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Wyvern

Wyvern

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Wyvern
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Latest Images

  • Community Atlas: Map for the Duin Elisyr area, Doriant

    So at last, everything's ready, and has now been submitted to the Atlas. This is the final version of the Evth Pass map (higher res version in my Gallery):

    Quite a journey from those three rolled dice that began it all!

    Next time, the deities of randomness seem to be dictating a return to Peredur, in its northeastern part, somewhere in the Godtagel area, apparently...

    LoopysueRoyal ScribeQuentenDon Anderson Jr.Ricko
  • Seven Pines Lodge (keep it simple stupid)

    Nothing to do with this topic, but I did just want to say very well done to C.C. Charron for creating the new Ancient Cities mapping style that's just been released by ProFantasy as June's Annual issue! Based on the "Sumerian Kinda" Forum posting here, of course!

    Royal ScribeDon Anderson Jr.
  • Hi from Reddog

    Welcome aboard Reddog!

    Yep, following the tutorials and working through the manual's exercises is definitely the only useful way to start. Critical comments about the program you'll find scattered over the Internet elsewhere are all about people NOT doing this, and blithely assuming the program's going to be identical to the basic graphic manipulation programs they've "always" used before. IT ISN'T!!! This is actual CAD mapping and draughting software, and if you're not familiar with how that operates, you will struggle. I did, certainly, until I watched some of Joe Sweeney's videos (there weren't any others at that stage, as this was some years ago, back when it was still CC3, not the current CC3+).

    As far as map scaling's concerned, forget ALL about what size you need this or that bit of the map to be once you have it printed out, as this is IRRELEVANT to the creation of maps in CC3+. What you MUST do is create a map to the actual size the map's supposed to be using the relevant real-world map units - which for floorplan/Dungeon Designer style maps are either in feet or metres (you can decide which during set-up for that map). Make sure everything fits in your map to that scaling only. If the grid squares are meant to represent 5 feet, for example, make them 5 feet square in your CC3+ map.

    When you've finished the map and want to print it out, that's the first time you need concern yourself as to what size things will be in the physical, printed-out world. If you need advice on that, or anything else connected with map scaling, see this excellently thorough blog post by resident expert and Forum mod Remy Monsen, which tells you all you'll need to know and more on the matter!

    LoopysueRoyal ScribeDon Anderson Jr.roflo1Kevin
  • WIP Ruins of Charn

    @Don Anderson Jr. asked: The floors look a bit disheveled for some reason. Maybe someone can give some insight.???

    As Helen suggested, the book makes clear the place is almost a ruin. Essentially, Charn's entire global population and all other life was destroyed in a single, momentary event a very long time ago, leaving just one living humanoid there (the person who caused it). The buildings are all pretty ruinous, as having been left quite unattended ever since, to the point where bits simply collapse if there are any louder sounds, and some have done so already, so there's rubble in places, etc. It's all looking pretty realistic to that currently.

    Royal ScribeHelenAA
  • WIP: ICS Immaculate Radiance

    Don't forget an alternate bridge to command the vessel if it's liable to see combat. Even if the primary bridge is buried deep, that's no guarantee it'll survive the first minutes of an encounter, as it's the classic place to aim for if your targeting is good enough.

    Bridge location is heavily dependent on the tech too, as Don notes. Normal windows are useless for anything other than pretty views of whatever's close-by, for instance, so some tech for even "normal viewing" is essential to avoid endlessly wondering if that faint star's a faint star, a massive enemy vessel or a missile heading directly at you. Even massive craft become near-invisible dots at astonishingly tiny interplanetary distances after all!

    Dalton, not sure what you're meaning by "texture for the hull that resembles the white complex details of a Star Wars ship", as I thought there were various bitmap options for the rectangular plate effects on imaginary craft like this in Cosmographer already. The Dundjinni Archives have more variants too, and Storyweaver Highspace, for instance. Maybe you're meaning some other kind of texture though? (I'm not very up on Star Wars tech, as I've long found it too unbelievable to be interesting.)

    Don Anderson Jr.