Recently – with Update 25 – we included a few new styles with basic Campaign Cartographer 3 Plus. As these were styles in the Cartographer’s Annual before, they all come with a mapping guide and example maps, and we want to highlight these to get you started using the styles as comfortably as possible. Let’s take a look at each of the in turn.
Jon Roberts Overland
This overland style created by was created by fantasy cartographer Jonathan Roberts (famed for his Song of Ice and Fire atlas) specifically for Campaign Cartographer. Jonathan’s evocative style comes alive for CC3+ users with a full selection of overland symbols and background textures, organized in an easy-to-use drawing style.
The included mapping guide walks you through the whole process, from setting up the map in the new map wizard through outlining the continent, adding rivers, mountains and settlements, all the way to labeling the map with text. You can download this mapping guide here.
The included example map show the the Bay of Ormal and surrounding lands. Download it as a pdf file or in native CC3+ format.
Jon Roberts Dungeons
Seeing the popularity of his overland style, it was only natural to follow up with a dungeon style and Jon was happy to oblige us. It includes a set of almost 150 symbols from rocks and stones of a cave floor to furniture to populate the rooms, as well 40 textures to depict walls, floors and terrain.
The mapping guide, which you can download here, teaches you to use the style by going through the process of creating a tavern and inn layout.
The style comes with two beautiful example maps, one showing the Dread Dungeon (pdf) and the other the Crossroads Inn (pdf) featured in the mapping guide. Download them in native CC3+ format here and here.
Jon Roberts Cities
Having an overland and a dungeon style, we of course needed to complete the classic trinity by adding a city style. Jon was able to produce that for us in 2012, and it remains one of the most beautiful city styles in Campaign Cartographer 3+. 37 textures and more than 70 symbols combine to make up a great resource for city mapping.
The mapping guide, which you can download here, takes you through the process of creating a city, and as such complements the City Designer 3 Essentials Guide very nicely. The St Aurelius example map is also available as a pdf and in CC3+’s format.
Naomi Van Doren’s Floorplans
The fourth style included in Update 25 is another floorplan and dungeon style, created by map maker and graphic artist Naomi VanDoren. Her clear style lends itself excellently to illustrations and battle maps, and is featured in the 13th Age battle map products by Pelgrane Press. More than 200 symbols and 20 bitmap textures are included, and the mapping guide that teaches you how to use them is available here.
Two example maps are included: The Broken Shovel Tavern (png) and Owen’s farm (png), of course also available in CC3+ format here and here.
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Last month, I talked about how to bring your DD3 map into various Virtual Table Top (VTT) systems. Now, that is all well and good, but simply exporting a flat image from CC3+ to a VTT do have some limitation. For example, if you make a beautiful forest, the player token would be walking atop your trees, and the players wouldn’t see what is below the trees. In the real world, when you take a walk in the forest, you actually see the forest floor, not the treetops. Same happens when your characters encounters this mysterious house in the forest. Your gorgeous maps shows the scene, and as with any outdoor map, seen from above, the map shows the roof of the house. Then your players announce they are going inside. What now?
There are two ways of handling this. The first is just to have separate maps, one for inside the house, and another for outside. Then you can just load the inside map whenever the players enter the house. But what if someone stays outside and someone goes inside? Well, you could have an identical map still showing the outside, but now revealing the insides of the house instead of the roof. But this approach still means you need to move the player/monster tokens from one map to the next.
The other approach is to have items in your battlemaps that can be hidden to show additional features. This is something we are quite used to doing inside CC3+ by hiding and showing sheets, and the subject of an earlier article. This is a very nice approach, but it is also a bit trickier. The problem here is that when we export a map from CC3+, we end up with a flat image file, we lose things like sheets and layer. There are image formats supporting layers, but CC3+ can’t export to these, nor can the VTT software import them, so we need to do it differently.
Virtual tabletops (VTTs) are a great way of playing role-playing games together when you can’t meet physically. They make it easier to play with people from all over the world, and are a nice substitute when it becomes impossible to bring the old gang together in the same location any more.
One of the main attractions for these programs when compared to general-purpose meeting/teleconference software is their focus on displaying maps to the the players, enabling you to fight your miniature battles digitally. And maps are always an important aspect in most role playing games. I myself actually use VTT software to display the battle maps, even if my group always meet physically at my place and roll physical dice, because I can more easily do things like display the map on a projector, and only display what the players see (automatic fog-of-war/lighting/sight ranges).
