Wyvern
Wyvern
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Community Atlas: Embra - Constructed Places
Thus, and somewhat appropriately, we reach the end of the long road of all these Embra maps, with three more roads. Or "Lanes" from the map's title:
I'm sure I don't need to mention why Red House and Grey Park at Sylphwing Rise don't have roofs that match their name-colours, or why there's both a Wyrd House and a Wyrd Hall (which folks are forever getting mixed up...) along Rusty Light Vista - the latter probably the oddest shape, with its turnings and cross-streets, of all my random street designs in the city. That's randomness for you though. I should point out, however, that those little grey-white dots scattered around Rusty Light Vista are the "large reflecting spheres" of its featured text.
Lightning Alley is just - spooky. All the properties here appear to be deserted, and are each covered with a huge, dark, thick rubber sheet, fastened down so nothing can get in or out. And those blackened scars are from lightning strikes. And it's a cul-de-sac, so why would anyone want to come here? Faerie might be full of wonders, but they don't all have to be pleasant ones...
And that, my dears, is, as they say, that! I'll probably be mapping something else in Errynor by now. If I've found my way out of Embra, that is ๐
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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!
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[WIP] Community Atlas, 1,000 Maps Contest: Villages in The Whispering Wastes of Haddmark, Peredur
Hex 1307, Rularn: Instead of simply presenting the seventh map in this series briefly, as previously, it occurred to me in time to actually make some preparations for it, that this would also be a suitable point to illustrate how the maps in this set have been prepared. This is meant as a sort-of WIP topic, after all. And yes, this is a bit late to remember it!
As those who've followed some of my previous attempts at WIP topics here will know, I tend to work from hand-drawn sketches, scanned in and used as a base template for my CC3+ maps for the Atlas. These small settlement maps this time though have been done in a slightly different way, without a scanned-in bitmap to trace or adapt from.
That's in large part because of how the layouts for these villages and hamlets were arrived at, using the Shadowdark RPG random mapping systems. By rolling a few dice, and seeing where some lie in relation to one another on the tabletop once thrown, a basic settlement layout can be generated. I varied that system slightly, by drawing on other random tables in those rules to further detail some elements, and for the hamlet-sized places - such as Rularn - I reduced the options for how many features there could be in them.
This first stage generated the following information, including a sketch-idea for the map:
So there are two districts, on the north and south sides of the hamlet, with the keyword names "Low" and "Slums" having specific references in the rules for what tables to use to decide on the features in each. From these can be derived a number of points of interest, sometimes for the settlement as a whole. I've added notes based on the location already decided for Rularn from the Whispering Wastes overland map, and, based on the number of items in the settlement, a rough tally of houses for the whole place, generated using the old Judges Guild "Village 1" book, as noted back in the post about Ljungby Village above.
From this base, another rough sketch was prepared, using the Whispering Wastes drawing for the specific hex involved, to get an idea of how the various component parts might fit together:
Rather than using this as a template, it's really just a loose idea at this stage. The reason the stone circle and henge bank haven't been added yet is because I need to see what the layout looks like in the CC3+ map first, and can then determine where exactly those will lie. The Mill, a specific addition here beyond what the random rolls have identified, might not survive at all, or might be moved, or converted to a windmill instead, say, to comply better with the stone circle feature. The line of the Cindaros River in the sketch is likely too close to the main settlement for everything to fit inside a particularly circular surround presently.
Moving next to the CC3+ mapping, I decided from the beginning that all these small settlements were going to be placed on identically-sized maps, 800 by 650 feet in size, determined using the sizes the various settlement-sized maps were for the Faerie City of Embra, referred to in the Bruga's Hold post earlier in this topic. The settlement itself would always be the main focal-point for the drawing, which would leave parts of the outlying areas available for a variety of additions or enhancements, including notes and elements such as the title, scalebar and compass pointer.
The first things to do included adding a title, dropping in the river lines, and the main road that connects elsewhere, with a label for that too. I put these basic names in so early to remind myself which map I'm doing, aside from other things! This also means I remember to check things like river and road widths from any map intended to connect, however distantly, with the current one. Sometimes these might not be the same - rivers tend to widen downstream, for instance, and roads don't need to stay identically-sized along their lengths either. However, this sets things up, which can always be changed later. These WIP map illustrations are deliberately under-sized compared to Forum norms, to clarify they're really only indicators of what was going on, rather than cluttering the topic up with images larger than is really needed for that.
