Raiko
Raiko
About
- Username
- Raiko
- Joined
- Visits
- 2,138
- Last Active
- Roles
- Member
- Points
- 535
- Birthday
- April 20, 1971
- Location
- Lancashire, UK
- Real Name
- Gary
- Rank
- Surveyor
- Badges
- 5
Reactions
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WIP - Rise of the Runelords: The Rusty Dragon.
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[WIP] Castle Ravenloft.
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Rise of the Runelords - Sandpoint Glassworks.
Ok, so I had a bit of an OCD attack I think, and had to tinker - I'm blaming Sue for this (joking!).
This looks better, I think.
The dungeon that I need to sort out after the glassworks basement has an even more annoying diagonal section, so I thought I'd get some practice in with CC3's controls for rotating fills. I've not been mapping at all while I've been away from the forums, so I'm a little rusty.
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Rise of the Runelords - Sandpoint Glassworks.
Not that much to look at, but very important for the adventure, this is the basement of the Sandpoint Glassworks.

The tunnel in the bottom corner leads to the next adventure location (still working on that). The bottom section was bricked off by the now deceased glassworks owner, and the villains have recently broken through the brick walls.
Again, drawn with a combination of Mike Schley and Jonathon Roberts textures, symbols from SS2B, SS4 and Tom Cartos.
Hi Dalton, I appreciate the tips, but I'm just creating more detailed versions of the published adventure floorplans, in order to print out and use of the tabletop.DaltonSpence said:A brief explanation with a map key on how the system works would be helpful. I look forward to the basement map. Since the glassworks is on a bluff there could be a hidden tunnel from it directly to the beach so they could "mine" the sand. Yes, I see the stairs but sand is heavy; carrying it up from the beach manually would be hard work. I also want to see the furnaces that melt the sand (which should have a chimney for the smoke).
So I'm not adding a key to either map, as:
a) It would hinder play, or give spoilers.
b) I think adding such details to my reproduction of Paizo's original map, would breach their community use rules.
c) I've already printed the map!
Having said that, to answer your queries:
The furnace is the orange glowing section in the middle of the map, or more specifically I guess the bit with the double doors at the NE end is the actual furnace part. The chimney exists on the roof - indeed it's a clue that the glassworks is operating, which helps tempt the players to investigate (they're looking for a missing person at the time).
I've no idea how realistic the furnace is, but I'm not really bothered, it's just a Pathfinder/D&D adventure and the main purpose of the furnace once the PCs are inside is if one of the goblin crew inside (hilariously slapstick little psychos that Paizo gobbos are) manages to grapple a PC.
Then they all chant, "Throw them in! Throw them in!" The nearest goblin opens the furnace door and others help to try and carry the PC to the door. Very unlikely to succeed, but definitely a memorable moment for 1st or 2nd level adventurers.
There's no tunnel to that beach, so either they carry the sand up the steps, or more likely fetch it by wagon to the double doors at the NE end of the glassworks. -
[WIP] Castle Ravenloft.
Yet another work in progress - lol.
I've got a couple of weeks holiday from work, and so I'm playing around with different maps.
I mapped Castle Ravenloft ages ago to run the original I6 AD&D Module Ravenloft in 3rd edition D&D - with a few alterations for balance. I did those maps with DD2 and printed it in room / corridor sections to lay out as floorplans.
I've got the recent Curse of Strahd reboot of the Ravenloft adventure for 5e, but while most of the maps inside are new Mike Schley maps, the Castle Ravenloft maps are more colourful copies the original isometric maps, but are actually much harder to understand than in the original module (smaller print on glossier paper).
So for fun I'm having a go at 2d copies of the Castle Ravenloft maps, mostly using the SS4 Mike Schley's Dungeons symbol set.
I'm also playing around with this map a lot to experiment with colour key (and later with those scary AHS and RGB effects.
This is the ground floor of the main building so far:
The staircases are placeholders - I've not decided how best to do them yet. The castle has lots of spiral stairs in several different styles.
