ralf | May 28, 2020 | AllTheAnnuals, Christina Trani, city design, isometric, Sue Daniel

Download the CC3+ file here. Note that you need the Annual 2019 installed to view it properly.
Mapping with the Isometric Town Annual
Now THIS was a challenge as I find city/town maps a personal struggle. Here is where the Mapping Guide comes in handy. Often, with an Annual, I am guilty of just diving in and figuring things out on my own as I go, occasionally referring to the mapping guide, but not usually. This time, since I do struggle in this area of mapping, I stuck with the Mapping Guide provided, as far as the steps in creating this little town and followed them along.
Also, quite useful when mapping with a style you aren’t very comfortable with is deconstructing the multitude of maps that are often provided along with each Annual. In this instance I was able to copy a few of Sue’s Effects from her Corvallen map and Ralf’s Menzberg map, in particular Sue’s brilliant use of the RGB Matrix. This effect is worth a dive into as it can produce some great color results on your sheet effects.
Some of my own favorite effects to use are the RGB Matrix, the Hue/Sat and a big favorite of mine, Texturize. The last one I often put on the entire map. On this one I used a common texture that everyone should have concrete. The textures I use can be found in the CC3+>Filters>Images file, though you can use just about any fill with some kind of texture. I love the look I can get on a map with just the right settings and the fill to texturize. Try it!!
I also was unable to recreate Sue’s lovely parchment….well, I probably could if I really sat for a while, but I wanted to map in a way that the average mapper would, not someone with some sort of artistic skills on the manual side, rather than digital, so instead I created a legend on the bottom of my map – I think it’s a fine substitute if one is unable to recreate, copy and paste the scroll or just doesn’t want the look of scrolled parchment on their map – either way it’s just another variation. I do, of course, use my dear friend’s lovely parchment fill she provided for this Annual. Text/Labels are pretty standard here, with no special flair, and naming wasn’t anything special either….with the exception that I DID get the name of the town from Sue’s beautiful willow trees provided with this Annual. I LOVE willow trees, on a personal note, and these are just so pretty, so Willow Field it became. I hope you enjoy it and find it useful for your own mapping needs!
About the author: Lorelei was my very first D&D character I created more years back than i’d like to remember. When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. Since then I have been honored to have worked with companies such as WizKids, Pelgrane Press, and ProFantasy.
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Remy Monsen | May 23, 2020 | CC3 Plus, perspectives, Ruins
Perspectives 3 is a great add-on. It can be really rewarding to see your building appear in all it’s 3-dimensional glory.
There are some interesting challenges when mapping in the isometric view offered by Perspectives 3 however, and that is based on the fact that while the drawing might look 3-dimensional, it is actually still a flat surface. What Perspective does is to use angles in such a way as to make things appear 3-dimensional when it is not. As long as we can use the premade tools, we don’t have to worry too much about this, but these tools have their limits. For example, they are great for creating a house with, but there aren’t any easy tool to draw a ruined, crumbling wall. And it is a this point we need to start drawing some elements ourselves, and that can get a bit tricky when working in the isometric perspective.
In this article, I’ll discuss how to draw various elements to make a convincing ruin. It is based on the keep I made in this thread.
This article is also available as a video.
Continue reading »
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ralf | May 20, 2020 | AllTheAnnuals, Annual, Christina Trani, overland
In this series, Christina Trani will explore all the different drawing styles available in the Cartographer’s Annuals, starting with Volume 13 (2019).

