Wyvern
Wyvern
About
- Username
- Wyvern
- Joined
- Visits
- 3,085
- Last Active
- Roles
- Member
- Points
- 5,301
- Rank
- Cartographer
- Badges
- 24
-
Sticky Note Dungeon
-
CA style development - "Darklands City" (issues for September and December 2021)
@JulianDracos noted: ...I am interested in Hobbit house symbols. I have found a way/map style that I can do OK to demonstrate it is a Hobbit style home city, but I do not have anything for the city level view.
SS5 Cities of Schley has a selection of Halfling house options (grassy mounds with round doors and windows), and also Elven treehouses, plus rough-looking Orc buildings. The main CD3 Bitmap B style has a larger range of fantasy building options as well, including for Halflings (houses and grassy mounds) and Elven treehouses again, as do the main CD3 vector styles, so there are options there without needing to go down the Annuals route. And the Annuals, being smaller in size than these main products, do tend to concentrate more on providing the basic styles first.
It is worth noting that you can draw your own house shapes using the CD3 toolset, and give the roofs whatever texture you wish from the range of options you have available. Stacking different shapes on top of one another on different Sheets with variant Effects can also increase the options for how things appear. DIY treehouses by placing a suitably-shaped and textured house in different sized tree and other vegetation symbols, all on separate Sheets, for instance. And things like varicolor wooden roofs can be made to work as market stall awnings with a bit of resizing and choice of suitable colours.
Sorry for hijacking your thread, Sue! Can't really add much beyond what's already been suggested above for Darklands Cities II, after all that... ๐ช
-
[WIP] Community Atlas, 1,000 Maps Contest: Villages in The Whispering Wastes of Haddmark, Peredur
Halfway point, or map five of the ten, if you prefer, is reached via Hex 1105, Osalin Village:
One interesting aspect for me as mapper with this sub-project was how readily the places each developed their own character, partly a result of their broader map setting, partly thanks to whatever features the Shadowdark random tables had come up with. In this case, there was the chance to map an unusually extensive area of burials, an aspect which truly defines the settlement, given that the area occupied by the dead is greater than that of the living village. Everything there was placed individually, to make sure things were never too neatly-ordered, although it's perhaps best not to peer too closely at what some of the repurposed symbols involved as the grave markers actually are! What's important at this map-view is the shape, texture and the shadows (or equivalent effects - there are some "Solid 10" shapes with variant Lighted Bevels in places, for instance). While time-consuming, it was rather satisfying to see the whole area growing in a more or less organic manner.
I'd already decided there might be hints of connections with a couple of the barrow-fields in hexes some way from the settlement on the Whispering Wastes area map, so adding a few more Solid 10 bevelled shapes for a few barrows closer-by seemed simply a natural adjunct. What was perhaps more surprising was the random tables provided by-chance an undertaker, properties hinting further at the ancientness, not to say weirdness, of the setting here, haunted warehouses and a little old temple suitable for hosting celebrations for the deceased (and anyone else at other times, of course). I've mentioned before, there are times when you start to wonder just how "random" these things really are! All I needed to add was a mill, a few contours and those barrow-shapes.
Onward now to the second half of the ten!
-
WIP Crofton - Darklands Cities and Shassar Tutorials
@Loopysue commented: "No plans for a Darklands Dungeon just yet, but that's not to say it will never happen."
Overland, Cities and Dungeons are the three key planks for CC3+ mapping though, and it has been mentioned here now, so... ๐
-
[WIP] Atlas Contest: Village of Djayet (Gold Coast, west coast of Doriant)
Scalebars are fine in the Atlas.
You can change the font in any symbols like this in your map by making a new symbol with your preferred font in.
Select the symbol in Symbol Manager (in the Symbols drop-down menu), and Clone it, giving it a new name (this is very important, so you don't overwrite the original symbol).
Then, still in Symbol Manager, select your cloned symbol and click to Edit it. Draw your editing pane and then make whatever changes you wish - all the usual CC3+ tools are available to work on the symbol.
Once you're happy with the new version, click the cross box in the top right corner of the editing pane to dismiss it, and you'll get a terrifying message like this:
Despite the terror, click "Yes" - it's fine to do so with the cloned image.
Then your revised scalebar will be available to use in that map only.
