQ pits have assets from either Dundjinni Archives and/or Bogies Redthorn Tavern. There may be other random things in there, too; I was importing bitmap fills from all over the place while I was testing things out. There are four custom symbols that are the reflections from the lighted mosaics. Probably easiest to delete them but I can send you the original assets if you want.
If you can't use the FCW and there's a particular zoom level you want, with or without grid lines, temple roof, etc., let me know and I'll be happy to post a JPG of that to my gallery.
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Fractal Terrains to CC3+ - Three Approaches