Barbed DevilWhat it’s in the works here are Profantasy HQ at the moment do you ask? Well, apart from behind the scenes work on Campaign Cartographer itself, the ongoing Annual development and the daily routine, we are getting close to finishing the next installment of the Token Treasury series.

The artist, Rich Longmore, has delivered as wonderful new collection of nasties (and not so nasties) for your games and maps, and I am now converting them to CC3+ format, creating varicolor versions and building catalogs. Look for the release later this month! You can check out the first installment of the Token Treasury here.
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The Town of AbbasiBringing Your City to Life – Part 1
By Ari Gilder

Recently, I completed a large-scale city map over the course of about three months. It is only my second map with City Designer 3, so I am by no means an expert, but between the two maps I’ve recently spent a lot of hours with the tools, learning some of the ins and outs of the how as well as the why.

Both of the cities (well, one city and one town) I’ve built have been quite large for their size. I’d specifically like to consider these kinds of settlements, as opposed to a quaint fishing village or a small farming hamlet. Because these are smaller settlements, by definition less time will go into them. Also, when I was doing my research on how to start mapping a large city or town, I found very few resources on how to tackle such an ambitious project. Continue reading »

One of my favorite player visualizations is a spinning globe. Nothing makes a world come so alive when the players are able to properly visualize the entire planet.

This is also why I prefer to always start my new worlds in Fractal Terrains, as it lets me get a proper grip on the planet before I move on. Starting directly with a flat map in CC3+ gives so many possibilities for missteps when mapping a sphere, and I also just love to click through the auto-generated FT3 worlds until I find the perfect one. When I picked the world for my current campaign world of Virana, I probably clicked through hundreds of generated worlds and tweaked the settings a dozen times before I found the right one.

Now, this article isn’t about creating your FT3 world however, but rather on how to best make one of those nice spinning globes you can use to show it off.

Continue reading »

So your New Year’s Resolution for 2020 was to finally start (or re-start) using Campaign Cartographer 3 Plus, but you don’t know where to begin? Let us help you out with a selection of great tutorials and starting points.

Video Tutorials

If you are a visual learner and want to follow video tutorials, here are some we would recommend to start out with.

Josh Plunkett does a great job at introducing you to the basics of CC3+ as a newcomer in his first video.

Follow that up with his tutorial on overland mapping and you’ve got the basics down for any overland map straight out of CC3+:

For a longer look at creating a whole overland map, check our own video with Ralf describing the process of creating a map.

CC3Plus_ManualPDF Guides

If you prefer reading your tutorials and follow a pdf guide, there are some great choices too.

Campaign Cartographer 3 Plus comes with a pdf Manual, that is probably still one of the best ways to learn the software. Check it out here, and follow the instructions starting on page 24 to draw your first map.

A slightly less detailed, but still very useful step by step guide to creating a map, comes with the mapping guide for the Herwin Wielink style, that comes with CC3+, available in the Documentation folder or from this link.

In my previous installment of this series, I talked about, among other things, composite symbols made up from multiple raster images. This is cool and all, but it raises one interesting question; what about effects? When you place a symbol, all parts of that symbol is grouped together into one entity, which lives on a single sheet.

If you make a symbol that contains a small cottage, with a tree and a few bushes outside, you’ll probably want different shadow lengths on each of these components. But, to do that, you need different sheets, right?

This is where multi-sheet symbols come in. Basically, a multi-sheet symbol is a symbol that gets split into multiple symbols when you place it, thereby putting each component of the symbol on the appropriate sheet. This may sound a bit like exploding a symbol, but with multi-sheet symbols, it is the designer of the symbol that decides which sheet each part should go on without any manual intervention from the symbol user.

Continue reading »

Colors are important for any CC3+ map. Now, you can make beautiful Black & White maps too, but it would be a bit boring if that was the only option available.

Colors in CC3+ comes in two main flavors. CC3+ has it’s own color palette from which you can pick colors and use for entities you create in CC3+. And then you have the colors used in raster symbols and fills, which are part of the image these are based upon, and which are not changeable inside CC3+ (with the exception of varicolor symbols, but that is a separate topic).

The CC3+ color palette will be the focus of today’s article.

