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Wyvern

Wyvern

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Wyvern
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  • Community Atlas: Map for the Duin Elisyr area, Doriant

    Rather a longer gap between posts here than I'd hoped, but such is the way of things sometimes.

    However, coming back to the map with fresh eyes, it was obvious the symbols were over-sized for its scale, so I resized them all, changed one and moved a few others, and then had to move all the labels to reflect their altered locations. The usual two steps back and one forward; all part of the process!

    Plus I also changed the look of the woods in the manner suggested last time, adding a new outline sheet, copying the wood onto it, and setting it to a suitable solid green colour of a satisfactory width, so the main woodland area could be made transparent enough to still show the rising contour lines in the trees. After which, I added another segment of map symbols in the lower right, tweaked the northern line of the pass road more, and added a few smaller river lines. This is how it looked before I started adding the next batch of labels (still with none of the texturing active):

    The two new purple symbols are the entrances to a pair of subterranean Gnome settlements. That nearest the southern border has been moved some distance west of its original location, as the mountain tip there from the side-on symbols didn't make the cut into this topographic view. I had been treating those tips across the map as the northern side of what would be shown - which also explains why so many of the symbols in the northeastern quarter have migrated southwest, to be in the northern slopes of where those mountains were drawn here, of course. Those pictorial symbols can be so misleading sometimes πŸ˜‰.

    Before I added the labels though, I grew distracted by some of the contour lines, which didn't look quite clear enough in places. So that took up a bit more time, tweaking and re-tweaking, to get to something more satisfactory (I hope!). And then I changed some more river lines, mostly in the southeast quarter, to be nearer their final versions.

    And finally, I added the next batch of labels!

    A couple of new stretches of woodland have sneaked into the lower right corner as well, and I suspect there may be a few more before this is finished 😁.

    LoopysueMonsen
  • How to add depht to this canyon

    Ricko's provided you with plenty of information on how best to go about resolving this, but if another example might help, I used Sue's cliffs in my Embra - Bright Eye Well map in the Community Atlas a while ago.

    That has the map's FCW file you can download to see what I did. The map was also discussed on the Forum here, or you can find a larger version in my Gallery alternatively.

    Juanpi
  • My Favourite Fantasy city.

    Ha just as I posted it I realized I am missing a valley.

    There's always something... Been there, done that, have a wardrobe of T-shirts to prove it 😏.

    Don Anderson Jr.
  • Live Mapping - Hiding in the forest.

    In this session, we have a peaceful forest where nothing at all happens. Completely safe, I swear.

    So a closer view of places just like Mirkwood in the maps Ralf's been working on from time to time then? 🌳 πŸ˜ŽπŸŒ²ο»ΏπŸ•·οΈο»ΏπŸŒ³

    Loopysueroflo1
  • Attaching one entity to another to eliminate overlap

    To an extent, this depends on what the entities are you're trying to attach to one another. With lines for example, they have a specific thickness, and that can cause the edges at the end of one line to not align with the other, which looks untidy. Usually the only way to resolve that is by-hand minor adjustments with Attach turned off, and in some cases adding a tiny polygon to smooth out the joining point.

    For things such as river lines, I rarely use Attach at all, and simply zoom in and adjust the line position by-hand after it's been drawn, to get the "tributaries" to match up into the "main river".

    Attach also has its oddities, like attaching to the wrong entity or node sometimes, and that can be irritating too.

    Loopysue
  • WIP Ruins of Charn

    @Don Anderson Jr. asked: The floors look a bit disheveled for some reason. Maybe someone can give some insight.???

    As Helen suggested, the book makes clear the place is almost a ruin. Essentially, Charn's entire global population and all other life was destroyed in a single, momentary event a very long time ago, leaving just one living humanoid there (the person who caused it). The buildings are all pretty ruinous, as having been left quite unattended ever since, to the point where bits simply collapse if there are any louder sounds, and some have done so already, so there's rubble in places, etc. It's all looking pretty realistic to that currently.

    Royal ScribeHelenAA
  • [WIP] Sea Elves Outpost

    Glad to be able to kelp a little 😊!

    I'm not averse to hydrothermal vents myself, of course, if on a larger scale of mapping (so far).

    Royal Scribe
  • WIP Ruins of Charn

    I'm with Sue, in not seeing there's anything so very wrong with it overall.

    Maybe a shadow effect under/near the table would help, and possibly separating each of the chairs/thrones a little. Less sure about this second point.

    The bell does look a bit odd, so that might benefit from a minor rethink, and repurposing some symbols to help. A quick skim through the Perspectives 3 Bitmap B options suggests one of those open stone doorways (called "Doorway" in the Wall Features symbol catalogue) scaled-down, could work for the stand, and as a bell, maybe try one of the "Dish covered" symbols from the Bitmap B Furniture catalogue, though you might need to tweak the scaling a little, using slightly different X and Y scales to make it a little more vertically elongated.

    You could then draw a suitable little line as the support rod for the bell (or probably two short lines, so it looks as if the support rod passes though the loop on top of the "bell". You could though perhaps resize and repurpose the "Quarterstaff" from the Weapons catalogue similarly for this instead. For the hammer, maybe try the "Maul" from the same Weapons catalogue.


    ADDED EDIT: You might also think of using an alternative stone base for the bell instead of the table - perhaps the Bitmap B "Altar Nature", the "Altar Simple", one of the stone "Pillar Base" options, or perhaps that "Pedestal sm", all from the Temple and Statues catalogue.

    Don Anderson Jr.
  • Planet of those Apes

    Top down for the mountains would seem the better fit for what you're trying to emulate. Plus that would save you having to draw more symbols, and just set up a drawing tool with some effects!

    C.C. Charron
  • WIP: Nirmathas on Golarion

    Only thing that occurs would be to make those little illustrative symbol discs for Tamran, Fort Ramgate and Lost Mines larger. It seems a shame not to better highlight those little pieces of artwork. And of course to maybe add more for other places too.

    That might mean adding dot-markers for the places, and a line, or two lines, linking to the enlarged "art" view for the places, however, so you're still showing their precise locations, as well as illustrating them, though that may be more map-clutter than you'd prefer.

    Calibre