Wyvern
Wyvern
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What's your favourite overland style?
Not sure this will be the most useful answer, as I have tried out a lot of different overland styles (and continue to do so), and they all have their own merits.
However, of the more pictorial styles, I do have a fondness for the Herwin Wielink style, possibly because it's the one I drew my first detailed overland map in (the northern Sword Coast region from the Forgotten Realms, although that remains unfinished after I became too distracted by the Community Atlas!). There's something about the symbol and fill colourings, and the way many of the symbols blend easily into the bitmap fills in that one that gives it a more "organic" feel for me. That and the fact there's a degree of sketchy, non-linear texturing to the bitmap fills as well (actual thin, drawn lines), which again helps distract the eye away from any repeating patterns.
For mapping precision, it would have to be one of the top-down styles, to be able to draw elements such as contour lines properly, and ensure everything was correctly located, something the pictorial styles have problems with quite often. I suspect that isn't what you're looking for the new CC4 Overland style here though, Sue!
And of course, it would be wonderful to have a full suite of shallow to deepest seafloor textures and symbols to work with at an overland scale ๐ (which I seriously doubt will be on the cards for this project either!).
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19 c. map - is there template I can use and where it is (modern? one of annals?)
It may help you decide how and what you'll need to draw by finding a real-world 19th century map that you like and think will work for what you're intending (suitable for the size and type of area you want to map, for instance). Then take a look at the thumbnail images for the various Annual issues that Loopysue created elsewhere on the Forum, to see if any of those match closely enough to what you're aiming for. Each thumbnail links to the correct issue on the main ProFantasy website, where there are different examples of the same style in use, which again should help you decide which might be better for what you want.
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[WIP] Community Atlas: Snakeden Swamp, Lizard Isle, Alarius - Dedicated to JimP
Thanks very much folks!
Much of the process is just remembering all the things CC3+ can do for you, and then applying those when (if...) you recall them in time. I'm not sure if this applies to others, but having spent many years hand-drawing maps in various formats does seem to help in understanding better what might be tried to change up the appearance of what I'm doing in CC. If not always ๐...
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Britannia (Parchment World)
This is a very impressive and detailed map (speaking as someone who's mapped various parts of these same islands at various scales over many years)!
Appreciate this is for game use rather than historical precision. However, the lines of both the Antonine and Hadrian Walls are a little off their actual ones - Hadrian's Wall follows along not far from the north bank of the Tyne in its later eastern stages, and ends at Wallsend (surprise!) on the north bank more or less opposite Jarrow on the south bank (at this scale), for instance. Not sure how important this may be for your purposes though ๐.
Seeing what else has been labelled, it may be worth thinking of adding some names for the more important old Roman roads, as some at least were still in use by the c.560s CE and later (some major roads still follow their lines today), and a few of the surviving names seem to have their origins in the Old English/Anglo-Saxon language.
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[WIP] Community Atlas: Snakeden Swamp, Lizard Isle, Alarius - Dedicated to JimP
Having decided to add an underground map for the Snakeden Hollow one, showing to where those two cliff entrances lead, an extra floorplan was needed from the Inkwell dice designs to accommodate it. I opted for a caves-only layout, and because I already had in mind what the main critter was going to be in there, it needed to be a sufficiently large and interesting layout too. The size and shape of Temple Hill had already indicated a two-dice pattern was going to be more likely, so I dug through the options available for cavern layouts that hadn't been used already, or weren't already planned, and rolled a few dice, before finally selecting one die-face each from the "Lairs" and "Spellunker" dice sets.
That pattern was sketched onto graph-paper as usual, and then scanned-in ready to be redrawn in CC3+. This first image (reduced-size at this point, as typical from the above) shows the basic wall lines over that hand-drawn scan, done using the DD Pro Dungeon style (which, much as the other "early" styles used in this map-group, turned out to have more sheets and effects present than originally expected).
As this indicates, there are going to be various internal levels within this single layout, which promises an increasing degree of complexity in the map-drawing. I feel an attack of the sheets (and more effects) could be imminent!
There are obvious elements in need of adjusting already. Both entrances have solid wall lines across them, for instance. Plus of course, as anyone who's used this drawing style may realise, the wall lines don't just draw themselves, as they're half of the basic caves drawing tool with the floors (hidden here for clarity of the scanned JPG). Oh and that word in the lower right corner actually says "Well", as that's what that circle-and-dot symbol nearby represents. I couldn't read it either, when it came to it...
As the perceptive may appreciate from this, some CC3+ magic has already been applied here, laying down Color Key polygons for the internal solid-rock elements, by copying the relevant wall lines to the Floors sheet, and converting them to filled polys of suitable colour. The same map without the bitmap and with the floors:
and then with the effects turned off:
Next task was to break the wall lines for the two entrances, and then add a series of masks to hide the unwanted segments of wall shadow in the solid rock. Not sure the shadows will remain ultimately. However, the masks help clean-up the overall look somewhat:
Well, actually a bit too much, as the wall lines are now almost invisible. I could just have thickened up the lines, although that starts to encroach into the available space in the caves, so instead, I just copied the wall lines onto a new sheet above the mask with no effects on, and thickened those up a little instead:
As is probably obvious, the map layout has been deliberately off-centred to allow a sliver of the exterior to be added along the right-hand edge, hence why the wall shadows at that end haven't been fully masked yet. When I dropped-in the exterior JPG scan though, it was immediately obvious that both tunnels needed extending further, to better allow the cliff line's curvature to fit to the interior design, so that was the next step:
That proved more problematic than expected, as for reasons I never got the bottom of, while extending the floor was simple enough using the "Edit" function for the cave drawing tool, as was editing three of the four wall lines with a suitable new drawing tool, the uppermost little new wall section would not connect to the rest of itself after completing the edit process. The line drew just fine there, but as a separate entity, something I only discovered when copying the lines to the above-mask sheet. I tried redrawing it, with no better success, and as it looks OK, decided to just leave well enough alone!
It did though take rather more time than expected to get to this stage, so that's where we'll have to leave it for today.