One of the limiting factors with the palette is that it only supports 256 colors, which means that it might not contain the exact colors we want for our map. Fortunately, it is easy to edit the palette. You can bring up the dialog at any time by clicking the color indicator on the status bar, pick one of the existing colors, and hit the Define Color button. This lets us define it as any color in the standard 24-bit color spectrum (over 16 million different colors available). Just remember that if you edit a color, it will affect existing entities in the map, you cannot get around the 256 color limit by first using a color and then changing it. Now, changing the colors are easy, but let us look a bit more a palette-wide options. Continue reading »

In FT3 you can simply change your colour scheme by loading a new one. With some minor limitation this is now also possible for your topographical maps in CC3+. Here are some supporting files:

Exporting coloured topographical maps from FT3 to CC3+

Fractal Terrains 3 (FT3) is a great tool to create new worlds or to visualize our own – earth. Here I will focus on how you can export a topographical map to Campaign Cartographer 3+ (CC3+) and change its style easily.

When you export contour maps from FT3 and CC3+ you usually get the expected results – as long as you use the predefined colours from the built in palette or standard colouring schemes that follow with FT3.
FT3 to CC3+
Color PaletteAs soon as you start to use non predefined colours in your map the export from FT3 to CC3+ will give unexpected results.

The built-in colour palette in FT3 matches the default palette used in CC3+. As long as you only use the predefined colours when you design your own style for topographical maps, the colours in both FT3 and CC3+ will match. As soon as you start to use your own or blended colours, the result in CC3+ will look different and usually not match your style anymore.

How to use other colour styles

With the November 2019 issue of the Cartographer’s Annual come several very useful and inspiring colour schemes by the artist Sue Daniel. These where actually made for use with Wilbur (another very handy application by Joe Slayton, the creator of Fractal Terrains). She also gives an example of a colour palette for CC3+ that can be used to colourize your imported height contours from FT3. But you have to do it the manual way – one by one.

While you can change the look of your maps completely in FT3 only by loading another colour scheme, you have to colorize each contour again from scratch in CC3+. You also have to adjust the 256-colour palette when you not find your favourite colours that match your style.

Color Palette 2This had me thinking about a workaround. There must be a way to skip the manual work of colouring contours and there should be also a possibility to make it much easier to change the
style of your map – just only by changing the colour palette in CC3+ which has become much easier since Profantasy introduced the new command PALLOAD.

Sue used 10 colours for different sea depths and 25 for altitudes. She replaced “unusual” colours in the 256 colour palette of CC3+. Why not expanding those colours ranges was one of my first thoughts. Why shouldn’t I force FT3 to use a certain colour instead of leaving it up to the program itself (trying to find a matching colour)? And how could several colour styles be used without having to export a map several times from FT3?

I decided to use 32 colours for altitudes and 16 for the sea. If you always use colour no. 223 for the lowest land level and no. 192 for the highest one then you make use of exactly 32 colours for altitudes. The same applies when you always use colour number 224 for the sallowest sea and no. 239 for the deepest. This way you use 16 colours for the sea. (Note that I changed the order of colours for altitudes over land compared with Sue’s approach).

If your world is between -32.000 ft and 32.000 ft – what are the needed depths and altitudes to be exported from FT3? If you want to have equidistant high levels then we have 32.000 ft / 32 colours = 1.000 ft / colour (and for the sea 2.000 ft, because we have only 16 colours here).

Export ColorsSo in this case you have to set up a Campaign Cartographer Export in FT3 that exports 32 altitude levels from 0 ft to 31.000 ft (32 levels, the last one reaches up to 32.000 ft).

You force FT3 to use colour no. 223 for the first level – 0 ft. For the second level 1.000 ft use no. 222, for the third one no. 221 and so on. Concentrate on the numbers and do not get disturbed by the pink/purple or nearly black colours that you select when setting up the template. Then you generate 16 levels of depth from -32.000 ft to -2.000 ft and force the level -2.000 ft to choose colour no. 224, the next lower level uses no. 225 and so on. This is the most time consuming part of this procedure.

If your world expands from let’s say -4.800 m to 4.800 m you have to define another Export template with 150 m steps for altitudes and 300 m steps for the sea. Unfortunately you cannot change the height levels afterwards. You have to delete existing ones and have to add new ones when you have copied an existing template. Basically you can set up your heights and depths as you wish – as long as you follow the procedure above with exactly 32 levels for the altitude and 16 for the sea.

You may object that setting up an individual export is as time consuming as having to colourize each contour separately. You are right as long as you only want to create a single map and do not want to change the style of it afterwards. Until now there are only quite a few colour palettes available for CC3+ and almost all existing colour schemes in FT3 do not match the above approach with 48 colours.

Purple ColorsSo my personnel challenge was to create colour palettes that fulfill my requirements and the matching colour palettes for CC3+. With a little programming my PC did this job. And now you can take a look at your exported map. When you still have the default palette loaded it will look like the one on the right! This is not quite the look we wanted – but it is the style we defined in our FT3 to CC3+ export template!

