Wyvern
Wyvern
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[WIP] - An audience with the King
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Ricko's Questions
Too late to be of much use now, I realise. However, dashed lines, even when you've adjusted the settings to give suitable lines and spaces, often need minor tweaks after drawing them, as has been mentioned already. As Sue said, simply adjusting one node on the line by a few pixels is often enough to stop the unwanted "looong" line segment, or occasionally removing one node, although I find the line adjustment method is more reliable, and easier to correct. Of course, you have to check the whole line, because correcting one spot may create problems elsewhere. So again, I often draw any lines like this in shorter stretches, to keep such difficulties within manageable limits.
The problem seems to be commoner when you have a couple of nodes quite close together in one part of the line, so again as Sue suggested, keeping the number of nodes overall as low as practical, will likely help. (Except when it doesn't, of course ๐!)
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Playing Card County Maps
By chance, I came upon an item in the press this week about a playing-card map of the county of Northumberland in England from about 1676, by Robert Morden (well-known British mapmaker of the period), which had been sold at auction. This is an image of the card's face:
This kind of black-and-white period style is one already readily available in CC3+. However, the concept of playing-card county maps like this (apparently, the complete deck included all the counties of England and Wales, and was updated several times over the following century) was new to me, and something that seemed an interesting concept to introduce to fantasy RPG mapping, perhaps.
A suitable template could be created quite easily in CC3+ for a full card deck, and a background fill texture applied before adding the maps and details. The nature of the maps means they wouldn't all need to fit together ultimately, although it would be practical to devise a large, full-country map first, and then cut it into segments to fit to the cards.
The auctioneers' webpage where I found the original image is here, as it also shows the card's plain(-ish!) back. The local press for Northeast England has further details, as the information on this webpage is pretty sparse. I'm never sure if those outside the UK will be able to access the press sites though, so haven't given any links here.
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Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum
Thanks for all the comments, "likes", and so forth folks! Much appreciated.
"Dendorlig Hall" it is then (and topic title amended to reflect the fact)! Please reserve it for me in the Atlas @Monsen, if not already!
@roflo1 - Yours is another fun dungeon generator, and one that for some obscure reason hadn't come up among my Google searches previously. Looking through the list you have there (for random dungeons only), I note several links are broken now, and one of the sites that still exists, Dizzy Dragon's, isn't an "https" site, which sometimes get flagged or blocked by certain browsers/browser settings now. Might be worth reviewing and amending the whole page now?
No thanks, Julian! I prefer to set my own challenges! But this might be an interesting project for another mapper here?
@Loopysue - Maybe just one of the smaller twelve-room dungeons might be a possibility for you though? Might even fit to your creation schedule if there's a fresh dungeon style coming up later this year that will need a sample map preparing, say...
Thanks for the comment re Scott's "Darklands" map too, Remy. I've been checking over the maps and descriptions for the Malajuri area since I last noted anything here, and as you wrote, couldn't find anything suggesting direct links to the surface world, though there is a somewhat "compartmentalised" layout to my blue dungeon map already, which could suggest a possible faction or two from the Darklands might have established an outpost or two here. I'll have to think about this further!
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The Creepy Crypt project
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Panzer sample thread
So far as I recall from modelling the 8- and 6-rad armoured cars (i.e. also from period images and information), the aerials were fixed in position, and at a height above the turrets all the time. These are the early-war "bedstead" frame aerial types, not the later war smaller "star antennae" which were retrofitted to some models, incidentally.
Oh - and belated congratulations on your ascension to Master Mapper status @Lillhans ! Very well done!
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Live Mapping: Hilltop Fort 1
Must admit, I was getting slight déjà vu feelings watching Ralf's livestream yesterday, as parts of it reminded me of my Wyvern Citadel maps for the Community Atlas. Very different scale of course, but there are inevitable similarities for drawing anything set on a craggy hilltop in this kind of more realistic style.
I made much more use of symbols however, rather than drawn polygons, for the cliffsides, though I did experiment that way originally (see this post in my Forum notes on the Citadel map, while still in progress). Just couldn't get the bevelled polygons to look right though, so switched to a technique developed for battlemat cliffs by another of our resident mapping experts, Shessar, as described via the Forum post here. As ever with CC3 mapping, there are always different methods to try!
Looking forward to Part 2 of this video, to see how it all develops. Anyone would think Ralf was running a game set in Middle Earth...๐
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Community Atlas: Embra - Enclosed Places
Enclosed Place of Interest 3 is the Floating Dale Park:
This can be used as a typical real-world park, with opportunities to wander around, or play outdoor games on the central Playing Fields, whose unusual shape may call to mind that Faerie outdoor games and sports may not be quite those familiar from the Mortal Realm.
There are a handful of surface-level buildings scattered around the map's centre, as one of the map toggles will reveal:
These include the Pavilion, where equipment for playing sports and games is available, as well as a restaurant in the central octagon beneath the building's dome. And yes, some of the vegetation is actually intended to be of living glass in Glass Tree Forest. And again yes, those ARE bridges made from rainbows over the River Clack. As ever, the text and PDF files will explain a little more about both facets, and others, from this map. In case this seems not very "Enclosed", there ARE boundaries to the Park which are deliberately less obvious than some.
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WIP - Wayward Village and Inn
Glitch commented: 2. Use the select point option to draw grid box. Easy to do, but if you have and irregular building, setting two grid boxes creates a misalignment of the two grids.
It shouldn't create a misalignment if you use the snap grid properly, but you may need to mask the second grid in places. Or you could just draw one grid across all, and mask those areas of the grid that lie beyond the structure's walls.
As with most things in CC3+, there isn't just one option for solving issues like this - it's which one you're more comfortable with that typically wins the day.
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Community Atlas: Embra - Hilly Places
Thanks very much Sue!
I wanted the cliffs here to look different to yours, which I'd already decided to use for the red sandstone types at Embra, as the Palace Heights ones are meant to be a harder, volcanic type of rock. Actually, a Faerie type of volcanic rock, which has different properties and abilities to "ordinary" volcanic rock, so I also wanted the forms here to act as a reminder that something a little different to normal was involved. I also used a similar style of cliff drawing in one of the Crossing Places Streets - the Rocky Vale under Seafield Road there, again because the Vale is a weird place that can't be reached, another reminder of something odd happening there.







