Wyvern
Wyvern
About
- Username
- Wyvern
- Joined
- Visits
- 2,532
- Last Active
- Roles
- Member
- Points
- 4,482
- Rank
- Mapmaker
- Badges
- 23
-
Community Atlas competition entry: The Summer Palace of the Winter Queen
Bit of an excursus today. I've never really done full "works-in-progress" reports on the Forum here, chiefly because when I'm working on a map, I'm not thinking about anything else - such as how I've got to the point I have - which means taking screenshots or jotting down notes along the way so others might be able to follow the process is quite alien to me. However, a contest is nothing if not a chance to stretch beyond the expected bounds, so here are some thoughts on how I constructed the basis of Palace 8 in this series.
Partly, this came about because with working on such a series of similar yet different maps, each using an imported bitmap image as the template, I've established a pattern for doing so, drawing on previous experience, as a lot of my earlier mapping has involved copying layouts from images into CC3+.
Before even starting any of the maps, I'd picked the ten photo-micrographs of snowflakes I intended to use as the individual Palace shapes, and given them a number each, so I knew what order I'd be working on them. Then I printed-off copies of the ten. I like hard copies of such things to-hand, as it means I can jot notes on them in between mapping sessions, and can think more on the map design without having to be sitting at the computer. Additionally, they can be very handy while I'm tracing the image in CC3+, and find I've suddenly hidden some key item with a polygon that I now need to see!
These maps were always going to be a bit unusual, because what I'm doing is taking tiny, microscopically-imaged objects and expanding them to Palaces which are several hundred feet across. So there was a scaling issue from the start in that. However, looking over the images and deciding how the final Palaces were to be drawn, it was clear the key trait was going to be the minimum passage width, to allow access to all parts of the final structure. I fixed upon a general minimum width of 10 feet, from which I could then physically measure features on the hard-copy images, that in turn gave me the approximate maximum dimensions for the area each Palace would need to fit within, and hence roughly what the size of each map would need to be to allow for titling, labels and overall layout.
Palace 8's measured image meant the Palace itself was going to be around 515 feet by 460 feet, so I guessed that a map around 600 feet square might be OK. Firing-up CC3+, and having recently worked on three black-and-white style maps in succession, I opted for the Jon Roberts Dungeon style for Palace 8, from CA54, as a complete change. Aside from setting the size in the New Drawing Wizard, I wanted a paler background than the default to represent snow or grey-white ice, and went with the Stone Light Grey option from what the style offered.
Once the new map had opened, it was clear the fills for the map's frame and background needed adjusting to avoid the dreaded tiling effect, so I greatly increased both fill sizes using Tools - Set Properties - Fill Styles from the drop-down menus, after a bit of experimentation (and locating the correct fill style after picking the wrong one for the background first of all, and wondering why nothing happened when I adjusted it...).
After that, I created a new Sheet, BITMAP, and Layer, also imaginatively called BITMAP, into which I could import the map image. Now, placing and correctly rescaling such imported images is something I've long struggled with in CC3+, because of its restricted redraw standards, where most of the time, you can't see what it is you're trying to resize, or where its edges (which almost never coincide with the image edges) are going to land. So my trick now is to create a rectangular polygon with only a thin outer line in a bright colour, place that in the right spot on the map, and only then bring in the bitmap image. It isn't a perfect solution, but it's the one I've grown used to.
Of course, actually drawing the linear "box" is a bit of a nightmare in itself, because you can't just draw an open rectangle like this and tell CC3+ what size you want it to be as you might in a graphics program, or something even more basic, like Word. Instead it means counting dots on an appropriate-sized grid. For large areas like the Palaces, it's appallingly easy to lose track, so what I do is draw a single line with a kink in it, using the Line tool (not the Path one). For anyone unfamiliar it's:
That actually creates three separate lines, not just one. On the next image, the grid dots shown are those for the 10' Grid, 2 Snap (so the snap runs at five-feet intervals, with the dots every ten feet), and the lines are in orange:
Then I rotate the longer line (that at the left side here) through -90° from its left-most point. (This is because CC3+ insists on doing angles backwards, not logically clockwise! We've discussed this on the Forum before. There are good mathematical-programming reasons for CC3+ doing so, which if nothing else will convince you that mathematics has very little to do with reality after all ?). And then draw a new linear box of the right size, using that left-most point as its top left corner, and the construction lines as templates to give the right size overall:
Then the construction lines can be deleted, and the new box moved to a more central position, again using the snap grid dots as a guide (not shown here, as the image size meant you could scarcely see where the box was any more with the grid left on):
After which, using the Draw - Insert File command from the drop-down menus, the correct snowflake bitmap image can be brought in, resized and correctly positioned, using the construction line box (and a fair amount of adjusting and tweaking):