And now to the fun part: Start loading the new specialized colour palettes and see what happens. Download some example color schemes for FT and CC3+ here.

ComparisonWe start by typing PALLOAD into the command line and press enter. We press enter once again – no entry given for the palette name. A file selection dialog opens and you can pick the colour palette of your choice – here I use the one with the same name that I used for my FT3 visualisation. It’s the Wilbur Old Map style – based on an idea by Sue. (Eventually you have to press enter two times again before the effect takes place).

Compared to the original map (generated in FT3) this one exactly matches our style in CC3+. Finally, you can change the style easily only by loading another colour palette – and there are quite a lot to choose from. Your map gets a totally different look in no time…

Here are a couple examples in the Dark Parchment and Arctic styles.

Dark Parchment Example
Arctic Example

About André alias WeathermanSweden

André has been working as a forecaster southwest of Sweden’s Capital Stockholm for many years. While weather maps were his daily duty he always had a big favour for astronomical and topographical maps as well. He is fascinated by fantasy worlds and loves all the incredible maps presented by the community. Since he has been back to his roots in northern Germany he runs a little campsite together with his parents south of Lübeck. Despite the weather and the stars he is also interested in 3D rendering, photography and nature, where he spends a lot of time with his dog.

Some places just deserve to be exported in a nice high-quality export so you can properly examine all the details of the map.

The City of Sanctuary from the community atlas is certainly one of these places. This lovely city by master mapper Christina Trani and resident artist Sue Daniel is a visual masterwork of a city map. So, I decided to try to make a proper high resolution export of this map. The result is a map 200,000 by 200,000 pixels, or 40 gigapixels in size. The .png file for this map is over 12GB in size, and even though I have a powerful computer, actually opening this source image in an image editor is almost impossible without it crashing.

Of course, providing such an image for download is useless, since nobody can actually use it, but a far better approach is to provide it as a zoomable image on the atlas website. The image viewer used for such a zoomable image loads different images depending on your zoom level, ensure that you only load what you need at any one time, making it reasonably easy to explore this gigantic export with reasonable loading times as you zoom or scroll. You can explore this zoomable image yourself by going to the City of Sanctuary map page, and then click the Zoomable Image button located over the map image. It should load reasonably quickly, but your physical distance from my server would affect loading times. I recommend you click the fullscreen button in the toolbar at the bottom of the zoomable image viewer for a much more impressive experience.

So, how did I accomplish this feat? Well, let me start by underlining that this was not a simple one-click task, it did require quite some work and a lot of computer time. Continue reading »

This is part 3 of the “Creating a New Map Style” series of articles.

It’s been far too long since the last part of this article, so let’s hurry up and take on the next step in creating a custom style for CC3+. After setting up the template and adding new bitmap fills, we now need to look at the new symbols.

011 Symbol Catalogs1. Setting up new catalogs

The first step is to set up one or more new catalogs to hold the symbols. For this example, I’ll take the Worlds of Wonder style’s catalogs and create a copy under a new folder /Symbols/Maps/Worlds of Wonder BW/. I rename them to remove the CA145 (the Annual issue number).

I won’t go through the details of drawing or importing new symbols here, and for the example, I’ll just edit the existing Worlds Wonder symbols to be grayscale instead of coloured versions of themselves.

When that’s done let’s make sure the map loads one of these catalogs when it opens. Go to File > Drawing properties and open the map note “OnNewMap”. Basically this is a macro that gets executed when someone creates a new map from the wizard template. Change the line
“CATALOG @Symbols/Maps/Annual Worlds of Wonder/CA145 All.FSC”
to
“CATALOG @Symbols/Maps/Annual Worlds of Wonder BW/Mountains.FSC”
and do the same in the OnOpenMacro map note. This macro defines what happens if someone just opens a map based on the style.

012 Catalog Settings2. Creating Catalog Settings

One of the more obscure things to do when creating a new drawing style is to set up the catalog settings so the catalog buttons open the correct symbol catalogs for the style. To do so, click the All Drawing Tools button on the catalog toolbar and then the “Advanced” button on the dialog. The dialog should then look the one on the left here. It lists all the available catalog settings that match both the master filter and the setting filter. We will need to create a new master filter and the settings to match.

Deciding on a master filter, I will make it “WBW” (for Worlds of Wonder Black/White). I select each of the setting entries I want to duplicate in turn and create a new one based on the current one, where I replace the “CA145” with “WBW”. These will not appear in the list for now, as they don’t match the master filter.