There are a few holes in the walls, as I got carried away with colour key areas on the wall mask sheet. Oops!
The right hand edge of the map will be looking over a cliff, so I'm going to have a go a cliffs like Sue's Amazing Orde-on-the-Rock, to see if it's as hard as it looks! -
Tomb of Akhentepi (PFRPG Mummy's Mask AP) Using Ancient Tombs Annual
Finished I think. ?
The Tomb of Akhentepi.
There are higher resolution versions, with and without a grid in my gallery.
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WIP Commission, Ancient Tombs
Textures in CC3 always start to tile from an origin that is the top-left corner of the largest rectangle that could contain the entire entity - so for example a circle's texture origin is the top-left of a square the same size as the circle's diameter.jmabbott said:Where the semi-circular alcoves are I made 2 circles (inner & outer walls) with the circle tool , modified the default wall tool to be a polygon rather than rectangle and traced the circles. Then I just made 1 circle with the floor bitmap of appropriate size , placed and copied it. You can tell if you have a really good look. This will therefore be an area that gets some pretty floor patterns...?
If you want to tidy up misaligned or mismatched textures, the easiest way is using multipolies.
Creating a single multipoly that includes both curves and paths / lines is one of the most painful things you can do in CC3 as the direction of paths / arcs is critical, and unlike combining selections in PS / GIMP overlaps create voids.
So the easy way to do it is to draw a small square right in the top left hand corner of your map and multipoly that square with the straight edged parts of your dungeon.
Then draw a second identical square in exactly the same place, and multipoly that square with all the curved parts of the dungeon. Use "select prior" to easily select the second square, or click both and then deselect the first multipoly by unselecting the straight edged area.
Both multipolies will then tile from the same origin and the textures will exactly align.
You can place this square outside your main mapping area, underneath the border or concealed by a mask sheet to stop it being visible. Or you can use a "point" rather than a square. Either way it just needs to be in the top left of the map and aligned with the grid if you want your texture to be grid aligned (eg if using a tiled floor as a dungeon grid.
In the image below, there are two square tiles in the top corner. One is part of a multipoly with the upper rectangle, the other is multipolied with two circles. The textures are therefore aligned, and so the overlap is invisible.
Note that the bottom rectangle is not part of either multipoly and the texture of its top left corner is identical to the square in the corner, as the origin of that particular texture is the corner of the rectangle
Here is the same 'map' without using multipolies, note that the overlapping circles are now visible and that both rectangles now have identical top left corners.
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The Misgivings (Rise of the Runelords spoilers!)
Necroing my own long forgotten thread here, sorry! ?
I've been looking though my old maps, both on these forums and on my old laptop. Seeing what I can add to my gallery, as most of my images were stored on photobucket like the one above, and so don't work anymore.
In this case I noticed that I never returned to post the interior maps.
Unfortunately I did my Misgivings maps on CC3 (not plus) on my old laptop, which also had a Windows reset since then. However the FCW files 90% work on CC3+ on that old laptop, and look like I should be able to get them fully working on my fancy new Huawai Matebook. ?
I also never completely finished mapping the house, as I needed to play before I finished mapping. Having said that:
1) I really love this haunted house and I'd like to finish what I started.
2) Rise of the Runelords is great, and The Skinsaw Murders is arguably the best part of it, so I'm thinking of running it for my children.
So here are the incomplete maps that I ran with for my original Rise of the Runelords game, hopefully I'll be updating them and also adding the basement and cave levels soon.
The Misgivings - Ground Floor
The Misgivings - Upper Floor
The Misgivings - Attic
The Misgivings - Roof
There's quite a lot that I wasn't happy with when I used these, mainly the unfurnished rooms in the attic and some assets that I made do with as I couldn't find what I needed. In many cases - eg the wrecked bedroom furniture on the upper floor - I've now got suitable objects to use. Also my players really loved the maps - even the bits that I was disappointed with. ?
