
Wyvern
Wyvern
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Community Atlas: Map for the Duin Elisyr area, Doriant
Long preamble post today, sidling-up to the area map.
It's never been a secret where the underground map's to go, but the Duin Elisyr area in Doriant is huge, so clearly I needed to zoom-in to find somewhere suitable as an actual location. This is where Duin Elisyr is (the orange rectangle is about 1,000 by 800 miles):
Nibirum's equator runs through this area, so from early on, I was contemplating vaguely warm to hot tracts of jungle-like vegetation, perhaps with savannah stretches, and of course mountains, as the whole area is somewhat elevated (albeit fairly modestly compared with other mountainous areas of Doriant). So it was something of a surprise to open the Duin Elisyr map and find only typical temperate vegetation symbols had been used there, even into the lower lands in the map's southeast corner, not that far from the near-desert lands a little further south.
However, that's what the map showed, and it didn't have a great bearing on my choice of a humanoid bee-folk as the inhabitants of the caverns. So I simply hunted around for a suitable spot, not too near any habitation, to create a new small area map, as no other smaller maps linked from this one when I arrived there. Snag was, my typical choice of about 20 miles square for such a map looked tiny in this vast region. I doubled it, only to find that still looked ridiculous, as just covering half the mountain pass zone I was looking at. Thus - gulp! - I doubled the horizontal length again to be now 80 miles by 40...
The Duin Elisyr map, complete with my selected rectangular zone:
And a closer look:
The new map's name had become obvious as "Evth Pass" by this stage, and suddenly those innocuous-seeming bee-folk had become bee-folk raiders, waiting to snare passing travellers using the mountain route from their hidden cavern lair, in this corner of rather peripheral lands to the Uthold Dwarfen realm.
For map-planning of course, we need a still closer view, and preferably without the labels:
Ordinarily, I'd hand-sketch the proposed area onto graph paper, having set an appropriate scale for each square first, which is typically a mile or two. As I'd intended to present the process here on the Forum this time though, I decided a version others might make sense of would be useful instead, so I simply added a two-mile-square grid to the area, thus:
As usual, I then rolled to see what random squares might contain points of interest at this mapping level. I choose a rough percentage value first of all, dependent on the overall terrain and what indications of habitation there may be nearby, which is normally between 10 and 20%. Here, as this is pretty wild country without substantial nearby settlements or farmland, I opted for 10%, of which I decided around 12% might be surface settlements of some kind (this proportion I often vary between roughly 8 to 20%). In this case, that meant rolling quite a lot of D10s (any 1s = the required 10%), and then checking which of those might be settlements by rolling a D8, with again "1" allocated as the determinative.
Once that was done, I had to identify what each feature actually was. The settlements were decided using my own random tables, but for everything else, I opted to use various published sets of information cards. One was a newly-arrived set of Monte Cook Games' "The Weird" cards (like their random RPG tables book of the same name that I've used before, but adding a whole fresh array of options for people, places and things beyond what's in the book). The others were seven different sets of Inkwell Ideas "Sidequest" decks with 52 to 54 cards in each, which provide an array of ideas for enlarging into RPG adventures. The choice of deck was rolled randomly from this group of eight, and then a random card from the relevant deck selected. From that, an option, or sometimes more than one, was picked, or adapted, to fit the map and what terrain the spot was in.
After completion, and some time spent poring over what all this showed, allowed the sketching-in of some basic river lines too (living settlements need a water source of some kind, after all). Which brings us to:
Here, white squares are the surface settlements (8), the white triangle is the bee-folk cavern location, and the numerous white circles are all the other points of interest (68), just a little under the expected random average of 80 items in all. The blue lines, of course, are the potential watercourses (including a substitute place-holder for the one actual river from the original map, up in the top left corner.
As the "new" river lines suggest, the terrain symbols here are simply being used to indicate raised areas and valleys now, and as if being viewed from top-down, not from their pictorial side-on appearance.
