Monsen
Monsen
About
- Username
- Monsen
- Joined
- Visits
- 692
- Last Active
- Roles
- Administrator
- Points
- 8,940
- Birthday
- May 14, 1976
- Location
- Bergen, Norway
- Website
- https://atlas.monsen.cc
- Real Name
- Remy Monsen
- Rank
- Cartographer
- Badges
- 27
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Adding cities to map
Even if you are in an overland map, you can still just open the various symbol catalogs from City Designer using the :ICON_CATALOG: button. You can also use the drawing tools from CD3, but this require you to import the fill styles from the city map into your map.
BUT, I do not recommend this. Trying to draw a tiny village on an overland map generally just looks like a mess when you zoom out and view the whole map. It may work if the map is something like a small island with a village or two on it, but it doesn't work very well if the overland map is any greater scale than this. Remember that a properly scaled house on an overland map would be TINY.
There is also the issue of performance, if you try to map out a lot of tiny villages on your overland map, you are adding A LOT of extra entities to the map to do this, which can lead to poor performance if you take this far enough.
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[WIP] Village of Buckenhurst
The stilts seem quite a bit out of proportion. I would assume these are made from tree trunks. Where do they get trees 10' diameter? Trees that size do exist, but it isn't exactly commonplace.
The buildings also seem a bit large to me. Now, I don't know anything about your world, but you've tagged it fantasy, so I assume the typical medieval-ish type of living standard. A modern house in my part of the worlds is usually about 80-120 square meters (861-1291 square feet) per floor. These fishing huts of yours are 232 square meters (2500 square feet). That's huge.
Why are the stilts that tall btw? They're standing on what looks like grass, so it doesn't look like an area that is normally flooded.
To add details to your map, I would normally think about placing some vegetation, but that brings me a bit to my previous sentence, vegetation doesn't grow within the tidal range of the water, or at least not land-based vegetation.
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WIP Novaregna
Nice. Love the improvements.
I can't help but suggesting those cliffs north of the lake should be home to a waterfall though, if you can find a way to draw it.
Depending on time frame and when we start playing, I may have to 'borrow' some maps, creating new ones for what I publish...
The community atlas is full of maps you can borrow for your game sessions.
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WIP Community Atlas Scalica on Doriant
@john crowley wrote:
MACRO MyMacro.
SHOWSHT LAND
ENDM
I followed the directions in the tome. Tools-Macros-Load Macros which takes me to Program Data/Profantasy/MyMacros. Then type MyMacro. So what am I doing wrong?
The macro in itself should be fine, except that there shouldn't be a period after the macro name.
But you really shouldn't be using the Load Macro command, that unloads all the standard macros which is bad. If you develop a macro for personal use, put it in the main macro file (keep a copy somewhere though, an update may replace that file) and you have it always ready for use.
Of course, you cannot distribute macros this way with the community atlas. All macros need to be in hotspots embedded in the map (Tools -> Macro -> Make Hotspot). Note that these hotspots are like regular macros, but they don't have the MACRO/ENDM lines
Keep in mind that for the atlas, I prefer to keep information toggle macros in the map navbar (Which I add after receiving the map). Download the .fcw of this map in the atlas for a sample map with lots of toggles in the navbar (you may get red X'es if you don't have the right add-ons, but you should still see the navbar to the right just fine). What I need to build that is a list of the macros you need in the map. And keep in mind that each macro should be used independently and in any order, so you need to take care that each macro hides all the sheets that isn't required for that view, and show all that is.
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Font Identification






