Wyvern
Wyvern
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Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas
I think if you're wanting to make a series of smaller, maybe more detailed, maps, it would be useful to have a single map showing the overall layout for the whole level as well. Much as Monsen said, you might want to do detail maps for particular areas in a city, say, or a room in a dungeon, but as GM, it's essential to know too how those parts relate to one another overall.
You could though make a feature of this for the Atlas, by using different styles for the overall map and the detail ones, perhaps.
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My First Attempt at Village Scale...
Indeed, much improved.
Maybe increase the glow on the numbers to make them more legible.
The Tower top looks very flat though. The outer walls need some sort of shadow to show the floor is below them. If it's the exterior top, that may complicate matters, as you'll need different length shadows for the higher and lower stretches of the wall tops.
Further on the latter point, and if they are, the crenellations need a little adjustment too, as there are what seem to be large open gaps at the northeast and southwest corners currently, which is not realistic.
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Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas
It's an interesting idea Jim.
Not sure the current walls work for a cavern though - they're too regular. Might be better using Sue's cliffs for those too, though that might mean masking the top of the cliff symbols to make them look more like walls and less like cliffs.
Possibly a fractal polygon running out to the map's edges would be better to show it's a huge cave instead of using the cliff symbols though. If so, that would probably be better created using the Color Key Effect, drawing a suitable fractal poly for the cavern's interior, then covering the entire map with a "rock" bitmap fill texture rectangle on the same Sheet, and turning the interior fractal poly to a solid fill, colour 6 pink to create the cave. Oh, and moving the "cutout" fractal poly above the solid rectangle on that Sheet, of course! (Voice of experience...)
Does this mean the "dungeon" rooms and passages are then walls on the huge cave's floor, roofed over so from inside you can't tell you're in a gigantic cavern?
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The Creepy Crypt project
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My First Attempt at Village Scale...
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Latest Update Won't Download
Glad you managed to sort this out Scott. I found the download speed was VERY variable yesterday evening when I picked-up the latest CC3+ Update (about 4 hours before your own attempt, from the time-stamp on your first post). Initially Windows "estimated" 20 minutes, which then rapidly increased to over an hour, before dropping back sharply after a few minutes. It actually downloaded in under ten minutes in the end. Seems likely there were some oddities ongoing all over, however.
This afternoon here, I had my connection drop-out entirely for no obvious reason at all about 90 minutes ago. It does this from time to time, which I assume is something fairly local, though actually, it hadn't done it since last November till today.
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The Creepy Crypt project
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The Creepy Crypt project
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Light Harbour - a coded city
A couple of issues with the text in the close-up shots, where the "text acne" effect is happening to cause the contour lines to bleed through the lettering. You should be able to cure it by changing all the text's colouring to something slightly different to whatever the contour line colours are (or ditto the contour lines vs. the text if that'll be easier).
Also, are there really so many separate "Basilica Squares"? Seems unhelpfully confusing, and I can't imagine the locals wouldn't change the names very quickly to something more memorable for each one.
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Community Atlas - Forlorn Archipelago - Fisher Isle, several villages and surrounding areas


