Avatar

Wyvern

Wyvern

About

Username
Wyvern
Joined
Visits
3,042
Last Active
Roles
Member
Points
5,229
Rank
Cartographer
Badges
24

Latest Images

  • [WIP] 1000th Map Competition: Elkton, Alarius North Central

    Well, were-elks are we going to find them 😎 ?

    LoopysueQuentenMonsenShessarDaltonSpenceCalibre
  • Community Atlas: Errynor Map 01 - The Cliff

    With the new undersea symbols ready, finally I could begin constructing the first map. Logically, this was to be my original Map 1, at the top left corner of the Errynor map:

    Clearly, the seabed was going to be the primary aspect here, with just two tiny islands above sea level, so that's where I began:

    The tremendous cliff at the continental shelf edge is so dominant here, that had to become the map's name, while the relative sparsity of other undersea surface features had been a deliberate choice from the initial planning of the main Errynor map. What items are shown, are thus those more easily found by new travellers to the area, or those whose presence is more influential for whatever reason. This also reflects the apparent nature, as far as can be established, of Earth's own ocean floors. The shallowest seabed mapped here, towards the lower right corner, lies below some 300 m (nearly 1,000 ft) of seawater, for instance. It further fits with the idea of the relative smallness of the undersea intelligent populations in the region, compared with the vastness of Nibirum's oceans, as I'd envisaged them. There is the further advantage that plenty of space is available for GMs to add extra points of interest, should they wish.

    The red-limned regions are Kachaya/Sea Devil provinces, incidentally.

    I added a SOLAR/GEOMAGNETICS Layer overlay to show lines of latitude for each 1°, and the midline for Nibirum's polar auroral zone. This option should be available by a toggle for the Atlas version.

    These 250 x 200 mile maps are small enough for the north direction to be fairly consistent across most of the area covered, so I'd been able to add a compass rose as well, which hadn't been possible for the main Errynor map.

    When designing the hand-drawn paper maps at the start of this project, a selection of larger/more interesting/more dangerous creatures (and things, for the solid surface) that could be encountered had been randomly included. Many of the undersea types were free-swimming. For RPG use, it's naturally important to know where these are not merely for the sea and undersea land surfaces, but in the water column between too. Hence another map toggle, activating the UNDERSEA WATER COLUMN Layer, is intended to shift the view to that water column (it's best to turn off the TEXT, SURFACE UNDERSEA Sheet for clarity first):

    This view isn't at a fixed depth below the sea surface, simply to illustrate in general what can be found somewhere in the water column. Thus although the great seamount rock columns of Zariq and Zaraq have been given physical dimensions here, those are representative only. An 11-page PDF of the map's accompanying text-file notes explains this, together with detailing various of the other more noteworthy features shown.

    A third toggled view, turning on the COAST/SEA Layer, shifts us to the sea's surface, where the seamounts have become small islands, and the midwater denizens have been joined by several ghost ships and an area where floating wreckage collects from time to time:

    By turning off the SYMBOLS, SEA SURFACE Sheet, the paucity of sea surface features is very clearly seen!

    GMs here may be unsurprised to learn I became distracted by some of possibilities of this map while drawing it into CC3+, as I've hinted in some of my more recent Forum posts here. Consequently, instead of progressing immediately to the next Errynor sub-map, I embarked on a group of feature maps from this one first. Plus, it also seemed unhelpful to not provide some guidance regarding the nature of the undersea features, especially the sea-bed settlements, for future mapping, as this is something scarcely touched-upon by published RPG settings and adventures. Thus this one map has become merely the first in a package of around twenty from this one area, which explains much of the delay in getting them ready for the Atlas, given I felt the whole group needed to be finished before any were submitted, in case changes were needed to those prepared earlier in the sequence - and that has happened along the way.

    In fact the maps were prepared relatively quickly in each instance with CC3+. The most time-consuming aspect has been preparing and checking the detailed write-ups for them, as these are what has particularly allowed me to explore and expand upon ideas regarding fantasy undersea environments that I've been mulling over in part for decades.