The box can also then be deleted. Sometimes, I draw in one or two crossed centre-lines like this as well, as they're useful for adding items such as the title, if it's meant to be centred somewhere near the map's periphery. Which means at this point I also often add the map's title, so I can remove all the construction lines together. (If they might be needed again later, I usually set them up on their own Sheet in the first place, so they can be hidden or called back at any stage.) In this case though, the title is long enough it's not hard to centre it without needing that:
Next up is to start the mapping proper, by drawing the floor. Looking at the image, it's clear there are several areas where the floor should be missing in the final version, within the outermost line of the flake, so I'd already decided with this mapping style, that would be best accomplished using a Multipoly command on the completed outer floor. This is easier by drawing the areas of floor that will eventually be omitted first, and although it's not so useful for seeing all the pieces you've drawn just before going to the Multipoly action, I like to use the same fill style as the final floor will be, mainly so I don't forget later... Thus:
I really liked that Water Green Light fill in the Jon Roberts style, as representing here ice instead. Just has the right colouring and texture to me to give a magical "zing" to the whole. It is a magical ice Palace, after all. You get a better impression of it once the whole outer floor's drawn:
And yes, the tiling's very obvious here. While that could be changed, it'll be much less obvious on the finished drawing, so I left it alone, and just carried out the Multipoly command at this stage:
After which it was time to consider adjusting the Effects on the Floors Sheet:
and adding the central floor design based on what the imported image showed, using the Solid 10 to 30 fills, which have the perfect level of transparency to still let the underlying "ice" floor show through, even after adding a suitable Bevel Effect to make them look sunken into said floor, after one of Remy Monsen's recent blog posts about using such Effects:
Beyond which, it should be just a matter of adding other smaller details, labels and a grid. While I'd love to show you what the final map looks like, that will have to wait for another time, as the amount of time and effort involved in putting these notes together meant I didn't manage to get the map itself finished in time to post it today as well!
Starting to remember why I don't do "proper" WIP threads here now... ?
-
Community Atlas competition entry: The Summer Palace of the Winter Queen
As is fairly obvious, I quickly settled on a standard set of seven areas for each Palace map. It is essentially the same Palace each time of course, just with a different design and layout to keep things interesting. Thus I thought some further notes extracted from the forthcoming PDF texts might be an appropriate additional level of explanation here, following on from the general notes last time.
The air throughout the Palace is always fresh and calm regardless of conditions immediately outside the Entrance. While cool, it is of an equitable temperature for whoever physically enters it (something which can feel different for every entrant). The atmosphere is ordinarily solemn and slightly saddening, as if coloured by the ephemeral nature of summer, coupled with the presence of the many passing souls. Ceiling heights, while variable as befits an apparently natural crystalline ice form, are rarely less than 15 to 20 ft (4.5 to 6 m), typically of angular, sometimes spectacular, vaulted nature.
Regardless of its form, there are always seven major areas within the Palace: A guarded Surface Entrance and Reception Area, through which all must first pass, whether physical, immaterial, living or dead; A Ballroom for parties and entertainments; A Banqueting Hall for feasting and its adjoining Kitchen; A Crystal Garden rich with more summer ice-flowers; A Hall of Mirrors of ice; A range of Servant & Guest Quarters; and A Throne Room with the Queen's Chambers nearby.
Surface Entrance: Surrounded by a small garden of summery ice-flowers and foliage, the entrance is always a low, point-topped, open archway around 5 ft tall by 3 ft wide (1.5 by 0.9 m) set in a back-sloping wall of ice. The ice-plants are placed on both this wall and the more level surface just in front of it, always with a cleared path leading a little indirectly to the Entrance, a little wider than the archway. This platform, wall and arch are present even when the Palace is set in the clouds, as they are parts of the Palace itself. The Palace cannot be entered by any means in any other way. Pushing physically into the surrounding clouds, or digging into the ice beyond wall or platform finds no trace of the Palace, for instance, while magical transportation devices and spells will not function into or out from the Palace. Someone who has died in the right environment or circumstances will have their soul pass through here at some stage, although the timing is always uncertain, and usually inconsistent with that in the physical world. Equally, the dead have no control over when or for how long they may be here. Once through the archway, the Palace opens-up immediately as mapped, and the entrant finds themselves at the start of the Reception Area.
Reception Area: This commonly has several awkward, narrow places in it, sometimes with separate ice-walled chambers as well. There are physical guards of various kinds, many to most of magically-animated ice construction, often armed and armoured with ice that has the properties of magically-empowered metal. More typical arctic-environment intelligent creatures may be encountered here at times as well. The numbers involved are always more than a physical group could overcome, and fresh ice-constructs will simply manifest from the ice whenever required. Such constructs are rather like antibodies inside a living creature, whose numbers increase to match the level of the invading threat. This means such constructs may appear from any ice surfaces elsewhere in the Palace in response to threats too. A few guards may be incorporeal spirits, souls temporarily on the Palace's staff, and if so, they may be known to whoever has just entered. This latter is always intentional.
