Wyvern
Wyvern
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WIP: ICS Immaculate Radiance
Don't forget an alternate bridge to command the vessel if it's liable to see combat. Even if the primary bridge is buried deep, that's no guarantee it'll survive the first minutes of an encounter, as it's the classic place to aim for if your targeting is good enough.
Bridge location is heavily dependent on the tech too, as Don notes. Normal windows are useless for anything other than pretty views of whatever's close-by, for instance, so some tech for even "normal viewing" is essential to avoid endlessly wondering if that faint star's a faint star, a massive enemy vessel or a missile heading directly at you. Even massive craft become near-invisible dots at astonishingly tiny interplanetary distances after all!
Dalton, not sure what you're meaning by "texture for the hull that resembles the white complex details of a Star Wars ship", as I thought there were various bitmap options for the rectangular plate effects on imaginary craft like this in Cosmographer already. The Dundjinni Archives have more variants too, and Storyweaver Highspace, for instance. Maybe you're meaning some other kind of texture though? (I'm not very up on Star Wars tech, as I've long found it too unbelievable to be interesting.)
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[WIP] Sea Elves Outpost
Yep, a mapper after my own heart - wanting to make maps complicated, with many different features that can be accessed only by turning layers on or off ๐๐!
Only point I would make is the undersea plants need direct sunlight (or a magical equivalent) to grow, and many tunnels and rooms seem to be entirely roofed-over. Since the water seems to be shallow enough around the island, you could add giant kelp forests in places there (which could help further disguise the undersea access tunnels), as well as other marine plants to help here. They really needn't be just close to the shoreline, as so long as the water's less than about 200 metres deep, there'll be enough sunlight for photosynthetic growth.
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isometric throne symbols
It looks to me as if two of the Throne images have been omitted from the set with Temple of Bones Annual, simply judging from their name-labels and the fact the Chair symbol has all four options correctly.
If that can't be resolved, I found some ornate chairs under the Perspectives 3 Bitmap B options that might work (one is varicolor):
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[WIP] Sea Elves Outpost
Hydrothermal and other undersea vents come in all shapes and sizes, much as they do on land. As I was working with the deep ocean floor, I wanted something like those relatively recently discovered with entire ecosystems, all with no reliance on sunlight. No plants, naturally, but a fascinating variety of creatures that congregate there. No reason you can't have them just as you've illustrated here, certainly!
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Improving my rivers
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[WIP] - King's Shire - critique sought.
@Reddog remarked: I have to be honest, despite reading various threads about Layers and sheets, I don't see the need at all for layers, so have paid zero attention to them...
Like many things in CC3+, Layers can be powerful friends once you understand what they can do for you. Aside from the unique feature of being able to freeze and unfreeze things on a layer (something you can't do on sheets) - very helpful when trying to select something as long as it's on a different layer, for instance - as Don mentioned, you can easily hide or show entire fresh versions of your map using only layers. You can even toggle them by writing a little macro command, so as to do that with one click! Plus you can hide or show entire rafts of terrain or symbols, so long as you make sure they're on the correct layer. Like the GAME MASTER ONLY layer for hiding all kinds secrets the players shouldn't see (yet)!
Must admit, I've sometimes wished there was a way to group layers together, just as you can group sheets onto layers, so you could turn off or on an entire set of different layers at once. That's probably just me though ๐!
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WIP - Senan
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[WIP] August Mapping Competition -- The Blue Rose Tavern
Does the name derive from the Blue Rose RPG?
Actually I don't know ๐ . The name is present in the original map on the Atlas.
I should have spotted that!
Interesting to know you've been working with the Midjourney AI as well. I learnt about this recently through the Handiwork Games KickStarter for their new RPG setting "Maskwitches of Forgotten Doggerland", which finished very successfully last week, as all the artwork for that has been done using Midjourney, tweaked subsequently to tidy a few things up, I gather, as the final renders aren't of pro-printable quality (I'm a bit vague on that element, however, so may be wrong!). It seems a very capable system though, as your Blue Rose emblems clearly show!
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Large Pit room with Pillar Platforms
Yes, you can change the X and Y scaling for symbols very simply. When you've picked a symbol, just right-click to call up the Symbol Parameters pane as you would if you wanted to change the scaling ordinarily. There, you'll see an empty checkbox for "Independent X and Y". Click that box, and try whatever scaling seems appropriate for each axis - this is almost always trial and error, so you just need to persist. I usually find that what I thought should be the X axis is really the Y, but that's likely just me ๐...
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[WIP] Town of Kukaar (Ancient Cities Annual)
Amazing amount of work in this, and looking excellent!
Rather reminded of the reconstructed layout of the ancient Near Eastern city of Mari by it now. Except that has been done as rather more circularly-symmetrical, and has a broad canal stream running through it, rather than the main river channel. Two-thirds were washed away by the shifting over time of the Euphrates' channel anyway, so there's a fair bit of guesswork involved with that, of course.
In terms of the number labels, the larger size ones seem clear enough to me now without enlarging the glow, although you could increase it if you need them to really stand out more. Sometimes just moving them slightly to have a different background colour surrounding them might be enough to "cure" any perceived difficulties, I suspect.
Not sure about the "13" label in the city for the patch of green there; not certain that's really needed.
You might add a few more trees and bushes along both river banks. These could be regularly cleared and/or farmed in the city, but outside, they'll grow wherever they please, and there's enough water.
Maybe add labels for the two circular canal basins, or even a couple of the main canals, along with a fancy name for the bridge, say? And perhaps a name for the river too?