    Rather than drop the entire set on Monsen at once, my intention is for a gradual "release programme" with a new map or map-group only every few weeks. Maybe this will give me time too to complete more of the "Errynor 40" maps along the way, hopefully not taking quite so long each...

    LoopysueTheschabiDaltonSpence
  • Community Atlas: Embra - Watery Places

    Last among the Watery Places maps is one condensing the final five streets into one drawing, the second illustration below showing just the streets for a bit better clarity at the normal Forum resolution:

    The roadways were constructed randomly, as described in the Enclosed Places Forum notes, with the final appearances and features determined sometimes by the street names, sometimes by other factors. Potter Row is of course where the great ceramic craftsfolk live and work, several in houses built of pottery - a couple even in the form of gigantic pots (this is Faerie, after all). The featured text for Wadingburn Road suggested a willow-lined stream, and fancier properties. Rainbow Lane had to have rainbows along it - even to the roadway itself - while Bathtub Alley cried out for a large pond or pool to be added for those water faeries to be in. And then we have Glass Harmonica Way...

    I mentioned in the introductory Embra topic that music had been one of my primary influences on how a Faerie city should be presented, and maybe one of the most "faerie" real-world instruments should be the glass harmonica, as well as being one that requires extraordinary skill and ability to play. So having come up with the street name near the start of developing Embra, it was always clear this was going to be a community of musicians, instrument makers, composers, and the like. The random nature of my street design mechanism meant the available area was smaller than I might have preferred initially, though the whole point of using random systems is to work with whatever that may throw at you, and adapt accordingly. The featured text provided an interesting adjunct, suggesting this wasn't going to be an ordinary street at all, but one closer to a gated community in the real-world, and from that everything else simply flowed (appropriately for a Watery Place, perhaps!). The one downside to the final map is that because I wanted everything clearly labelled, the small area meant the labels ended up concealing quite a lot of the area's character. However, the toggle option in the FCW Atlas file to turn off the place-names means it is possible to get a better view of the whole:

    From which we can all again play "spot the red sandstone components" - and hopefully get a clearer impression of the final layout. And yes, the street was originally populated with random CD3 houses, which then got moved, adapted, redrawn and converted to their final shapes here.

    Loopysue[Deleted User]pablo gonzalez
  • Does anybody have a collection of Character Artist symbol libraries?

    The old ProFantasy Map & Symbol Library of user content still exists, at least partially, but it's difficult to find, as although there are some surviving links to it on the Forum, there isn't a direct link from the main PF website any longer.

    You can find it here though, although you will need to then search for what you're after (and you may need to be creative with what keywords you choose - see for instance this topic from 2022 on the subject). Using "Character Artist" today, for example, brought up 30 files, but only about ten of those seemed to have body-part catalogues - though I didn't check all in detail.

    Based on that 2022 discussion, I don't think any of the active contributors commenting there had anything like a full collection of downloads. JimP from it is sadly no longer with us, while the topic's instigator hasn't been back to the Forum since early 2022.

    We've asked hopefully for more materials for Character Artist over the years, but because it's very much a minor add-on to the main software's mapping aims, that's never happened, and we suspect probably never will happen (although with CC4 well in the works now, a Character Artist 4 might be a distant (pipe-?)dream, mayhap).

    LoopysueRoyal ScribeGlomertam
  • Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum

    Today's update is partly a minor way to revisit the original premise behind the whole D23 concept, creating a dungeon room a day through the year. While it was never my intention to aim at trying that, because of the way I've developed the Dendorlig Hall map and description so far, as mentioned, areas 1 to 49 are effectively separate to the rest of the map, as being the reoccupied "Village" area closer to the cavern entrance. As today is day 49 of 2023, an update on how these first 49 places have developed seemed apt. The image below shows the current state of this part of the Hall complex:

    There've been a few changes since the previous update, including increasing the label text sizes (and having to move one here off the actual labelled area itself), along with setting up a different label colouring for those parts of the Hall that have yet to be reinvestigated by the incoming Gnomes. Note that those black labels have not yet been repositioned after their sizes were amended.

