Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 4,474
- Last Active
- Roles
- Member
- Points
- 1,739
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 12
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[WIP] From Fractal Terrains to Parchment World
The world is very Earth-like, with a circumference of 25,000 miles. I’m out of town without my laptop, just an iPad, so I can do a proper measurement of Lumadair, but I previously calculated that the coastline of Lumadair was a little over 10,000 miles. Here it is on a globe of the full world to put it in perspective.
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[WIP] From Fractal Terrains to Parchment World
I have been working on taking a part of the world I created in Fractal Terrains and recreating it in various CC3 styles. I did a version in the Parchment style, and now I'm working on one in the Mike Schley style. (I was going to wait until it was done, but I just can't contain myself.) When that's done, I will try doing the shaded contours style that Ralf demonstrated in this video:
The portion of my world that I've been experimenting with is a great island nation called the Republic of Lumadair, a democratic republic with elements inspired by the Roman Republic. Here are exports from Fractal Terrains. (Note: this map is about 6,000 miles wide, so the rivers shown should be considered to be only the very largest ones. That said, I may still add more to the island later.)
And here it is again, recreated in CC3 using the Parchment Worlds style:
It is intentionally scant on civilization details other than labeling the capitol and a mysterious and foreboding area of magic.
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Live Mapping: Using FT3+ continents in CC3+
Thank you! I stumbled across that video last week and it was super helpful. I also just discovered (no idea why I didn't notice it before) that FT can save in the Mike Schley style, which is a style I'm gravitating towards because it has so many options at the dungeon, city, and overland levels. We'll see. But even if I primarily use one style for main maps, I like the idea of my players going through ancient ruins and stumbling across an ancient map of another part of the world drawn in the parchment map style, for example.
I will be doing lots of experimenting to see what I like best.
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Best ways to use stairs (Mike Schley Dungeon style)
I came up with another idea (though I like the above one and will probably use that for the stairs connecting the second and third floors of the inn).
For a different area altogether, I was looking for spiral staircases that go both up and down. I know I've seen them somewhere in my symbols, and I thought it was maybe in the Bogies Map Objects or Dundjinni Archives. I didn't find that, but I did a pair of straight up-and-down stairs. It looks like a cherry wood, so I changed the floors to cherry as well. They don't quite match, though, so I put the stairs on Floors Raised to give the idea that the landing is a step up. I also had to create a custom symbol of just the landing in order to extend the landing to cover the double doorway. (I could have changed it to a single door, but this allows me to use the same landing symbol on the other side of the room for a small stage used by troubadours and bards to entertain for a few coins.)
I also used the shadow symbol that Sue provided to accentuate the shadows going down to the cellar. It looked fine without it, but I think it looks better with more shadows. The symbol also reverses which of the stairs goes down and up. I could have mirrored it, but it seemed fine as is (and this way the broom closet under the stairs going up is a few feet closer).
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Best ways to use stairs (Mike Schley Dungeon style)
I added the shadow that Sue recommended on top of the stairs going down to the cellar, and I think it's great. Definitely conveys "descending."
I also added the shadow below the stairs going up, so you only see a shadow where it reaches the top -- an attempt to convey a shadow from the floor above. (In seeing this embiggened version, I may have to adjust that shadow slightly to be flush with the north wall.)
For the stairs descending to the cellar, I added a door at the top of the stairs and a half-wall (new WALL SHORT sheet with the Glow effects at half of what they are for the WALL sheet). The idea is that there is a closet below the stairs going up where the innkeeper stores brooms, mops, and cleaning supplies. Wouldn't want them to topple into the cellar if there was no sort of wall there.