Wyvern
Wyvern
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How Can I Draw Real-World Places in Campaign Cartographer?
Looking at your PDF sample map, it seems as if what you may need are just hexes with three different fills to duplicate it. Two of those are terrain fills, the other is simply the flat colour representing open terrain (I think). If so, you can easily create those in CC3+, providing you have suitable bitmap fills available (either custom fills from the publisher, or ones you think will be suitable from what CC3+ assets you have available). All you need do is draw a hex using the hexagonal snap grid, and then change its fill style, then copy and paste that hex exactly where you need, again using the snap grid.
The river and coastlines may be trickier, because those are all obviously freehand on your sample map (I've drawn this coastline myself before, although for the ancient period, so I know it's not easy!). However, there is a trace option using CC3+ drawing tools that is able to at least approximately follow strongly-defined lines (that is, lines where there's a good degree of contrast) from a bitmap image (such as a JPG) imported into your CC3+ map. (Note though that this is separate to the Trace command the tools allow you to use when drawing with one in CC3+, because that needs a line already drawn in the CC3+ map to follow, not something on a separate image).
Sue's advice is good if you wanted to draw a map with a lot of different terrain types particularly, but those terrain symbols do seem rather different to your sample map's appearance. Hopefully though, some of our comments here will help point you in the right direction!
[And don't be so modest @mike robel ๐!]
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How Can I Draw Real-World Places in Campaign Cartographer?
It is fairly straightforward to draw hex maps using Campaign Cartographer, providing you have access to one of the hex-map styles. I did a series of small test-maps in such a style back in 2023 here, where you can see both the snap-grid placement of symbols and terrain hexes, coastal shading, and, by scrolling further down the page, some samples where I redrew the coastlines by-hand. Adding roads and river lines would be fairly easy as well, as they're simply coloured lines of whatever style and thickness you prefer, and which can be drawn freehand, or using the hexagonal snap-grid.
@mike robel here has created a number of historical wargame hex-maps. This is his most recent topic on the subject. He can doubtless advise further on the subject, given many of his maps are based on real-world examples.
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Community Atlas 1200 Maps Montage
It's not just the quantity of maps that impresses, but what a range of styles, shapes and appearances the different maps have, even on this "thumbnail" image. The Community Atlas Project really has become a great showcase for what CC3+ is capable of when folks set their imaginations loose with it!
Not even going to ask how much time and effort Remy needed to make this montage!
So, a particular "well done" to Remy, reiterated for every one of our mappers too (including our absent friends).
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My CC3+ journey ..
This seems highly apt, given the long and difficult journey that has only very recently started to give us the physical world of Dolmenwood out in this reality! Indeed, when I saw your first post here, I thought that was where you were going with this topic ๐.
[Dolmenwood's a highly-detailed RPG and world-setting, published by Necrotic Gnome, as I know we're not all RPGers here. It's very dependent upon magical dolmens, standing stones, magical ley-lines and such like. And of course, it also has grimalkins, fey-cat-folk, as player-characters (amongst many other things)!]
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[WIP] Rise of the Crone-Mother
And, because this is the most recent of your topics to be updated here RS, a quick "well done" on having a second Cartographer's Annual showcasing your maps this year, with this month's issue just out!