Ordinarily, I'd next add the highlighted buildings for shops, etc., as these are typically the larger properties, or the ones that better-define the settlement's overall layout, and other notable features such as any market place. Here though, everything has to be constrained by an outer henge bank and ring of standing stones, so I set up a new TEMPORARY Sheet and Layer, and drew in a template circle on those to show where it was meant to be (and after a bit of trial and error, it must be said):
With that prepared, the identified properties can be added:
Since this settlement is at the end of the road, and had already been suggested as rather run-down, that seemed the ideal chance to make use of a few of the ruined buildings in this style, one of which - as used - had the form suitable for a rectangular warehouse-like barn/shed. Thus that shape and size became the template for the drawn properties alongside it, apparently in a better state of repair. I've also brought in a copy of the water mill already featured elsewhere in this series, although as we can see, it's now on the lesser of the two rivers here, to keep it within the henge-ring.
Adding the rest of the houses, with a few ruined ones, fleshes-out the settlement, after which more smaller roads and paths to the doors can be added, together with some larger expanses of paved yards, by the mill and baker's, the inn and the warehouse sheds, including a few walls:
It may not be that obvious at this smaller resolution, but I've also added chimneys to various of the properties. After which, the henge can be added, and the temporary green circle hidden (not deleted for now, just in case!). Having already experimented with the Solid 10 bitmap fill and some lighted bevel effects for the barrow mounds in the Osalin map previously, I simply reused that again here, copying the effect over to a new HENGE sheet. Somewhat to my surprise, it looked fine without further tweaking, although the colouring overall was too close to the rivers, so I decided to add something by copying the henge polygons onto the LAND FEATURES sheet and then changing their fill style first to use the CA100 Grass texture (which was OK, but not ideal), and then to what had been problematical earlier in the sequence of villages, the Road Dirt fill, which this time gave enough texturing "under" the semi-transparent henge polygons to help the henge segments stand out as NOT rivers (or ribbon lakes)!
With the henge in place, now just the standing stones were needed, and a similar technique could be applied to create those, a simple polygon with a suitable lighted bevel effect, although I did also darken up the shadows to help them stand out more, as at this scale they needed to be small. I opted for the bitmap Solid 30 fill style for them, again to give them better definition. Although at this reduced size, they appear as little more than dots, this view shows the northern half of the ring completed:
After which things started to move on apace, completing the standing stones' ring, then adding some labels, and starting to fill-in the gaps, with a few more changes. This shows a typical partway-through shot of the process. The Mill label has been moved to add some small fields and other vegetation as well.
From here, things tend to progress more organically, as fresh ideas surface along the way for how to make the place feel more "alive".
Followed by the rest of the labels, as the final map (now at its full Forum resolution):
One further minor tweak was made to the shadows on the standing stones, to darken them up more, and help them stand out better against the vegetation, with a new scroll and a further note or two on the nature of the settlement.
And suddenly, there are only three more settlements to go!
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Community Atlas: Map for the Duin Elisyr area, Doriant
Further progress now, with the contours mostly mapped-in, except for the highest peaks. I felt it was growing less easy to separate the upper contours, so experimented with some colouring alternatives. The range of fill-colour options in this style is very limited, so that meant trying out some effects as well, including one or two I've only rarely tested previously. Naturally, everything remains in flux at this stage. However, this option seemed satisfactory, using a combination of an RGB Matrix Process, retaining the Glow to highlight the contour's edge, and a Blend Mode using the Phoenix setting:
As should be obvious enough, I've also hugely toned-down the contour-edge Glows since my previous post, when I was still trying to get the contour shapes right, and being able to quickly identify which was which was more important. The "woodcut look" of earlier has its attractions, and has been used to good effect in other maps presented on the Forum over the years. It seemed much too strident for the Worthington style's subtle colouring at this scale though.
Whilst blundering about among the effects, I chanced to find there was an inactive Texturize effect on the whole map. Turning it on did nothing obvious, even when I changed its settings. When I looked closer at what file it was reaching for though, the reason became obvious, as the file it was trying to find was located at D:\Programme\ProFantasy\CC3\Filters\Images\CA91 Texture.png. The correct file location for a standard CC3+ installation should be C:\ProgramData\ProFantasy\CC3Plus\Filters\Images\CA91 Texture.png. So I changed that, with this result (without altering any of the default settings):
While quite subtle, especially at this res, it does create a somewhat different appearance, as might be expected, rather like watercolour paper. I do like how it softens everything, even if I'm not sure if it'll stay to the end of the mapping at this point. While mapping, it'll have to stay off for best clarity (as it affects EVERYTHING in the drawing, of course, including the bitmap version I'm copying-in details from).