-
Wishlist for CC4
@Glitch - Something else you might try is having a second window with another program (such as Windows Explorer) on full screen mode, so it hides the CC3+ window completely. This helps stop the looping as much, and you can check the thumbnail view to see when the CC3+ screen is showing correctly again. I spotted Ralf did exactly this on this week's livestream at one point, so I know it's not just me who finds this helps sometimes!
-
Commission Map - Realm of Arduin
Yeah, this is really big! Presumably going for a wall-hanging poster-sized version if it's to be printed-out, I'd imagine, or all that intricate detail is going to be lost!
Congratulations on getting the borders to work with the dash and double-dot arrangement with no issues. These things are ever a nightmare in CC3, I know. (And on the more detailed view, all the other dashed lines as well!)
On the easy-to-view Forum version, I'm losing the knotwork corner details in the mountains especially - the colour's too similar. Maybe try a glow of some kind, or maybe a different shadow to pull-up the decorative elements?
The "Khorsar" label right beside the "Arduin" cartouche is very distracting; one or other would benefit from moving further away.
The surrounding nation/area labels aren't as clear as they might be in places, ironically including the Khorsar one, particularly where they overlie the mountains. Again, maybe a glow or shadow would help.
Is there a particular reason why only the Ozharen border has been colour-highlighted? That name-label might be tweaked slightly too, as the "O" is currently a little too near the map border overall.
The scalebar and compass rose are partly buried below the lower-left corner decoration currently, and the North point of the compass rose is obscuring part of the "Talafar" label.
On the more detailed Gallery view (and also on the Forum view version), the watercourses maybe aren't as clear as they could be, notably again in the mountains, plus in the woods at times. In places, they also seem to be impossibly narrow, to the point of almost vanishing, between far broader stretches, which looks odd, if perhaps required as a quirk by the commissioner (given how common these features seem to be). Several lakes appear rather too angular as well, though again this could be simply a required quirk, as they too are pretty frequently-seen.
The City Cliffs symbols in The Great Rift area could perhaps use some tweaking, as they look rather too angular in places, compared with how nicely curving they are in others. This could be worth considering too in that Devil's Footprint crater.
In the lower right corner, there's a tiny label that I think reads "Gast Water" which is too close to the corner decoration. The "Maragore" label could be moved lower, to fit within the border lines better, and the "Barbarian Hobbit Tribes" label it's currently partly obscuring should probably be moved as well, and perhaps set-up on two text lines, not just the one, to shorten it to fit with the moved Maragore label.
That's what I spotted easily in a quick check, at least, though obviously many of the smaller details can't be viewed properly even using the Gallery version.
Good luck!
-
Topographical map of the Ice bed of Antarctica
Hi @anridiredubh !
A quick search found this via Reddit. It's based on the data here. And this is the Reddit topic involved. I found the link in the answer by v7x that he'd created himself around 6 years ago - and to my amazement, it's still available online (it's on Deviant Art)!
I'm not sure how it's been calibrated, given much of Antarctica's bedrock is actually below sea-level, but it might get you a little further forward. As far as I can see, it's simply an adapted greyscale rendering of the data that's usually presented in colour for better clarity.
-
How do i know what i currently have installed?
Go to CC3+, find the drop-down menu "Tools" in the bar along the top of the window, and then go to the "Add Ons" label in that drop-down. That will show you everything you have currently installed, and you can click on any one of those names to access each individual item's description in an HTML file.
-
Panzer sample thread
Looking good!
I agree on the ground tracks point, particularly for the six and eight-wheelers as they had variations on independent steering per wheel group (and the four-wheelers had independent wheel drives too), so could give much broader overall track spreads.
It might be helpful to have an additional group of aerials to fit to the command vehicles variants (e.g. both the 231 variants, the 232s (6- and 8-rad) and the 222 variant 223), as these are such obvious fixed features in an overhead view, and they have to pass above the turrets, so would need to be drawn that way to allow for the turret pieces to rotate properly.
If you're including the 247, you might want to have the Kfz 13, and the variant Kfz 14 command vehicle - again, it has an overhead aerial, if no turret problem this time!
There are also the SdKfz 221, 260 and 261 (radio car variant of the 260), which you might be able to draw as simply variant top structures/turrets, as being similar to the 222 overall. The 231 (8-rad) headquarters variant, the 263 might be another possibility, along with the 263 (6-rad).
I'll go away now ๐








