Wyvern
Wyvern
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Install Order?
Can't really do more than reiterate what Sue's said already re you and your mother's ongoing situation, and to hope things settle for you very soon.
With CC3+, I think we all feel for you too. Even a short spell away, and I find I've forgotten something critical... If time and circumstances allow, it might be worth checking-in on one or two of the live PF mapping sessions on YouTube - or checking them later as VOD - as Ralf usually goes through all the basics of setting up a new map, as well as whatever the session's about, for instance, which might help get you back in the swing of things a bit quicker.
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[WIP] The Dancing Princess (Community Atlas, Artemisia, Spiros Isle, Helinesa)
I'm not saying it will definitely help, as I'm not sure what changes were made when the Ships Annual was updated, as they were drawn only using the original, but I had to handle similar deck-level elements, and other features, when designing "The Naughty Lass" for the Atlas. For ease, you can pick up the deck plans FCW here, and the sideview here, in case those may assist.
Note though that I did "cheat" with the yards, by having them piercing their respective masts, partly because it's a magical vessel, partly because I was trying to avoid needing to show the complexities of the rigging...
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The Creepy Crypt project
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Community Atlas - Forlorn Archipelago - Poncegraf Village - Church
For the Church, the pillar shadows could use some adjustment, as right now, they're passing over and through the walls, which is confusing.
On the upper floor (which might benefit from labelling as such), the stained-glass window patterns thrown on the floor need adjusting, so they cover only where the wooden flooring is - where they shine into the air beyond, there should be nothing.
Additionally, not all the windows should be showing these at all on either floor, only where the light will be shining directly through them, and that should match with where the floor shadows lie as well.
It might be helpful to add dashed or transparent lines on the lower floor image to indicate where the upper balconies are on the lower map view.
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A random dungeon - Jon Roberts Style
Odd, as I was having the discussion about using random designed dungeons with another colleague online only yesterday!
I started with purely random designs back in the mid-late '70s, because I had no ideas to work from otherwise, having only just seen the original D&D booklets for the first time. As those who've followed my Atlas maps especially will be aware, I'm still a great fan of random design mechanics to stimulate ideas, or sometimes to better work out why some things aren't working well enough otherwise.
The Donjon system's a fun one, and there are plenty of other generators to try out if you've a mind to.
I've long found that the two elements - creator/occupier and layout plan - go hand-in-hand, and can be used to modify one another along the way. Thus a random idea might spark-off something still more interesting that follows a more logical pathway, until you reach a point of ambivalence, when more randomness can be brought in once more.
The sole comment I'd make about the map here so far is the secret doors are all far too obvious. Move the actual door to the nearest flat (room) wall junction, not at the end of a short passageway (add a second door for the one into/out of Room 9, as the approach could be from either side, so one flush door in the 9 wall, the other in the corridor wall to the west).
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WIP tavern
While the size may seem wrong, by a strict comparison with some medieval European structures, this isn't for medieval Europe, it's for fantasy D&D, and is close to the scale size for this specific tavern as shown on Mike Schley's map of Saltmarsh in the Ghosts of Saltmarsh scenario book (Wizards of the Coast, 2019), assuming five-foot grid squares here. The appearance isn't quite the same as on that map, but this is an adaptation after all, and although there are a number of designs for the Wicker Goat Tavern online, I don't think there's an official D&D version, so some leeway is to be expected.
In the original adventure (The Sinister Secret of Saltmarsh, TSR's Module U1, from 1981), you were expected to create your own version of the town from scratch - there are a few guidelines for key points, such as Point 4: "Decide where the characters could stay when resting in the town between adventures (the best inn? the only inn?); draw up a tariff (list of expenditures) for their accommodation and food." But that's as close as we got to a description for the inn/tavern, which didn't even get a name back then!
That's not to say such points should just be ignored necessarily, and the heating and access points are useful considerations. However, if the final tavern is meant to fit to the size of the official Saltmarsh map, this is close enough to work for that.
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How long have you been using Campaign Cartographer?
I got the program in 2013, but did very little with it for a few years afterwards. I've only been especially active with it in more recent times, notably since about 2018, primarily in contributing items for the Community Atlas.
Using the program more frequently and regularly has certainly improved my grasp of what its capabilities are, something that's true for most people, I think. Finding the time, and sometimes the inspiration, to do that can be more of a challenge though!
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Snowy lands
Looking at the symbol and terrain use here, I think these could be used to create an illusory city too, or a literal ghost town, perhaps with some additional colour overlay effects, and perhaps some transparency about the symbols (less sure about the latter point, however). Or indeed a city of glass.
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Community Atlas: Map for the Duin Elisyr area, Doriant
Been MIA for most of this week thanks to RL things. However, another short update.
More tweaking of effects, and adding new, mostly minor, items, along with some new small outdoor patches for the upper tunnel exits this time. I also added some floors to the basal hex-rooms, to make them sit a little better there.
While experimenting with the bevel edge lines for the upper tunnel inner ledges, I chanced upon a better looking option for those raised areas in the southern entrance cave too. I also ended up redrawing both the floors for the upper exit tunnels, so the bevel would work there, and the walls for those same three upper caves. The latter showed up as a problem when I added some of the outside dirt texture patches, as it was suddenly obvious there were some unwanted lines and pseudo-gaps in the wall lines due to the classic "too many nodes" problem. For some reason, the Break command wouldn't work on those two right-hand edge corner exits, possibly because I couldn't identify exactly where the lines were due to the nodal weirdness, and trying to delete nodes turned into a complete nightmare, as some of the lines looked almost as if they had gone around the entire map-border-line edge. So I just cut my losses, deleted all those wall lines, created a new drawing tool to prepare identical, but open-ended, wall-lines to those in the default cave tool, and redrew the lines by tracing the cave floor areas and, without tracing, to a little beyond the map border.
This amount of time-consuming, if relatively minor, amendments is pretty typical for this stage of the drawing process, I find, as it's among the most important elements to get as right as possible.
Ran out of time to get the hex-room doorways cut, with labelling and a scale-grid to follow. After that, it'll be time to start the area map for where this map's going to go in the Atlas...
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Good sizes for fantasy cities etc
As Jim said, there's going to be a lot of personal preference involved here, heavily dependent on how you see your world setting developing, what types of civilizations exist in different places there, as well as how much time and effort you have available for designing and mapping it all.
Plus you're really asking two different, if related, questions - 1) the number of key buildings desirable for different types of settlement, and 2) what the appropriate size of different types of settlement can be for different types and numbers of special buildings.
The question of settlement sizes has come up on the Forum here before, and you might like to look over the comments on these two topics, both of which coincidentally came-up in late 2018:
Looking for advice on starting Village/Town/City size
There are also various systems for designing RPG settlements available online, some paid for (on sites such as DriveThru RPG), some not (such as blogs), as well as a number of random design systems, such as those on the Watabou site, although those provide primarily maps, rather than lists of the specific places you indicated as of interest.
Those should get you started at least, or perhaps help clarify what it is you want (or even don't want!) from such systems, from where you might feel more confident about creating your own settlement design system.
Good luck!