Further exploration showed a possible reason why this global effect had been turned off (and perhaps forgotten, given the non-standard file-path), as there's also a TEXTURE sheet, which has a Transparency effect, set to 70% opacity by default, and another copy of the texture PNG on it. This is right at the top of the list of sheets (actually, of course, at the bottom in the Drawing Sheets and Effects pane), so it affects the entire map and its frame. Naturally, this is why the whole map looks quite misty, and a little faded. I ran a series of experiments with both the global effect setting and this TEXTURE sheet on or off (hidden or shown for the sheet), though I'm undecided as to which is preferable still. I suspect I'll need to see how the finished map looks before making a final decision. The contours alone probably aren't enough to judge by at present.
All of which lengthy fiddling about only left enough time to add the highest mountain peaks, with a further colour change, this time making use of the CA91 Ice bitmap fill for a suitable pale topping. With whole-map texturing and the texture sheet visible:
and with just the texture sheet shown:
Without the global texturing is certainly clearer. As noted above though, have to see how I feel about it another day ๐.
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Desert map for a commission
@Vir: There are a number of problems involved in understanding climate and how it would behave in circumstances for another planet than Earth with its current layout of continental landmasses, sizes and depths of ocean.
One is we don't really understand how Earth's climate works. There are a lot of theories and models, but many of them fall apart if we try to use them to explain the current Earth in any detail, and/or if we try to use them to explain what we understand about the geological past (this latter is a particularly major problem).
Another is that because we don't properly understand how our own planet's climate operates, when we try to use these theories and models to explain another planet's (and this has happened repeatedly in our own Solar System), they don't really work either.
So the further we get away from the current physical situation for Earth, the more guesswork is involved, essentially. (And there's a lot of guesswork involved in explaining the current situation already!)
Ocean depths different to Earth's create particular uncertainties, as it's clear there are things happening in Earth's deeper oceans that have huge effects planet-wide, but we don't really know why they happen. So when trying to look at a planet like this one, where great areas of the ocean are much deeper over far larger areas than Earth's, it gets to the point of either giving up, or just going with whatever you fancy!
Ocean currents, for example, can flow in completely different directions at different depths - a warm current might be flowing over or under a cold current behaving in this way too. Similar things happen in the atmosphere as well, so while that shouldn't be a surprise, it doesn't mean we really know why things are as they are.
If you need a south to north wind (maybe only seasonally), my advice would be simply invent what seems to you a good reason for why it happens, and if that involves something relating to Earth's climate/weather patterns, possibly only vaguely, just invoke that. If anybody's daft enough to question it, then obviously it's because it's also influenced by the planet's magical field!
If you need ideas based on what happens for Earth, I'd suggest taking a look at places online such as already suggested above here for the geological situation for Earth that's similar to your own planet, with things like the estimates for broad-scale current flows. If you can find a good-quality physical atlas showing similar things for either the past or present (which is a useful definition for "good quality"), that will be just as suitable, dependent on what you prefer.
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Community Atlas: Embra - Wooded Places
As usual, the last part of this "Places" set covers the various roadways appropriate for the group, with four such streets:
The first two have some focal aspects determined by their respective featured texts, though the third, Holloway Dew is a slightly sunken routeway, flanked by dew ponds, except for the large, circular, labelled "Dew Pond" at the street's right-angle turn, which is actually an aquifer-fed lake, not a dew pond at all! The names here are a mix of the almost-ordinary, the nonsensical and the weird, though a couple along Moonshadow Field are intended as mildly humorous, as My Newt, smallest property on this road, is a tiny tavern (apparently - this is Faerie, however), while the Endless Stand Inn originates with the old work-related "task" of sending the new person down to the stores for a long stand... Glittering House adds a bit more magic though, as it's only there so long as the White Moon shines upon it (another of my early literary influences was behind this, Errwood Hall in Alan Garner's novel "The Moon of Gomrath", from 1963).
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CA style development - "Darklands City" (issues for September and December 2021)
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Community Atlas: Queen Mica's Scintillant Palace
Which brings us round to the final South Wing, presented as just a single Level. More or less, anyway, as there are a couple of places where the tunnels pass over and under one another, which again helps give a slightly variant appearance to this map. This time, the base layout came from the DF video that actually launched the very first Burrows pieces, as part of their "Dungeons of Doom" KickStarter campaign in June 2017, "Encounter 14: Khri Colony". The Khri are DF's giant insectoid monsters that make such burrows, incidentally. The final amended layout is thus:
A lower height range seemed suitable for the southern side of the Palace complex, given how the surface view sketch was drawn.