The above maps are scaled at 75px = 5ft to allow upload into the thread. There are 100px = 5ft versions in my gallery.
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Curse of the Crimson Crown (Pathfinder Adventure Path)
Yes, hopefully my mapping in this series will speed up, now that I'm satisfied with most of my sheet and symbol settings.
I'll need to be converting the maps at the same speed that the players get through the campaign! ?
The rock symbols are at 25% opacity, and they're placed above the plain blue background, but below the multiplied Jonathon Roberts water texture (which is at 60%).
Thanks Medio. ?
Okay, I'm nearly done now - I've spent ages copying sheets and sheet effects back to the main floor map, and made a few tweaks to each map. I should have the main floor finished tomorrow I think. Need to update the outside shadows on the hideout map as well.
The Old Fishery - Main Floor [WIP]
The Old Fishery - Hideout Underneath [WIP]
As usual, I've uploaded higher resolution copies to my gallery.
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Raiko
I've mostly been more of a lurker than a regular contributor to these forums, but I'm trying to get back into mapping and posting here much more often - and I have been around for a long time! - so I thought I'd join in with the introduction posts and maybe encourage a few more of the less prolific posters to do the same.
My real name is Gary. My forum name Raiko was originally the name of a hitman in my old Shadowrun campaign - and was taken from the name of a semi-mythical Samurai hero from Japanese folklore. I've used either Raiko or RaikoSR4 as a username on numerous RPG related forums.
I'm 49 years old and I live in Chorley, a market town in Lancashire, England at the edge of the Pennines. The views from my house aren't as beautiful as some of the forum members have, but there are some nice hill walks and also nice protected woodlands around the local valley, which are literally two minutes walk from my house. ?
I have a large family , my oldest daughter has been back from university for the last year and has just started training as a teacher, my youngest daughter is on my shoulders in the photo (she a few months older now, but still likes shoulder rides).
I work as a software engineer at BAE Systems on the Eurofighter Typhoon; I've worked for BAE since leaving school in 1987, joining as an electrical/electronic apprentice. Since my apprenticeship I've worked on the Tornado, Hawk, Nimrod MRA4 and Typhoon projects, firstly as an avionics systems engineer, then as a software engineer.
Like quite a few others on here, I've owned Campaign Cartographer since the original MS-Dos disk version, which I think I saw advertised in Dungeon magazine.
I dabbled with mapping using that original version, but I don't remember having usable maps for my games. Nonetheless I persevered and bought all the CC2 tools on CD-Rom.
Then I found Ralf's Jhendor.de website - I can't remember exactly how the Profantasy website was at that time, and I think it was before Ralf joined Profantasy professionally, but I certainly found Ralf's maps via this site. Anyway the amazing maps of Jhendor showed me what could be done with CC2 and so I shamelessly copied Ralf's mapping style to create a map for my D&D campaign set in Games Workshop's Warhammer Old World - I finally had my first usable Campaign Cartographer map!
The file probably still exists on an old hard drive in the attic, but I don't have a copy that I have easy access to anymore. However I did print out a laminate a copy, spread across nine sheets of A4, I've still got that first printed map, so I photographed it and posted it here. I do want to recover the original file sometime if I can, as I think it would turn out nice converted to a newer CC3+ style.
The core of my tabletop RPG group is me and my best friends from high school, so we've been playing together for nearly 40 years.
As well as playing tabletop RPGs with friends and family, and going for walks in the woods, I enjoy reading - my current favourites being Joe Abercrombie's Grim-dark fantasy novels and James Corey's The Expanse sci-fi series.
Online, as well as posting here, I'm currently running the definitive Call of Cthulhu campaign Masks of Nyarlathotep as a play-by-post game on the callofcthulhu.org.uk forums and I also race starships as a founder member of the Buckyball Racing Club in the space combat MMO Elite: Dangerous. My forum avatar was originally for the Elite: Dangerous forums.