Ballroom: A large, open area for entertainments. When in use, temporary low ice platforms may grow from the floor for performers or an orchestra, say (often made up of passing souls), along with features such as tables and seats with refreshments. Glittering lighting effects, enhanced beyond the Palace norms, can be employed here too. Most guests are normally disembodied spirits, thus the events can have a sombre tone, rather more wake than party, for instance. A literally haunted ballroom.
Banqueting Hall: A substantial ice-table, commonly of angular "C" or "U" shape, is the dominant fixed feature, with fixed ice seats - usually benches - alongside it, and a larger throne-like chair for the Queen at the table's head. Despite most guests at the feasts here being spirits, any physical guests will find the food and drink of excellent quality, albeit the food is exclusively bread and the drink fresh water. However, the bread has an array of forms that include many typical loaf types, and more made to look like meats and fruits. Each has a hint of the taste its appearance would suggest. The bread provides better sustenance than meals of greater variety found elsewhere, and has mildly healing properties for those in need of it, in addition. Similarly, the water comes in an array of different temperatures, colours and tastes, again with beneficial effects that complement the healing powers of the bread. All the tableware is of exquisitely-fashioned ice, while still possessed of a strength and durability closer to metal and pottery than ice. Even the spirits can partake of the food and drink, using the utensils as normal, though only so long as they are seated at this table.
A Kitchen area either adjoins or is close-by the Banqueting Hall. This contains a physical, if seemingly much too small, bread oven, materials and workspaces suitable for preparing bread. The Queen may be here at times, physically making the bread. She prepares all of it daily.
More to follow (if nobody complains this isn't sufficiently map related, at least)!
The bread concept came about largely because of a paper in the latest issue of the journal Folklore, "Winter Crones and Bread-Givers: The Northern Iberian Vieya" by Cristobo de Milio Carrín (can't provide a link, sorry; the journal's subscription-only currently, though you can find a free-access version of the paper's abstract on Semantic Scholar here), which caught my attention recently. It seemed appropriate, particularly as I wanted to keep things minimalist overall, hence the bread & water theme.
-
[WIP] Post Station
The Cartographer's Annual 94, Vandel's Dwarven Dungeons has an anvil and a furnace in it, and you might find some suitable objects for use as tools in various places - try the weapons catalogues, for instance. The Munson's Mines pack from CA125 has some whole and broken mining tools, as well, for instance. Might take some finding all there could be of interest, and you might run into difficulties getting things to match if they're drawn in different styles, of course. And it depends whether you have all these add-ons, of course!
-
Community Atlas competition entry: The Summer Palace of the Winter Queen
So having chosen my ten snowflake templates, it was time to test things out using CC3+. Summer Palace 1 was drawn using DD3, with the snow fill from SS2 Bitmap A as the backdrop:
The Palace size doesn't encourage adding too much interior detail, as it starts to look cluttered very quickly, so I settled for showing simply the major, fixed features instead. There'll be text notes and a PDF to accompany all the maps in the final Atlas version, as normal. Each Palace version is intended to have the same seven main areas (Hall of Mirrors is one of the seven, incidentally), though not always in the same order - it is meant to be the same place, just with a different appearance each day, after all.
I was a little concerned about the narrowest passages, for all I'd checked with the grid on as I was drawing it - the narrowest are between four and five feet wide in the connecting passages. I decided early on that it wasn't going to be necessary to ensure access to every nook and cranny that didn't require direct access. It is meant to be a magically-grown, natural creation, and when real snowflakes can be so complex, that seemed an ideal recommendation to follow!
There was a degree of experimentation in this, as I wasn't sure how best to work the complex outlines at first, as you may find when you have access to the FCW file later - such as several overlapping floor segments in places. As I was just using the normal straight polygon drawing tool though, not fractal, I probably shouldn't have been too concerned. That's easy to say after the event though ?
-
Community Atlas competition entry: The Summer Palace of the Winter Queen
When I started thinking about this, because all my previous Community Atlas mapping has involved a degree of random design, I started looking at random snowflake creation systems online. This is one design I made from the Misha Studios site run by Misha Heesakkers for instance:
However, this generates only an SVG file if you're using Chrome or Firefox, which is not ideal.
Another interesting site, Snowflake Generator by Fabian Kober creates fractal, fully adjustable, PNG download files, such as this:
While these are fascinatingly wonderful - and the fractal versions can be incredibly intricate - they're also perfectly symmetrical, which wasn't really what I wanted, so I started searching for images of real snowflakes online. There are a lot of these! However, when I struck upon the many nicely contrasty black and white photos by Wilson Bentley (1865-1931; Wikipedia link), I decided to make my selections for this project chiefly from those. Wikimedia Commons has a lot of options, for instance.
I thought it might be useful to give the two image generators here though, as they may be useful for those wanting to create symmetrical snowflake design mazes or labyrinths, for example.
For the random element in the maps, I opted to stick with that being primarily in where the palace can appear, and in what form.