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Wyvern

Wyvern

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Wyvern
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  • [WIP] Community Atlas August Mapping Contest: Cloven House

    More time today, and first-off, I checked the On New Macro as well as the On Open one, as I was fairly sure when I started the new file for this map, the Simple symbols set had indeed loaded. Which is where I discovered this was indeed the case, and that the correct CATALOG line should be :

    @Symbols\Modern\Floorplans\Dracula Dossier\Simple.FSC

    and not:

    @Symbols\Modern\Floorplans\Dracula_Symbols.FSC.

    The macro's easy enough to change in an existing map file drawn in this style using the edit facility. You can open it from the Drawing Properties icon on the top toolbar |CC2PRESETS| via "Settings - Map Notes", which brings up the "Select Note" pane.

    Choose "OnNewMacro" and click "Edit", from where you can copy the last typed line with the correct location for the Dracula Dossier "Simple" symbols catalogue file.

    Close the OnNewMacro without making any changes, and open the OnOpenMacro one the same way, then simply paste the copied text line over the last typed line there to correct it.

    Before clicking "OK" to close the macro edit pane, make sure there is ONLY ONE BLANK LINE immediately below the typed line you've just replaced (try to move your cursor further down using the arrow key). If there is more than one, delete it, as if there's anything other than a single blank line there, the macro will become confused and sulk mightily at you! (That is, it won't work properly; note there MUST be one blank line there, however.)

    Then save the file. You can check it's working by closing the file you've just saved and reopening it, where the 10 items in the Simple catalogue should now be showing in the symbols catalogue panel to the left of your drawing window in CC3+.

    Loopysue
  • [WIP] August Competition - Vertshusen Town Hall and Tax Office

    You should have stuck with the hall how it looked, Sue. It was perfect, and perfect for a very typical, ordinary day too. I've NEVER been in a neat waiting room in my life - and I've been in a lot of all different sorts, waiting and working!

    As for all the political chat, you can make up whatever you wish, because that's exactly what folks do in RPGs! Game reality is whatever the person running the game says it is, after all!

    Loopysue
  • Community Atlas - Ezrute - Skolt City

    I'd be inclined to change the roads to make their routes clearer. The dashed markers in particular are very problematic in places, especially those in the farmland areas in the southeast.

    Making the main routes (currently solid lines) a different colour - maybe red or black - and then using a different colour for the lesser routes/trails, but keeping those lines solid too (maybe a darker brown than the current solid road lines), might help.

    [Deleted User]
  • August Mapping Competition - Building Floorplans - Win Prizes

    Hopefully before folks get too involved in their mapping for this, it's worth reflecting that Vertshusen is situated around 65° South latitude on Nibirum, which means it's about on the Antarctic Circle (for Nibirum, this is at 65°S). So in summer, the Sun never sets, and in winter it never rises. For those less familiar with such locations, it may be worth examining some of the architecture and building layouts used in settlements in such places today on Earth - Alaska, Northern Canada, Iceland, northern Scandinavia and northern Russia (there are no southern hemisphere equivalents on Earth) - some aspects of which might require a nudge or two from magical elements to replace the technological ones, given there really weren't many substantial, permanent settlements around the Arctic Circle during medieval-equivalent times on Earth.

    ShessarLoopysueJimPMythal82
  • A random dungeon - Jon Roberts Style

    Odd, as I was having the discussion about using random designed dungeons with another colleague online only yesterday!

    I started with purely random designs back in the mid-late '70s, because I had no ideas to work from otherwise, having only just seen the original D&D booklets for the first time. As those who've followed my Atlas maps especially will be aware, I'm still a great fan of random design mechanics to stimulate ideas, or sometimes to better work out why some things aren't working well enough otherwise.

    The Donjon system's a fun one, and there are plenty of other generators to try out if you've a mind to.

    I've long found that the two elements - creator/occupier and layout plan - go hand-in-hand, and can be used to modify one another along the way. Thus a random idea might spark-off something still more interesting that follows a more logical pathway, until you reach a point of ambivalence, when more randomness can be brought in once more.

    The sole comment I'd make about the map here so far is the secret doors are all far too obvious. Move the actual door to the nearest flat (room) wall junction, not at the end of a short passageway (add a second door for the one into/out of Room 9, as the approach could be from either side, so one flush door in the 9 wall, the other in the corridor wall to the west).

    [Deleted User]JimP