The Continent of Dorina
Dorina

A brief note about this article

The main reason I have never written about the special effects I use in my maps before now is because they have to be applied differently on each new map I draw. Differences in map style and the random variability of the way I chose to warp the colour scheme each time have made it very hard to nail down any particular method to the point of there being a right or a wrong way of doing it, and it’s nearly impossible to make a definitive set of instructions when nothing is set in concrete. I have often used similar combinations of effects on similar sheets in different maps once I discovered a useful result by experimentation, but I don’t think I have ever used exactly the same settings on any two maps. So what follows is more a train of thought and an explanation of my method as I develop two example maps of the same place in two different styles in tandem. However, and having said that, there are a few simple instructions on how to generate and process sea contours in the first of the special effects to be described.

This article focuses on two versions of the continent of Dorina shown above in the Mike Schley style (MS) and the Herwin Weilink style (HW). I have chosen these styles because they are available to all CC3 mappers, and because they are so different in nature that the special effects will have to be applied differently to each one. By describing this process and providing the finished FCW files for reference purposes, I hope that those of you who have requested tutorials about how to get similar special effects to mine in their own maps may at the very least gain some useful information and ideas.

The effects I will be working on in this article are oceanic contours, global colour shifts, contrast adjustments, snowfields and something I’ve called ‘midnight’, which entirely changes the nature of the map in a way that makes it vaguely reminiscent of a view seen under brilliant moonlight.

First off, then, I should probably start with the basic stuff – how much I have already warped the default styles to produce the initial maps before we get started on the special effects. Please note that for some reason I set the scale of these maps completely wrong, but it was too late to go back and start again by the time I got to the finishing touches. I didn’t realise until I was adding the scale bar and it was out by a very large factor.

Dorina - Mike Schley styleDorina – MS

The MS style is beautiful in its clean and radiant pastel colours. Unfortunately for me it is those very same pastel shades that make doing the kind of special effect I do quite difficult to achieve on an MS map. While I can appreciate the loveliness of many very different styles my personal taste tends more towards richer, darker colours. If you open the Dorina – Mike Schley.FCW file you will see that the sheets have been dramatically altered, so that while I tried very hard not to take it too far away from the intended appearance as to be unrecognisable as an MS map, I have used lots of Adjust Hue/Saturation and RGB Matrix effects. I have also swapped out some of the textures for others in the same set and changed their colours accordingly. I love the grassy texture of the Marsh_MS fill, and so I have abused it by using it for anything that is at all grassy in nature. There are other fills I’ve substituted, but even though I’ve bashed it about quite badly (and I cringe to think of what the purists would say) all the fills are MS fills and part of that style. There is nothing there that doesn’t come from the Mike Schley mapping style.

Dorina - Herwin Wielink styleDorina – HW

You might think the HW style is made for me, with my already stated preference for darker, richer colours, but my taste is less subtle and a couple of degrees lighter in tone. I have done exactly the same thing with the HW map as I’ve done with the MS style – lots of colour changing sheet effects aimed at making everything a little brighter than before. I haven’t swapped out so many of the fills, but I do very much like the grassland fill and I’ve used it in several shades on different sheets. There are couple of sheep and cows and a horse that remain from the MS version where there is no HW equivalent.

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When you make a map, you may desire to have different kinds of views for it. For example, if you make a floorplan, you may wish to be able to see the roof of the house too, or if you make a dungeon map, you don’t want to show your players the version that also includes all the traps.

For this article, we’ll see how we can easily make features in our maps togglable. As an example, I will take a small building from CD3 and make a floorplan from it, and then add a togglable roof and trap.

I start by picking the building symbol I want to use as a base. After that, I start a new dungeon map, and simply use the dungeon room/wall/floor tools to draw the floorplan on top of the building I just inserted to make it match the building shape (I could also have used the automatic floorplan generator from CD3 to make this based on the outline).

Once I am happy with the floorplan, I simply make a new sheet to hold the building symbol, naming it ROOF. Then I move the building symbol to this new sheet, and finally hide the sheet since I don’t want to see the roof as I am working on the floorplan.

Next, I draw the floorplan. For my trap, I place a pit trap just behind the door, and then cover it up with a carpet.

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