Download the CC3+ file here. Note that you need the Annual 2019 installed to view it properly.
Mapping with The Worlds of Wonder Annual
As a digital cartographer, I am not overly fond of overland mapping. I prefer the confines of a floorplan, a dungeon, or I’ll expand my horizons to lovely, little villages. But, occasionally, I am encouraged to map in an overland style. My latest was done in the Worlds of Wonder Annual style. I love it.
Now, since overland mapping gives me anxiety….all the details that geologically accurate minded cartographers have apoplexy over when not done correctly can give me hives, so most often I just “wing it” and to heck with geology – it IS a fantasy world, so why not?
This time ‘round I decided to grab a continent from Fractal Terrains, since my coastlines, in my opinion, are the pits. After generating a landmass I was happy with I exported it to CC3, deleted all the fluff and left myself with a landmass that I copy and pasted into a new map started in the WoW (not Worlds of Warcraft, lol) style. I then began mapping out where my mountains would go….this I did by referring to my original FT map, which shows all the wonderful elevations that I normally have NO idea where to place. I did the same for rivers, to avoid the stress I’d normally have trying to figure out “where they looked best” or “where they should go”. If you don’t have Fractal Terrains, and ARE stressing about your map being geologically accurate, there are a multitude of references out there…but I really recommend just making this fantastical world your own and do what pleases you.
Once my mountains are placed, along with a mountain fill behind them and lakes and rivers, I begin placing my forests. Now, this map has more forests then I normally would place, but that has everything to do with the name… Larothell, The Republic of Songs. So I got the name from one the many online generators I have bookmarked. I use them often as a DM of a homebrew campaign having to constantly come up with original names to people and places, often on the fly. So, the name came up, and I immediately though of elves, glorious elves with a magical world of melody, perhaps that fuels their magic? I don’t know, but I just went with it…and with elves, come forests. I also enjoy mixing shades of greens in my forests, so for this map I mixed the two green trees that came with the annual, but I certainly recommend playing around with the colors and creating your own custom palette.
Of course, naming my cities and towns was easy once I had a theme to my fantasy realm. When labelling cities, towns, key locations, etc. I like to play with different fonts. I have an assortment of hundreds upon hundreds of fonts. Searching some of the free font sites is a great resource – just be sure to note any restrictions on commercial uses as noted by the creators. Along with fonts I am a fan of playing with color of the font and outlines – preferring to having a contrast, usually the map title and the cite labels.
Always remember, stepping out of your comfort zone can produce some amazing work that might even surprise yourself! Go experiment and have fun!
About the author: Lorelei was my very first D&D character I created more years back than i’d like to remember. When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. Since then I have been honored to have worked with companies such as WizKids, Pelgrane Press, and ProFantasy.
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Sue Daniel | May 19, 2020 | Campaign Cartographer, CC3 Plus, cc3plus, overland, overland maps, Sue Daniel, Tutorial
Welcome to part 4 of the Shore and Ocean Effects for Overland Maps series.
The example map for this part may already be familiar to you, since it is Arumnia, which was used in Part 3 to demonstrate Rhumb lines.
This time I will use the same map to show you a fast and easy way to add beaches, and a couple of alternative ways of using a drop shadow effect. The FCW file for this version of the map will be available at the end of the article. Continue reading »
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Sue Daniel | May 15, 2020 | Campaign Cartographer, CC3 Plus, cc3plus, overland, overland maps, Sue Daniel, Tutorial
Welcome to the third part in the Shore and Ocean Effects for Overland Maps series.
In this part we well be focussing on adding rhumb lines to beautify a relatively smooth ocean texture.
Arumnia, the example map used in this tutorial, was drawn in the John Roberts overland style, which was recently included with the core CC3 app as part of Update 25. If your software is up to date you do not need to own any of the annuals or add-ons to make use of the FCW file included in this blog. Continue reading »
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Sue Daniel | May 9, 2020 | CD3, city, city design, city mapping, city planning, mapping cities, Sue Daniel
Welcome to a brief article about the creation of Orde-on-the-Rock (or just Orde for short), in which I will be attempting to answer most of the questions I have been asked about this map since it was first released last year as a new example map for City Designer 3.
Orde was designed as a map to demonstrate what could be done with CD3 without using any additional add-ons or extra art assets.
Over the years I’ve been using CD3 I’ve done lots of cities using only the assets that come with CD3, so to make it more of a challenge for myself this time I decided not to use any of the regular Bitmap A house symbols. In their place I used buildings generated by the Building and Street tools, and added a few shaded polygon constructions for variety. Continue reading »
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Sue Daniel | May 4, 2020 | Campaign Cartographer, CC3 Plus, cc3plus, overland, overland maps, Sue Daniel, Tutorial
Welcome to the second part of the Shore and Ocean Effects for Overland Maps series.
The example map for this tutorial is Arokan and Demorak, and was created using the Herwin Wielink overland style.
Creating ocean contours will take you a little longer than applying the edge striping sheet effects described in the first part of this series, but I hope you will agree with me by the time you have completed your first contoured ocean that the process is still very much worth the time spent creating them. Continue reading »
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ralf | April 25, 2020 | Ari Gilder, cities, city design, guest article
City Building articles
Drawing Inspiration from Real Cities
While we’re looking at other cities, it’s a good time to talk about drawing inspiration from the real world. There are many marvellous structures of cities that have been built, or evolved, over the years. It is well worth your time to explore cities you know and cities you’ve never been to with some sort of GIS program. My preferred option is Google Earth. Since New Cassia is a coastal city, I explored a variety of different coastal towns in Italy on Google Earth to see if there was anything interesting I could use. Some were on mountainous ranges (not the terrain I’m going for, but inspirational if I was), and some were boring. I chose Venice as the basis of my inspiration because of its network of canals, but I added elements from Barletta and also drew some inspiration from cities like Bruges and Prague:

