Loopysue
Loopysue
About
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- Loopysue
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- Member, ProFantasy
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- June 29, 1966
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- Sue Daniel (aka 'Mouse')
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Sinister Sewers - Style Development Thread (CA207)
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Live Mapping: Woodland Town
Hi everyone! :D
This week, Ralf will be taking another look at mapping a town in a heavily wooded area, partly continuing from an earlier video on Symbol Set 6 - Cities of Schley.
Come along and join in the live chat on YouTube here:
https://www.youtube.com/watch?v=WEDSYrFRu1I
Or you can watch it here on the forum if you prefer (though there's no live chat here)
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Fill terrain's symbol size
I think those use the symbols in area, in which case they are affected by the default symbol size in the map.
Unfortunately, changing the default symbol scale won't change the existing forests you've drawn. It will only affect the new ones, so you may have to backtrack and redo the existing ones. Here I drew one jungle at the default symbol scale for this map on the left, then doubled the default symbol scale and drew the forest on the right.
You get to the default symbol scale setting by clicking the Drawing Properties button |CC2PRESETS|
Changing the default symbol scale will also change the default symbol scale for all the other symbols you place after changing it.
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Live Mapping: Woodland Town
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Layering the Same Fill without pitting in Worthington Historical
@JulianDracos Sorry - I meant your FCW of the map you are having problems with.
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What I've been working on
There is a way to fake a smooth-topped bevel.
If you have Darklands overland it's set up using a white glow and a black shadow on the WATER sheet of that style, though for some reason I had to increase the width of the second glow from 2 to 5 units when I reopened my example map.
The bevel is 'cast' onto the land by the water, which is on top of the land.
The effects that create the illusion are the last two in the list.
However, I appreciate this may not be practical in a battlemap.
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Bevel Blues
What I've suggested is basically a replacement of the standard bevel, but using the bevel to get the shape to draw.
As for the issue more generally - artefacts are likely to occur with quite a few of the effects if the polygon extends a long way outside the edge of the rendered area, since some of them rely on the render engine being able to 'see' the whole polygon. A small distance outside the map is ok, but once you get beyond a certain distance away it all goes a bit wrong.
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Live Mapping - A peaceful day at the mall
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WIP: Nargothrond: Really need advice, please
Maybe the key should be to one side or below the whole map, since there isn't a lot of room in the map, though it's really too early to be thinking of the key. It's more of a labelling process at the end of the drawing.
I can't see what style you are using because it's so huge the textures are too small to identify, but the answers to some of the other questions could depend very much on the style and the arrangement of the sheets.
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[WIP] Dragonlance
It looks really good :)
Maybe adjust the positioning of a couple of the ocean names just a little to prevent them getting so close to the land? And that Blood Sea label is pretty unreadable as it stands. Maybe it's one of those rare instances where you need to break the rule about the blue ocean labels and turn the label for that one a very pale blue - quite close to white? I wouldn't make it absolutely white, though, because it would stand out too much.

