Wyvern
Wyvern
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The Creepy Crypt project
Not convinced about the scariness of ordinary worms - though the symbols are beautifully done, as we'd expect.
The maw of the "Tremors" worm is something else again though! (1990 movie - Wikipedia link for the confused!)
As for the question "Are worms creepy?", there's always the D&D Purple Worm...
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Community Atlas: Embra - Villages
Yeah, I did think about that some time ago, but there's also the problem that the text's position shifts at different resolutions, such as when you zoom in or out. I've tended to work texts at just the full-map resolution for some time now because of this, so that I know exactly where the lettering's going to be. Thus if I can't read the text clearly at that level (and I usually do an A4 test-print to double-check), something has to be tweaked. In this case, that was the size of the glow.
Thanks for the compliment!
As for the positional dot, there isn't any real point to doing this, because the village's relative position is only of potential importance when approaching the city from outside (when the direction would be obvious anyway), or when moving away from it. In one sense each Village actually IS the entire city, but at a level only visible on the Mortal plane (so it only seems to be a little settlement). In addition, GMs can opt just to pick a Village, or decide one randomly, for the players to encounter when trying to reach the Faerie version of Embra, rather than using their approach-direction, so again that would invalidate such a marker.
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Making hand drawn seamless tiles
I've told you these details because it took me 2 hours of really intensive googling to find out how to activate it.
This reminds me of the first time I opened GIMP - OK, I have the three (what? why?) windows open; NOW what do I do? And which of the three windows do I do what in?
Glad you've managed to source a better program for creating seamless textures though. I know this is something that keeps on coming back time after time for quite a number of folks here.
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The Creepy Crypt project
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dd3+ crashing combining paths
It should be possible to carry out the command sequence as described Jim; you can combine arcs like this, as far as I'm aware.
I have sometimes found, rarely, that CC3+ will crash repeatedly on a specific event for no obvious reason, and that this can be overcome by simply adjusting the view on the map slightly, and/or drawing the item after which the crash has happened in a slightly different place. If you need to change the shape of a simple polygon afterwards, it's usually easy enough to move a node or two.
Not sure if that's what's happening here or not. If this doesn't help, then as Jim suggested, letting others more technically adept here try out your problematic FCW file might be the way forward.
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dd3+ crashing combining paths
As far as I can tell from the FCW file, although you have two separate arc lines for the sides of the polygon you're wanting to draw, you have multiple entities for where the straight end pieces should be, so I'm not sure which are the "4" entities you're trying to connect.
The rectangular room that the top of the two arcs are adjacent to consists of three entities, all on the "temple area" Sheet, one on each of the BACKGROUND (FLOOR 1), BACKGROUND (FLOOR 2) and WALLS Layers.
The corridor rectangle at the base of the arcs consists of two entities, again both on the "temple area" Sheet, with one each on the BACKGROUND (FLOOR 1) and BACKGROUND (FLOOR 2) Layers.
Now, as far as I can tell by zooming in, your two arc lines do not connect with ANY of these five entities - or sometimes one end of one arc might, but not the other. So I think the problem may be that you're trying to create a polygon from lines that don't connect with whichever of the entities you want them to at all.
You may find it preferable to create the polygon you need from four simple lines such as you have currently - that is, zero-width black lines - then convert those to a polygon of the appropriate fill. As long as it's on the correct Sheet, it should flow into whichever of the other polygons you need it to.
You may want to rethink how you're drawing the map overall before that, however, as you can only apply Effects to Sheets, NOT Layers, and having all your floor and wall polygons and lines on the same Sheet means they will all look very flat, and hard to tell apart. The three Layers I've mentioned for the entities you have drawn already here would be better as Sheets, with all those Sheets on the "Temple Area" Layer - because the Layers simply act to group all these Sheets together (so you could hide everything on the Temple Area Layer simultaneously, should you choose to, for instance). Just a thought.
Not sure if this will solve your problem, but if not, hopefully someone else will have some more useful suggestions.
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Watabou City Updates?
@malvernas & @Quenten - I think this may be the post Quenten was intending you to see Malvernas.
Oddly, it didn't come up for me on an initial search either, but knowing it was here somewhere meant I just kept trying alternatives.
If another item was meant, I'm sure Quenten will be able to advise you further. Good luck with your mapping!
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Live Mapping: Modern Atlas
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A Quick Stab at a New Map
I do have a number of Cloudland areas in my Errynor maps on Alarius, which have floating settlements of various sizes and types in places, although they're cloud-based (buildings as well as the supporting structure), so the rocky base and "real" buildings here would need some additional explanation, though that wouldn't exclude it.
The downside is I'll not be mapping any of those areas in more detail any time soon (already committed to the next of the 250 x 200 mile maps from that region, for instance).
For Jim's idea of a floating city, maybe something like what I used for the Summer Palace of the Winter Queen maps might work? That used a limited list of random places the Palace might appear on any given day, with a sketch map of the world.
Another possibility might be somewhere over the high-magic-using continent of Kentoria. Not sure any of the three more detailed areas done so far would be suitable, though it couldn't hurt to check. Or maybe it could simply float from place to place above Kentoria?
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The Creepy Crypt project