    And to complete the process to this point, here's the PDF covering just those first 49 areas for those interested. Be aware though that this is a draft version of the typed notes only at this stage, so may yet - like the map - be subject to further changes. It does though give a comprehensive view of how my thinking has progressed regarding amending the random notes from the Wizardawn system, in combination with how I felt this part of the dungeon would operate.

    Where we go from here is a little less straightforward, or rather when might be appropriate to post about it here, following the same "timing" theme as today, since the explored areas outside this Village section don't comprise a simple straight run of numbered places (as noted before, these are areas 50-66, 93-110 and 143-146). In the final PDF and text notes for the Atlas, these will be collected together for detailing ahead of the rest of the unexplored complex, a process which has already begun, in fact, as getting the notes typed-up has so far progressed to area 104 of these three segments, while my handwritten notes cover through to area 140 right now. Only another 220 areas to go!

    It has been fascinating, as it often is, to adapt the random information from Wizardawn into something that works better here, though I still feel I've been adding a few too many of the coin treasures at times (the classic D&D treasure type going right back to the original system, for those less familiar). Of course, those using the Atlas are naturally free to ignore or amend whatever they wish from these notes, so I've not been too concerned at this. It has been entertaining though to sometimes find the random system has come up with something perfectly suited to a given area, along with occasionally needing to resolve the equivalent to the old joke of finding "40 kobolds in a broom closet". That's what being inspired by random design systems will do for you, though!

    LoopysueJimPRicko
  • Community Atlas: Dragon Head, Lanka, Kumarikandam

    Having succumbed to expanding this map-group to three, I set-to randomly allocating some extra places to the Swamp of Toads, beyond what was there already, though not too many, as the area involved is just six miles by three. I toyed with the notion of changing the mapping style for it as well, but the symbol options were just so much greater using the CA140 and SS1 styles than others I'd thought to try, that I chose to stick with them:

    Drawing the twisting river lines was rather fun. Indeed, I had to calm down some of them with redrawing, as while accurate to such things in reality (take a look at some of the historical maps showing how the lower Mississippi has appeared and changed over the years!), it made this map look too messy and hard to read. I also dropped the idea of drawing oxbow lakes alongside the channels for the same reason, plus some of the swamp symbols come with little pools anyway, which worked just as well to hint at such elements, while not looking too cluttered. I did have to add one larger lake from the random design process, though that was big enough not to be a problem.

    Many of the features came from a variety of the Story Engine decks again, including the three main ones, "The Story Engine", "Deck of Worlds" and "Loremaster's Deck", and several of the fantasy and horror supplementary decks, but this time added to from tables in the main Shadowdark RPG rules, and the free PDF adventure pack "Shadowdome Thunderdark", both available from The Arcane Library.

    Within the Swamp is much monstrous flora, both in size and nature, and the place has been generally little-visited by outsiders for centuries, other than a few folk from the Leechfort martial arts school on the Leech Hills (yep, there are giant leeches here as well as toads!). Most of the intelligent creatures here are humanoid Toadfolk, many of whom live in separate homesteads or small communities scattered over the Swamp and nearby jungles. Then there's a gigantic, deity-like Swamp Elemental, commonly known as the Toad Lord, who lives near the heart of the Swamp. And that Palace was what the dice-design dungeon map was soon to become! (Next time!)

    RickoLoopysueDon Anderson Jr.Juanpi
  • How to delete perfect overlapping landmass?

    Simplest solution is to use the drop-down menu "List" command by selecting both the overlapping objects, and decide which you need to remove from that information. Make a note of the "Tag #" number.

    Close the List window, then click the :CC2ERASE: button (left side column) and click again on the items involved.

    Then right click to call up the dialogue box, and choose the "Combine" - "And (Both)" option.

    Next, right click again, and choose "More" - "Entity Tag #", and then type in the Tag number for the item you want to delete. This will appear in the Command Line (lower left of the CC3+ window). If the number is correct, press the "Enter" key to accept it, and then right click one last time and choose "Do it". That will remove the chosen one of the two overlapping entities.

