Loopysue
Loopysue
About
- Username
- Loopysue
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- Member, ProFantasy
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- June 29, 1966
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- Dorset, England, UK
- Real Name
- Sue Daniel (aka 'Mouse')
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- 27
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Opening multiple instances of CC3+ on a Mac with OS Catalina
This method will give you a great visual grid, but doesn't really sort out a snapping grid. I am assuming that your client isn't going to be using CC3 him or herself, so the CC3 snapping grid is only relevant if you need it to align things in the map with the grid...
- Use the Select Points option both times, and the set snap grid option only for the first grid of smaller hexes. That's the snap grid you will use to align the grids with each other.
- If you draw the 5ft grid first, drawing it to one side of the map a little larger than the map itself, when you draw your 50ft grid over it pick one of the intersections of 3 small hexes as the starting point for the 50ft grid.
- Once you have both grids drawn, group them so they can be moved as one object, switch on Attach, and use the move tool to pick them up by the intersection you want to place at the origin of your map. Then type the coordinates 0,0 and hit enter. This will align the intersection at the origin of your map, which (unless you have moved the frame and screen around by hand) should be the bottom left corner.
- The User snap grid is useless to you now, even though you created it with the small hexes, so right click the Grid button and pick it and delete it.
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The Lakes of Michigami (Jerry's Map) - WIP thread
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Small Town of Fulnet
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The Lakes of Michigami (Jerry's Map) - WIP thread
After thinking about this for some time I think I might change style to use Ancient Realms style from the 2014 Cartographer's Annual. This style has several qualities that make it suitable for small scale mapping of very large areas like this one. Firstly there is a good collection of attractive mountains and hills, the fills are about the same colour and tone as the fills in your original map, Jerry, the woodlands are a fill rather than millions of very tiny individual tree symbols, and there are those very attractive circular points of interest markers that will be really handy for things like the salt mine, where they would be too small to show as other than a dot in other styles.
I know you won't see this for a while, so I will mock up a small section of the map for you.
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The Lakes of Michigami (Jerry's Map) - WIP thread
Something a bit like this?
I took the lazy option with the coastline and ran TRACED on the mask from the heightmap so that it matched the bitmap I'm using of the entire area as a guide for where to put the mountains and hills, but I think the Old Mission Peninsula is more of an island than a peninsula the way it appears in the original map. I will have a closer look at that one but this is just a taster to see if you like the style for the map.
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The Lakes of Michigami (Jerry's Map) - WIP thread
EDIT: I think I was working on this comment before you posted yours, so didn't see it till I'd done my own.
No - I'm not sick of it. I'm quite enjoying myself. I haven't used this style before.
Original comment below
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Ok. I've only done a bit more and some tweaking on effects, but I want to pause and see if you feel this is going the right way.
Just to the south of this green area is what appears on the real world map to be an extensive low plateau with mixed farming and forest. There are loads of kettle lakes here. In the real world its all very green and lush. That's all I can make out from the various maps I have.
Do you want me to do something similar, or go for Mordor? A desert would be somewhat out of place because of the lakes. Maybe just a straightforward moorland?
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Edge Fade and SS4/5
It didn't work on this one. But I got it to work with a backing sheet instead. For some reason the usual purple didn't do the trick. Sometimes you have to try different colours.
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Edge Fade and SS4/5
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[wip] d&d Basic/Expert set of maps
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Tangram Heightmapper
I've no idea if anyone else has already shared a link to this site, but if you are looking for heightmaps to use in Wilbur or FT3 to generate real world relief shade maps this might seem to be a good place.
The only drawback is the Mercator projection, which grossly distorts anything in the extreme north and south.