Venice, Italy – note the major canal and smaller ones acting as roads. Buildings have hip roofs, red clay tiles.

Barletta, Italy – notice the mix of dense and looser packed buildings, intermingled with park, a church and a castle. Buildings have mostly flat roofs, with a few gabled roofs intermingled.

Bruges, Belgium – another city with canals. Buildings have mostly gable roofs, with some hip roofs, and also red clay tile.
It can be helpful to search for things that you’re looking for and which cities have them. The city of Manfredonia’s marina was helpful inspiration when I wanted to build a shipyard:

Marina of Manfredonia, Italy
You can also draw inspiration from the roof styles (see next section) of various cities – different regions will have very different styles, so you can decide if there’s anything you want to mimic (all 3 of Venice, Barletta and Bruges above have different roof styles).
Experimenting with Building Styles for your District
Now at last, let’s draw a building! But just one. You can either use symbols which you’ve picked out from our earlier symbol set review, or use the house drawing tool. Similar to your symbol set review, review all the options of house drawing style. Pick one you think looks good and draw it – the shape doesn’t matter.
Now maybe draw another one next to it, with a different shape. Finally, do one more, either the same or different shape, but select a different house drawing style. Examine the three buildings: do you like how spaced apart they are? Is this district going to be very crowded with very little space between the buildings, or will there be wide alleys, or even room for fences and gardens? Does the roof style match the theme of your district? Are there multiple styles of roof (e.g. a mix of thatched roofs and shingle roofs) in the district? What about the color: do you want a single color of roof in your district, or do you want multiple colors? We’ll talk about the potential significance of building color in the next article.

