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Wyvern

Wyvern

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Wyvern
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  • Floor Question

    This style follows the original Hobbs's Architecture book from 1876 (a free PDF of which comes with this Annual issue), and that indeed just leaves gaps for the doorways, which the style mimics.

    For advice on using this issue, or indeed any Annual issues, see the accompanying PDF Mapping Guide. You can find this Guide, and any sample maps, images or other associated information files, wherever you've told the program to install the Annuals. On a standard default Windows installation, this will be in the C:\ProgramData\Profantasy\CC3Plus\Annual folder, after which you need just look for either the number or the name (the first year's Annuals only have a number) to find the correct sub-folder with all those details.

    If you can't find, or remember, the issue you're after, check Sue's image wall of all the Annuals elsewhere on the Forum here, which covers up to the middle of 2o24 currently.

    ScottADaniUG
  • Starfinder rpg site, with maps

    You might be able to use resized pieces of Cosmographer starship gear for the space-stations Jim, if they'll stand resizing sufficiently. At this scale, something that obviously isn't the shape of a planet will probably work!

    Also, is it "Disapora"? I don't know Starfinder, but for a scatter of asteroids (which is what this seems to be), "Diaspora" might be more apt.

    roflo1JimP
  • The Creepy Crypt project

    Dee-licious! ๐Ÿณ

    MonsenJimPLoopysue
  • 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!

    LillhansLizzy_Maracuja
  • 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...๐Ÿ˜‰

    LoopysueJimP
  • I Can't Buy Campaign Cartographer And Other Such Products

    You should though check your card provider's terms and conditions before carrying out the transaction, as you may find there's a small extra fee to convert the currency (about 3% of the transaction value is common, though not universal). Like Loopysue, I'm in the UK, but have carried out transactions this way for some years for US, Canadian and New Zealand Dollars and Euros, for instance, and the transactions have always been pretty straightforward.

    Also, if you're concerned, you can pay through PayPal (even if you don't have a PayPal account), and that shows you exactly how much you'll be paying in your own currency, including the conversion fee (and your card provider shouldn't charge you any extra).

    LoopysueScottA
  • Community Atlas: Kara's Vale, Ethra, Doriant

    And so finally...

    My original idea was to set this dungeon map up as a cellar to the Tower. However, the use of portals to navigate between the main Tower maps, suggested this one could be set up instead as a further level, whose separate nature, while hinted-at by the need to use the golden talisman from Level Seven to operate the portal from Level Nine to it, would only become fully obvious once it began to be explored. It also leaves open the question as to whether this is genuinely just another main Tower level, one with a more secure, semi-secret accessway, and even whether most of the Tower levels might be on a completely different plane of existence to the outside that connects with Level Five.

    Regardless of that, this is the final map, whose base was generated by a trio of the Inkwell Ideas Dungeonmorph dice faces from the Adventurer set, here with a few minor tweaks and adjustments:

    As the labels indicate, there are alchemical aspects here that survived from my initial thoughts on this layout, now added-to by golems - and there are several of those here, including some variant levitating Iron Golems that can also freely teleport within this Level (only). There's also something horrifyingly vast and terrible magically held in stasis in the Great Holding Chamber. You'll have to read the notes in the Atlas version to find out more, but it's known as The Devourer of Deserts (no, not "Desserts"...) thanks to The Story Engine card draws.

    There's a lot more weirdness here, including what seem to be randomly inlaid dark metal symbols in the floors, walls and ceilings in places (another card-generated idea), as well as more conventional dark metal inlay designs, courtesy of our own Loopysue's Marine Dungeons! Some of the accessways are incredibly narrow (that between chambers D and E is barely 18 inches, 45 cm, wide, for instance), raising questions as to how some of the large, bulky equipment ever got into the inner western and northern parts of this complex. Which is just as it should be for what's clearly an anciently-created place belonging to a highly powerful magic-using person/creature. Who seems to be nowhere at all in the complex currently...

    The golems are intended to function much like the other guardians elsewhere in the Tower, in stasis until required to tackle intruders, except here, there are often passwords required to stop them activating, not to mention the silver amulet needed to open the door to and from the Entrance Chamber (A). The whole Windy Tower project was though a fascinatingly creative exercise, tying-together (sometimes very loosely!) the randomly-generated card-draw concepts, as well as the oddities of the dungeon layout.

    One final piece of weirdness I only found an explanation for after consultations with Loopysue and, indirectly, Remy Monsen. It's been a very long while since I mapped using the Mike Schley Dungeon SS4 style. When I came to draw the Level Thirteen map, as usual, I imported a JPG version of the hand-redrawn dice design as a base to work from in CC3+. I always check the sizing of that, and adjust it when done if needed, using the drop-down Info menu's Distance command, measuring the separation of the graph-paper grid lines using the ortho setting. Ordinarily, that calls up an information panel that looks something like this (I'm just picking random points here to demonstrate):

    However, what came up was this:

    I thought I must have hit some unrecognised shortcut key by mistake, but then I couldn't find a way to reset it, either using the CC3+ Help menu, or anything in the Tome.

    It turns out though that there are actually two commands you can type into the command line to find distances like this, DISTANCE (which gets you the first panel above) and DIST2 (which gets you the lower panel). Now quite why DIST2 has been set as the default in SS4 is a mystery nobody seems able to resolve, given that (thankfully!) it isn't used anywhere else like this. There probably are circumstances where being able to measure both bearing and distance together might be useful, and also the vertical and horizontal distances simultaneously, but it is appallingly confusing to have this thrown at you when all you want is a straight distance measurement. In this instance, it's fairly obvious, if not intuitively so, as to which is the correct value for what was being measured, although that wouldn't necessarily be so obvious under different circumstances. Something to be aware of when using SS4, though - and if you do just need a "normal" distance measurement, simply type-in DISTANCE to get it!

    Now it's time to leave Doriant for the time being, and head off to Lanka in Kumarikandam for the next maps in this project...

    LoopysueRoyal Scribe
  • Cartographer's Annual - all the issues linked in one place

    This really is invaluable, Sue. As I've printed-off the PDF mapping guides for virtually all the Annuals, I tend to remember if I've seen a given style somewhere, but if someone then asks, I end up hunting through the PF website pages to find it, usually guessing which year it's in first, because I can't find it in the mass of printouts otherwise...

    I've not explored anything like enough of the issues in detail to have favourites, though my ongoing Community Atlas mapping has provided opportunities to experiment with quite a few.

    @jmabbott If you're subscribed to the PF Newsletters, you'll find there are sometimes money-off vouchers available for webstore purchases in those, and the company has in the past run generous Black Friday promotions, which might make the complete Annual collection a bit less fearsomely-priced. It's how I completed my set a few years back; after that, it's "just" a question of keeping-up with it year by year. That's not so bad either, as if you're a subscriber, you usually get a time-limited, money-off renewal purchase option around the end of the current year as well.

    LoopysuejmabbottJimP
  • 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.

    Loopysue[Deleted User]
  • Dungeon Level Symbols

    Obviously, we need some entwined knotwork wyvern designs for the furniture, but it's otherwise looking wonderful so far ๐Ÿ˜๐Ÿ˜‰๐Ÿฒ!

    LoopysueRoyal ScribeShessar