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Wyvern

Wyvern

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Wyvern
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  • Issue 199

    Hadn't realised there were problems with this till now, so have just deleted the problem files and reinstalled the issue.

    Incidentally, but as frequently in the past, I find the "Open PDF Mapping Guide now" command at the end of installation doesn't work, and moreover means I can't use Adobe Reader for ANY PDF files subsequently, until I've restarted the computer. It would be a lot better in my view to have the end command be to run the sample map file for the new Annual, from where there could be a link to the PDF instead (as that seemed to have avoided the crash-the-Reader problem previously). This is running everything on a PC using Win 10, and usually otherwise without problems in opening PDFs.

    ScottA
  • Live Mapping: Hilltop Fort 1

    Must admit, I was getting slight déjà vu feelings watching Ralf's livestream yesterday, as parts of it reminded me of my Wyvern Citadel maps for the Community Atlas. Very different scale of course, but there are inevitable similarities for drawing anything set on a craggy hilltop in this kind of more realistic style.

    I made much more use of symbols however, rather than drawn polygons, for the cliffsides, though I did experiment that way originally (see this post in my Forum notes on the Citadel map, while still in progress). Just couldn't get the bevelled polygons to look right though, so switched to a technique developed for battlemat cliffs by another of our resident mapping experts, Shessar, as described via the Forum post here. As ever with CC3 mapping, there are always different methods to try!

    Looking forward to Part 2 of this video, to see how it all develops. Anyone would think Ralf was running a game set in Middle Earth...๐Ÿ˜‰

    LoopysueJimP
  • Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum

    Well, this comes after a rather longer gap than I'd expected! However, progress has been continuing with this map throughout, if at a slower and much more intermittent pace than previously. Unsurprisingly, six months after the start, quite a number of folks who embarked on the D23 concept in January are either also finding problems and delays, or have abandoned the project entirely, so some ongoing progress is a positive note at least.

    My scrawled notes have now got up to area 271, although getting them typed-up has slipped back further, as I'm currently only up to starting area 211 with those. It is, of course, always much easier to add a few jottings to a piece of paper in a few spare minutes than to have to set up the wpc on the computer, type, check and correct stuff that can be deciphered from said handwritten notes, often written many weeks earlier!

    The map continues to receive small changes, and at some point I really must remember to add a key and a title to it... However, in honour of this Solstice update, let's start with an overview of the current state of the entire map:

    From which it's clear that tweaking of label placement continues, along with amendments to the appearance of the map, albeit for the labelling, only in areas for which the type-up has been completed still. The enlarged numerals, while now easier to read overall (at a higher-res than is suitable for the Forum, at least), have needed moving off their rooms entirely at times for clarity of map details. Area 210 has even had to have an indicator line added, so things still look OK on that bit of the map. That's the hidden entrance room to the old Thieves' Guild, also known as Toad Hall, incidentally. You'll have to wait to find out why though, as for today's closer examination, I thought we'd head into the more upmarket part of the Hall (or what was, when it was still occupied, at least), Khy Row (167-190):

    Why Khy Row? Well... When I was looking over the randomly-appointed features for the various rooms here, I thought one should be a bazaar. So it became the Old Bazaar (170); and for those who may not know, or recall, there was an old British Music Hall style song, "In the Old Bazaar in Cairo" ๐Ÿ˜.

    For those undeterred by such awfulness, ๐Ÿ˜‰, these are the PDF notes extracted from the full document just for this part of the Hall:

    Hopefully not quite so long a delay for the next update, though after what's happened lately, I make no promises!

    MonsenLoopysueroflo1EukalyptusNow
  • Fractal Coastlines CC3 Hex Overland

    But the hexes are too small to see...Oh wait, WIP... ๐Ÿ˜‰

    JimProflo1
  • Hexroll, an online random hexcrawl sandbox generator

    A quick run through of the YouTube videos for this (they're all VERY short!) suggests the idea is to use whatever's generated with a tablet to actually run games. There are plans to make the dungeon maps SVG format too and to add fog-of-war options for showing/hiding areas.

    Perhaps of greatest interest is that the hexmaps are in development for zooming-in to show features like maps of settlements (which are generated by - go on, guess - Watabou!). This should indeed enhance using such a system for online/computer use.

    JimP