Mythal82
Mythal82
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[WIP] Continent Map using CC3+ MS Overland and other resources
Here's my first attempt at a regional map based on the above Continent. It depicts a tiny (35mi x 27.5mi) region in northernmost Cimmetra (where the yellow country meets the purple country at its northern tip).
A couple of issues I found. First off, the road tools bugged quite a bit, so I wound up just replacing them with splines assigned to the relevant sheets - I think the result works, though. Second, and more of an issue, I couldn't think of any way to indicate on the map that The Falamur is a shield-wall of cliffs - there's no cliff symbol, etc. - so I wound up just using the same technique I've used to indicate elevation in maps before. Does it convey the intent well enough, do you think? Or is there a better way to get this across?
(It's important to the plot - it makes Nordpont the Peerless the only way to move cannon and heavy troops north to south)
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[WIP] Using Watabou as a basis for a mediaeval fortress town, using the 1930s Street Map Annual
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[WIP] Using Watabou as a basis for a mediaeval fortress town, using the 1930s Street Map Annual
I really enjoyed the Annual issue which explored how to paint over Watabou-generated cities while keeping the general aesthetic of the maps it creates (which are fab), but I’ve always wanted to try my hand at giving one of them more of a holistic makeover. After going back and forth over the best way to do it, and repeated false starts using more detailed Annual templates as a base, I decided that possibly a less-is-more approach was warranted, and made a concerted effort using the 1930s Street Map annual style.
The mapping is mostly finished at this point - I’m now working through the process of identifying the important buildings and swapping them from hatched to solid. It was a bit of a labour of love, but the flexibility of the 1930s Street Map Annual Style, when it came to a Watabou-generated base, was that it bypassed the most frustrating problem I’d found (which was “how to make the building positions and shapes feel natural, or at least not jarringly unbelievable, with so many acute angles on the blocks”); I simply drew buildings of abnormal shape, rather than trying to justify those shapes with extensions and dormer windows.
Would love feedback on the result - does it feel “believable”? Does the aesthetic work? I’ve had to use hatch textures from other annuals for grassland, graveyards and farmland, as the Annual (understandably) doesn’t have those as standard options, and if anyone has better suggestions for these I’m all ears (since they do contrast quite a bit with the Annual’s standard hatching).
I’ve included both the original Watabou-generated base, and my map’s current iteration.
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Town Map for a Cthulhu Game
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[WIP] Fantasy Renaissance River City
To give myself something to focus on in-between trying to make city-scale mountains work, I've started on a more straightforward river city map. It's very much a work in progress, using a Watabou generated layout to give me a base to work from, and then editing it to fit the lore of the game I'm running.
The city will be divided into districts identifiable on the map by the tones of the watercolor textures I'm using for the housing (browns/earthy tones for the industrial area, reds/pinks for the Dwarven quarter, and so on), and the shaping of the architecture. Ultimately the industrial areas will want a more polluted, hard-done-to look. There'll then be shanties and lean-tos outside the city and within the floodplains, where the more impoverished workers and the destitute reside.
All feedback gratefully received!












