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Wyvern

Wyvern

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Wyvern
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  • Hex Crawl Test

    Economic and wildlife symbols often get left out - and even when the overland styles do include some, they can be quite selective. They're often useful, and more helpful for GMs than simpler dot-type place-markers.

    Ruins, and different types of ruin (so you could build up to a ruined city, say). Could include giant statues (like the Sphinx or the Colossus of Rhodes).

    Ships, sea monsters, reefs, whirlpools, etc., to decorate the oceans.

    Flat-topped mountains (like mesas), volcanoes, lava flows, glaciers.

    A few ideas only, but maybe something to spark some further thoughts from yourself, or others here?

    C.C. Charron
  • CC4 Overland Development Thread

    Loopysue remarked: I'm only interested in geology, though, and not a geologist, or a geomorphologist, or whatever you have to be to understand that particular type of physics.

    Ah, don't worry over it! The physics of crater formation is endlessly being revised and experimented with, like most sciences, whenever something new and unexpected turns up. It's a particularly tricky field, because most of the impact craters easiest to examine in some detail are on the Moon, which isn't a helpful analogue for such craters on Earth, or other places where there's an atmosphere to alter how they look on various timescales, from original impact onwards, or how they can form when an impactor strikes a medium that isn't lunar regolith and rock. First approximation stuff is fine to give a crater that looks like a crater non-specialists can recognise and make use of!

    Plus, what you have now will work nicely for both impact and (inactive) volcanic craters - though the latter will work best connected to a suitable mountain-top or area of suitably craggy rock, of course.

    Loopysue
  • WIP Arboridia (Mercia) for Community Atlas

    You may be able to get the roads more obvious simply by widening the lines, and maybe increasing the glow effect on their edges. The pale colouring actually seems fine.

    I very rarely use any of the forest fill tools, since trying to get the tree-density right if your map's not a typical size for the style takes too much time and effort for me. Plus I usually want to add features in the woods, so end up moving or deleting trees to accommodate them. Thus it's quicker and easier for me to just place trees individually!

    Loopysue
  • WIP Arboridia (Mercia) for Community Atlas

    No, I'd agree with that too @Maidhc O Casain, although to my eye it's the very strong drop-shadow on the title that's causing problems, as I don't struggle with specific colours.

    Maidhc O Casain
  • Compass Roses

    And now released into the Wild, looking thoroughly stunning! Amazing work, as many here have already noted, Shessar!

    roflo1
  • Dungeon Level Symbols

    Naturally ๐Ÿ˜๐Ÿฒ!

    Things that immediately occur in this regard include having symbols prepared as Sue did in Marine Dungeons 2 as Colour 6 shapes for use as cut-outs, showing her metallic textures beneath as inlaid floors - which would of course allow any other underlying inlay texture to be used as well - such as different coloured stone or wood.

    Also, having the symbols available as outlines using the Solid 10 bitmap fill, so they can be used immediately to produce low-relief indented or inscribed designs, as Remy showed back in 2020 in this blog post, but without needing to explode the symbols first.

    Royal ScribeShessar
  • WIP: New Dungeon Commission

    Yeah, it can be a real challenge to work on large, complex layouts like this, and I suspect it's easier if you're doing it for yourself, rather than someone else (even if they are paying you for it). Closest I've come using CC3+ is the Dendorlig Hall map for the Atlas, and that took me ten months to finish, so I don't think you've done too badly here!

    Prior to that, I'd only done a couple of twelve-level random dungeons by hand, the more recent of which was about thirty years ago, using the original D&D DM's Guide random dungeon design mechanic. Neither of those took anything like so long (the more recent took about five months), but being younger and with fewer commitments/health issues back then, things flowed more smoothly, of course...

    Hope your client's as impressed as we are!

    jmabbott
  • [WIP] Rise of the Crone-Mother

    Yes, the numerous areas of white water seem a bit distracting, and make it harder to tell which elements among those might be more important. There are what seem to be a couple of larger falls on the left-hand "vertical" section of river, but it's not clear currently if these are more or less significant than some of the numerous other white-water clusters elsewhere, for instance.

    Not sure if the wider riverbed area in the top left is part of a lake, or just a wider section of the river either. If it's a lake, the bed should probably be a bit deeper and the water flow quieter, so it would probably be less obviously boulder-covered (which works fine for shallow, fast-flowing water otherwise). What seems to be a lot of waterfalls just before (and into?) that wider area though makes it hard to be sure.

    The paler shadow does indeed seem fine on the latest drawing of the cross-section through the hag's lair, although the heavy dark glow around the cave wall lines and the exterior, also helps settle it down into the landscape more.

    Royal Scribe
  • How Can I Draw Real-World Places in Campaign Cartographer?

    Looking at your PDF sample map, it seems as if what you may need are just hexes with three different fills to duplicate it. Two of those are terrain fills, the other is simply the flat colour representing open terrain (I think). If so, you can easily create those in CC3+, providing you have suitable bitmap fills available (either custom fills from the publisher, or ones you think will be suitable from what CC3+ assets you have available). All you need do is draw a hex using the hexagonal snap grid, and then change its fill style, then copy and paste that hex exactly where you need, again using the snap grid.

    The river and coastlines may be trickier, because those are all obviously freehand on your sample map (I've drawn this coastline myself before, although for the ancient period, so I know it's not easy!). However, there is a trace option using CC3+ drawing tools that is able to at least approximately follow strongly-defined lines (that is, lines where there's a good degree of contrast) from a bitmap image (such as a JPG) imported into your CC3+ map. (Note though that this is separate to the Trace command the tools allow you to use when drawing with one in CC3+, because that needs a line already drawn in the CC3+ map to follow, not something on a separate image).

    Sue's advice is good if you wanted to draw a map with a lot of different terrain types particularly, but those terrain symbols do seem rather different to your sample map's appearance. Hopefully though, some of our comments here will help point you in the right direction!

    [And don't be so modest @mike robel ๐Ÿ˜!]

    Marja Erwinmike robel
  • Community Atlas: Hopes Lost, Lampoteuo Region, Artemisia

    I was going to say this is probably better discussed as a new topic, but I see Royal Scribe has beaten me to it! The snag is here, anything useful will end up muddled-in with the maps and notes for this topic, making it harder for someone else to find in future.

    LoopysueRicko