So that concludes the extra maps to go with Errynor Map 40, and by the time you read this, I expect I'll be off mapping some far-flung corner of the region or other. Or is it ALL just an illusion...
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Community Atlas competition entry: The Summer Palace of the Winter Queen
As mentioned a couple of days ago, aside from the mapping, I've also been pulling together the notes to accompany this set of maps, so for those who might be interested to know more in advance, here are the general comments from the start of that file, as drafted to date.
No one is quite sure who or what the Winter Queen really is. The rare tales mentioning her suggest she may be a deity or an exceptionally powerful, probably immortal, perhaps Faerie, creature. Few such tales give useful details on her nature, though many cultures in the higher northern and southern latitudes of Nibirum preserve variants or fragments of the stories, where the Queen has numerous alternative, typically apotropaic, local titles. It is clear she is thought to possess great magic, much exceptionally obscure knowledge, and a considerable burden. Humanoid in form, she appears as very tall (around 8 or 9 feet high; 2.4 to 2.7 metres), dressed in a long, hooded robe, with piercing blue eyes, bearing a long white staff or crook taller than she is, and an air of great sadness. Her clothing and physical features are said to alter subtly from one day to the next.
She cannot leave the Palace, and has no control over where it goes, as the Palace moves magically, and instantly, once a day to a new location. It is said to be never in exactly the same place twice, but its location is always in an icy, remote, spot, concealed below the surface. Its solitary entrance, while small and hard to find, has no door (there are no doors throughout the Palace), and can be recognised by the profusion of perfect representations of summer flowers and foliage all around it, made of crystal-quality ice. This summer array of perfect specimens is astonishingly beautiful, all of which objects are very fragile. Damaging any is a swift way to raise the Winter Queen's ire, something the tales strongly warn against.
Wherever the Palace alights and for fifty miles around (eighty kilometres), the weather worsens and turns wintry, if it was not winter when it landed. Sometimes, it settles in the clouds, where it stirs them to winter storms, pouring hail and snow down to the surface beneath in icy gales. Even then, the Palace remains deeply hidden by the clouds, for all it still has its ice-flower-surrounded single entrance.
While some tales allude to it, one reality about the Palace is that the souls of all who have died recently in the frozen places of the world, and all those who have died from cold elsewhere, must pass through it on their way from wherever they were to wherever they may be going. A few may linger in the Palace for a time, and some may become temporary guests or servants of the Winter Queen. The Queen has no control over which may stay or move on immediately, however. She frequently converses with those passing through even so, from which much of her secret knowledge derives. Occasional tales may hint disparagingly that the Queen is merely running a ferry service for the recently deceased.
The Palace changes its form whenever it moves, never the same twice, though always in plan-view having the shape of a gigantic snowflake, with walls, floor and ceiling composed entirely of solid, if at least slightly translucent, crystal-like ice. This is always beautiful, with glittering facets like gems that reflect light on or just within the solid ice surfaces. Somehow, light palely manages to illuminate the whole interior with a soft radiance, no matter how deeply buried the Palace may appear to be. At times, rainbow-coloured beams, arcs and spots may be seen, like haloes in the outdoor sky that are created by refraction of sunlight through tiny hexagonal ice-crystals in thin, high-altitude, clouds. Sometimes such light effects may become dazzlingly bright briefly. The ice walls, floors and ceilings reflect light as well, which in places can take on a mirror-quality surface. Such mirrors can allow glimpses of past or future events and places, memories left by the passing spirits, perhaps. The Winter Queen does have some control over such light, vision, visionary and illusory effects within the Palace.
Queen and Palace are so inseparable because in essence, they are parts of the same thing. Many of the Queen's "servants" are actually living ice-constructs which appear from, and can return into, the inner ice surfaces of the Palace as required, thus too are simply another element of this whole being.
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Community Atlas competition entry: The Summer Palace of the Winter Queen
Along the way, I let myself get a bit distracted, and decided a CA3 portrait of the Winter Queen might be an interesting addition to the map set, with a hint of the SS2 Bitmap A Snow Frozen Lake fill texture for the border design, which thanks to the standard CA3 bevel effect, looks rather like fine marble now:
She's intended to be between 8 and 9 feet tall in (imaginary) reality, 2.4-2.7 metres.