    LoopysueJimProflo1
  • Are there steampunk resources for CC3+?

    I think the problem we're having in helping you is we don't really know what YOU think constitutes Steampunk, or what it is you're trying to map, so just saying you want Steampunk assets without saying what they're for, is a little like asking us to give you a piece of string to accomplish a task you can't define. Now you're saying you found some Steampunk packs elsewhere but they weren't what you wanted (which rather goes against your prior comment that anything under the Steampunk label would do). Maybe if you could say what assets you DO want and what it is you want to map, instead of what you don't, we might be able to help more. It's clear you know what you're looking for, but we don't.

    Certainly there is no ProFantasy pack that carries the specific "Steampunk" label, if that's all you were hoping for, although that doesn't mean there aren't assets you could use in that genre in many other packs, as we've tried to indicate in the notes above.

    JulianDracosRowan HockemaJimP
  • Community Atlas: Hopes Lost, Lampoteuo Region, Artemisia

    Meanwhile, back at the topic in-hand...

    Hunting for a potential Lower Level design meant checking through those unused from the Trailblazer dice, leading to one with suitable architecture and features being semi-randomly decided-upon, and mapped:

    As a one-dice design, it did leave a bit of space around it, so picking the four elementals from the first Token Treasury set seemed an obvious decorative addition here. This time, I also opted to use the usual square-tile bitmap fill design for the chequered marble, now with that greyscale RGB Matrix Process effect I'd decided against for the Upper Level, because here, it IS the entire floor covering, so there's no unhelpful comparisons to be made with the "real" B&W marble textures. The Inkwell notes stated the design was diamond-form, and while I experimented with copy-and-pasted strips of my hand-drawn B&W marble chequer floor from the Upper Level, their sizing wouldn't fit evenly to the layout here. I then tried using the standard check fill for just the passageways and rooms, but trying to get those angled-by-edge to a neat 45° proved impossible for the shapes involved. So in the end, I just drew a large rectangle, rotated it, and then changed the design with angle-by-edge (and got rid of the roof shading look too, naturally).

    This does lose the mild glow effect on the floor edges where they ordinarily meet the walls, although as I'd already left some pale shadow effects on the Upper Level walls anyway (which began as I wanted the external cliffs to have shadows on the outside), that shadowing, with the wall glows, seemed to work sufficiently well anyway. I don't often use shadows for dungeon maps, but in this case, they seemed to help everywhere.

    Of course, there are elementals here, and the "pools" can be opened as scrying devices to their linked planes, as well as gates into them. If you look closely at the Elemental Grand Mage's Quarters (probably easiest on the Gallery version), you'll find how my attempt at making the view of a "roofless" four-poster bed turned out, as mentioned elsewhere on the Forum a few weeks ago.

    Next time, it's back to northern Alarius, to find a spot somewhere in the Emerald Crown Forest region...

    LoopysueRoyal ScribeRyan Thomas
  • Community Atlas: Embra - Constructed Places

    The last set of Embra "Places" maps is that for the Constructed Places of Interest, linked from central segment 7 on the "Official Guide" map:

    This is the busiest set for individual locations of any of the Places groups, with seven, leaving a mere three to be condensed onto the eighth "Streets" map.

    The Celtic knotwork border was adapted from one in the, by-now-famous, Dover Clip-Art "Celtic Borders on Layout Grids" book, providing a completely connected square, to complement the original circular design used for the Village maps. That seemed an appropriate method of "book-ending" the entire set, as well as tying-in with the idea of both being constructed places, if of somewhat different sorts. In altering the design from what had been a vertically-elongated rectangular one to the required square here, I discovered when looking at the finished piece with its colouring, that I'd accidentally produced an asymmetry in the patterning. I did wonder briefly about amending that, but liked the look of something slightly off-kilter as apt for a Faerie setting, and so left it. The hours of effort it would have taken to change it had, of course, nothing to do with that choice...

    JimP[Deleted User]LoopysueMonsen