If you are still unsure, draw a few more buildings with different roof styles and/or colors. The most important part of this phase is to experiment and see what “feels right” for your district. Refer back to your notes/micro-decisions about roads, terrain, purpose, etc. to help guide you on what feels right; there are no wrong answers!
After enough experimentation, you’ll start to get a feeling for your district’s building style: spacing, roof style, color – combined with the local road networks and the landmark(s) present. With these technical attributes, you can start dreaming up in your head the answer to the most important question when in comes to district planning: “How will characters know they are in this district, versus another district? What sounds, sights, smells will they perceive to know where they are?” Note: it is a valid answer to say, there is no way to distinguish! Maybe your city is intentionally homogeneous or nondescript and it’s hard to tell where you are – this could make getting lost very easy, which would necessitate the main characters to have other ways of wayfinding and locating themselves. The process of answering this question will give you a lot of information and micro-decisions to write down in your notes about this district, which in turn is excellent fodder for city story/history material.
In the next article, we’ll discuss how to translate this district building style into the Street tool, and other ways we can enhance our district style (squares, markets, terrain, trees, additional landmarks, etc.). Until then, Happy Mapping!
Ari Gilder is a software engineer, and has been interested in maps for a long time. He spent seven years working on Google Maps, working on features like local business search, Google Maps and Navigation on mobile, and studying the way users understand maps. He even proposed to his wife using maps. He often spends hours staring at maps in fantasy novels, and in 2013 starting putting together some of his own dungeon and battle maps for a D&D campaign. After a hiatus of several years, he recently dived back into cartography with CC3+, tackling more overland and city maps in preparation for a new D&D campaign. He is a father of two, and has recently introduced his older daughter to cartography, both hand-drawn and with CC3+ where she insists that black and purple varicolor trees must surround everything.
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ralf | April 23, 2020 | Ari Gilder, cities, city design, guest article
City Building articles
Welcome back to our series on city mapping as worldbuilding/storytelling. Last time we talked about some of the basic building blocks of a city – roads, terrains and textures. We also thought about building our first major landmark – the one that is most important in the city. This led us to consider the nature of what’s most important in the city – a government structure, a religious shrine, a war memorial or an imposing wizard’s tower. Along the way, we also started building questions to ask ourselves about each micro decision – and hopefully got some good, creative answers out of that, starting to flesh out the story of our city.
Let’s continue our exploration of the process of simultaneously building a city and a story. This time, we’ll consider how to use symbol sets, house styles, colors and roads to define unique styles for each district. Note: this will focus largely on the initial steps for when you’re starting out a district and seeking out its nature and unique character (and thinking about other shared elements across districts). The nuts and bolts of doing the construction will come in a future article.
Exploring your Symbol Catalog

There are a few different building shapes to choose from in SS5.
Let’s begin with symbols. By now you have probably chosen a symbol set to start off your map file with. Take a few minutes and look through each symbol catalog within your chosen style (don’t forget to expand collections of symbols with the + sign in the upper-left corner!).
Ask yourself a few questions about the building symbols you see: do you like the default color of buildings? Is there a varicolor option for each symbol? Do the buildings stylistically match the nature of my town or city? If you are building a Middle-Eastern themed city, but you don’t like the buildings under the Middle East catalog, you may want to explore other symbol sets/styles. Is there enough variety in the buildings, or will you be placing the same 3 symbols? Note: this might be exactly what you want for a town – low variation in building style can convey a simpleness or a humdrum kind of daily life; this could make the recent Ogre raids all the more terrifying!
There are a few different building shapes to choose from in SS5.

SS5 has a few other useful city structures included
Now, look through the non-house structures: guard towers, walls, bridges, fountains, statues, etc. Does this symbol set have the kinds of things you think you’ll need? If you’re building a port city, you will probably need docks. If there is no symbol for docks, not to worry! There’s a great tutorial in the Tome of Ultimate Mapping on how to hand-draw docks pretty easily. But it’s good to know what you have and what you’ll need to find in other sets or draw yourself.
Repeat for symbols of vehicles, creatures, symbols, etc. until you’ve gone through all the symbol catalogs in your chosen symbol set. By now, you will have a sense of what you do and don’t have (you may also not yet know what you need, that’s okay too! You can also figure it out as you go, but its helpful to start with an initial understanding of what you can expect). If you’ve identified any gaps, ask yourself: how important is it to stay artistically consistent in this map? The CD3A Bitmap style is very different artistically from the CD3C Vector style. Are you okay mixing styles? (It’s okay if your answer is yes! It’s just important to know what constraints you’re working with.) Continue reading »
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Sue Daniel | April 21, 2020 | Campaign Cartographer, CC3 Plus, cc3plus, overland, overland maps, Sue Daniel, Tutorial
The Shore and Ocean Effects for Overland Maps article series covers a range of techniques that can be used to modify the appearance of the open water in an overland map to make it work in greater harmony with the rest of the map.
The example map, the Allaluna-Meloa Isles, was created using the Mike Schley overland style that comes with CC3. Links to the different versions of this map have been included in this article for you to examine at your leisure.
Continue reading »
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