I then type in the new master filter “WBW, and the settings appear as shown on the right. All your new settings will show up. Go throguh them in turn and make sure they load the correct symbol catalog. You can also set the properties that get set when the respective button is pressed. That by default the overland catalog toolbar loads the following six settings: Border, Coast, Mountains, Natural, Structures and Vegetation. Everything else, like Cartouches have to be loaded through the All Catalog Settings button.

Now we need to set up the master filter itself, as so far we’ve only decided on its name. Right click the Symbol Style Toggle button on the left toolbar and choose “Master Filter Settings”. Rename Filter 1 to “WBW” and save the setting under the same name.

014 Master FilterNow we just need to tell the template to load the master filter on startup. As above, go to the OnOpenMacro and OnNewMacro map notes and change the line
“SYMICONFLOAD CA145”
to
“SYMICONFLOAD WBW”.

And that’s all for setting up the symbol catalogs for a style. Depending on how many new symbols and catalogs you create it can be quite a bit of work of course, but the basic procedure is always the same.

In the next article – which hopefully will not take quite as long to follow – we’ll look at setting up the drawing tools of the new style.
015 Symbol Catalogs

Many of us have started playing role-playing games in high school, college or university and made great friends along the way. As life goes on we might move away from those friends and miss the good times of gaming around the table. One way to get at least part of this feeling back is to use modern technology to meet virtually and play via the Internet. While this can be done easily with generic online tools like Skype, Discord and similar options, quite a few developers have picked up the idea and offer software products tailored to this specific purpose, going so far as incorporating rules and tools for specific games making the experience as smooth as possible.

Many of these incorporate tools for sharing and using maps – either just for visual reference or to replace a gaming surface where you would have moved miniatures on. This is where it becomes especially interesting to us map-makers, as Campaign Cartographer 3+ and especially Dungeon Designer 3 are supremely suited to producing the maps for these software tools. Therefore I want to take a look at the various options out there and how they handle maps. They are not in any significant order, perhaps a vague sense of general popularity.

roll20Roll20

Perhaps the most popular virtual tabletop option currently available, Roll20 is strongly aimed at d20-type games like Dungeons & Dragons, Pathfinder and 13th Age, but can be used with any other games as well. A listed of directly supported system can be found here. Its map feature allows you to import floorplans (e.g. created with DD3) as battle maps, use character or monster images as tokens on the map (e.g. from the Token Treasury) and includes dynamic lighting functionality for the maps.

A basic Roll20 account is free of charge, but you can pay for more privileged access and many types of resources for the game.

Fantasy Grounds screenshotFantasy Grounds

Where Roll20 is a web-based application, Fantasy Grounds is a downloadable, stand-alone software, where one person is hosting with a GM account and the others join in with their client software. It has a very polished look with some beautiful design feature, like dice actually rolling across the virtual table, and also offers a large selection of different rules packages to choose from, which provide game-specific tools to facilitate the game.

Of course maps can also be imported into Fantasy Grounds, from overland maps to battle maps, including a grid feature to move virtual miniatures around. As you can set the size of the grid in Fantasy Grounds visually, it is very simple to add one on top of an existing Dungeon Designer 3 grid. But line of sight and dynamic lighting are limited.

Fantasy Grounds has a variety of pricing models, from a free demo version which lets you connect to a game hosted by someone with the most expensive version, to yearly subscriptions and one-time purchases.

d20Prod20Pro

Another commercial offering, d20Pro also concentrates on the d20 family of rules as the name suggests, but can be expanded to other rules systems. The official D&D license as well as Pathfinder support feature prominently on the website.

Its map feature provides line of sight and fog of war effects and – as usual – importing images as maps. It also links to its own web-based map editor – World Engine – allowing limited map creation on the fly.

D20Pro’s pricing structure is simple (and fairly low) with just a player and a DM version of the license and a 30-day free trial.

MapToolMapTool

Another option is the free (donation-supported) MapTool. It is open source and the community provides a variety of extras, but of course it doesn’t have the kind of focused, system-specific support that the commercial competitors offer. IT can be very powerful if you dive into the open source framework to build your own system-support from the ground up, but that is quite a commitment.

Its map part does offer automated line of sight and fog of war features, making it convenient to use as virtual battlemap platform, without going into the kind of financial commitment other tools require.

AstralAstral

Astral is a purely web-based application including a fairly powerful map-making option. It doesn’t have official support for specific game systems, but provides basic assets for typical games (D&D, Cthulhu) with pre-made templates.

The basic version of Astral is free, but you need to pay for more online storage space, as well as additional assets for map-making, ambient sounds, etc.

Other tools

There is a variety of smaller tools around, and the VTT Wiki is good place to get a list and check them out. Or see this comparison of different vtts on Taking20.

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