All of which (as I warned at the start😊) lengthy preamble means choosing the style and starting the area mapping will have to wait now till next time!
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EUREKA MOMENT: CA15 Heraldic Symbols as CA180 Marine Dungeons 2 Brass Inlays
Possibly one of the more important, yet least discussed, skills with CC3+ drawing creation is understanding what things can be repurposed beyond what their titles alone may indicate. Textures like this are just one element, as symbols can be reworked/rescaled to look like something completely different too. And then tweaking items using the effects as well. Remembering, or finding, the key thing when you need it is, of course, quite another matter!
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Community Atlas: Map for the Duin Elisyr area, Doriant
Thanks Sue! I've been deliberately making the WIP images smaller than the maximum Forum res because they are still very much subject to change along the way, and I didn't want to spam the topic with higher-res shots that were only going to have changed, perhaps quite significantly, by my next posting. On which topic...
Plunging into more of the detailed work within the caves quickly indicated there were several issues in need of resolving or changing. Most revolved around the hex-room caves working as a 3D maze, which needed a mixture of doorways, floor and ceiling openings to work properly. Further complications came about as there were also new, higher, floor levels over parts of what had been simply darkened open areas previously, that were in need of amending. I even managed to find one place where the roof of a lower hex-room needed illustrating, as forming a new piece of "floor"! So, quite a bit of redrawing, adding a new sheet or two, tweaking the effects, and so forth, followed in what needed to be a quite intense spell of mapping.
Rather than post the results of just that, these last notes on the subterranean map condense what were really several sessions spread over a couple of days, as I also added the scaling grid, and then the labels. After reflection, I then changed almost all the labels, as I realised some weren't sufficiently descriptive, and a couple more needed adding! Of course, this is what happens sometimes. Well, it does to me 😁!
Thus the final map:
I opted for a subtly pale, 5-foot square grid for this map, after a few trials. The yellow labelling with a black outer glow is naturally quite deliberate for a bee-folk cavern. The font is Gaeilge 1 which comes with CC3+. I'd have preferred a bee or wasp option for the compass pointer, but settled instead for one of the varicolor options from the Pete Fenlon Revisited style from CA 179, because it was spiky and let me continue the bee-flavoured label colour scheme!
Now to work out where it fits on Nibirum...
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Community Atlas: Map for the Duin Elisyr area, Doriant
Been MIA for most of this week thanks to RL things. However, another short update.
More tweaking of effects, and adding new, mostly minor, items, along with some new small outdoor patches for the upper tunnel exits this time. I also added some floors to the basal hex-rooms, to make them sit a little better there.
While experimenting with the bevel edge lines for the upper tunnel inner ledges, I chanced upon a better looking option for those raised areas in the southern entrance cave too. I also ended up redrawing both the floors for the upper exit tunnels, so the bevel would work there, and the walls for those same three upper caves. The latter showed up as a problem when I added some of the outside dirt texture patches, as it was suddenly obvious there were some unwanted lines and pseudo-gaps in the wall lines due to the classic "too many nodes" problem. For some reason, the Break command wouldn't work on those two right-hand edge corner exits, possibly because I couldn't identify exactly where the lines were due to the nodal weirdness, and trying to delete nodes turned into a complete nightmare, as some of the lines looked almost as if they had gone around the entire map-border-line edge. So I just cut my losses, deleted all those wall lines, created a new drawing tool to prepare identical, but open-ended, wall-lines to those in the default cave tool, and redrew the lines by tracing the cave floor areas and, without tracing, to a little beyond the map border.
This amount of time-consuming, if relatively minor, amendments is pretty typical for this stage of the drawing process, I find, as it's among the most important elements to get as right as possible.
Ran out of time to get the hex-room doorways cut, with labelling and a scale-grid to follow. After that, it'll be time to start the area map for where this map's going to go in the Atlas...
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[WIP] Temple of Fah (May Annual: Stairs and Steps)