So, today we will look at how to take those dungeon maps you’ve lovingly crafted in DD3 and make them available for use in the a VTT environment. Now, there are lots of different VTT software to choose from out there, and I can’t really cover them all, but I’ve tried to cover some of the more popular ones, such as MapTool, Fantasy Grounds, Roll20 and D20Pro. And many things, especially all the various concerns when exporting the map from DD3 will be the same for most software solutions, so this article should help you out no matter the system.
Welcome back to this article series on mapping as worldbuilding for large cities and towns. In the last article in this series, we covered developing the geographical setting for your city, identifying the main purpose or economy of the city, dividing it into districts, deciding between functional and residential districts, and we even talked a little bit about transportation. Recall that by way of example, I’ve been mostly using the city of New Cassia which I recently mapped as a means of illustration of the ideas here.
In this article, I’d like to cover some more about ways to go about laying out the canvas for your city by exploring textures, terrains and landmarks. We’ll apply this to district building next, and in a later article we’ll go into some more of the technical pieces on how to actually construct each district in CC3+ but for now we’ll stick with planning as it relates to storytelling and worldbuilding.
The most important piece to start with: in general, work on your city one district at a time. Doing so provides cohesiveness in what you’re working on, and also gives you a concrete deliverable that you can complete and then take a break. I like to do a nice quality export of each district I finish as a milestone marker to record my progress over time, as well as share with the CC3 community for any feedback.
We last left New Cassia with some districts and main roads.
Road Types, Sizes and Materials
In the previous article, we ended with defining the major thoroughfares of our city. Let’s cover that in a bit more detail. Not all roads in a city are the same size in most cities you could probably think of, so thoroughfares are the largest of these roads. Depending on the scale of your city, these may be 10′ or 20′ wide (using Imperial measurements, but applicable with the equivalent metric sizes as well). New Cassia is a large city, so its main thoroughfares will be 20′ wide; this will visually stand out as well as define the routes the city’s inhabitants will take for most navigation.
Stepping stones in a Pompeii street
We also need to decide the material of these main roads: are they wide, paved cobblestone walkways? Are they well-entrenched dirt roads? Are they waterways with sidewalks, such as in Pompeii? Or are they other textures like mud, grass, sand or even more exotic materials like lava, water, or sludge? This decision point can have an easy to miss but significant effect on the story and history of your city.
Also, keep in mind, not all roads in a city need to be the same; you can mix stone, dirt and exotic roads along with varying sizes (I like to swap out stone roads for dirt in poorer residential areas). You can also think about which areas will have no roads at all. Roads are all about access; poor quality or no roads will usually lead to less access to an area. Maybe this is to keep outsiders out (or undesirables in), or maybe the government can’t be bothered to pave an older, decrepit neighborhood.
Keeping a Microdecision Log for Inspiration
Think about the implications of each microdecision. If your main roads are sludge, that suggests a sewer-dwelling city, or perhaps the Underdark. Do people use boats or rafts to traverse them, or do they walk on foot? Each of these questions can lead to interesting story developments, like defining the daily experience of a resident (or visitor, which may differ) or leading to questions about why it is that way, or how commonplace non-walking modes of transportation are.
Each time you make one of these microdecisions, you can write down a question or two about it. For each mapping session, you’ll build up a short or medium list of questions. You can then ponder these in between mapping sessions. You don’t need to answer all or even most of them, but each answer will flesh out your world. You can come back to sticky questions that keep coming up, or discard them and move on.
So hopefully now we’ve at least decided on our main roads, and maybe even begun to ruminate on other road styles throughout the city. Great job! Now we can turn our attention to individual sections of the city.
Constructing our First Landmark
As a warm up exercise to district building, let’s do our first exercise in landmark construction. I recommend thinking about what the most defining building is going to be in your whole city. You figure out what “defining” means to you – it could be culturally, religiously, politically or economically. In some cases this might be a seat of government – a keep, a castle, a mayoral palace, a parliamentary house or any other such building. Sometimes a city may be oriented around this place; other times it might be at the city edge, and still others may have accidentally evolved the location of this building. These are all okay, but are microdecisions worth writing down and maybe asking yourself questions about.
Sapphire Citadel, home of the Mages’ Academy, is one of the most notable landmarks in New Cassia.
Once you’ve identified this building and a suitable location, build it! Whether it is a symbol (we’ll talk more about symbols later) or some more custom construction, orienting around it will get you a feel for what characteristics you want to demonstrate. Don’t be shy about experimenting – place something, delete it, try again, change size and color…try things out until it seems right to you. And even if you need to settle for good enough, you can always come back to it and redo it easily.
Now you’ve built or placed one building. Think about what supporting buildings may surround it, and place those. A keep may have additional administrative offices around it. A military training facility may have barracks nearby. A mages’ academy may have a library nearby. Or, maybe you’ll decide this building is solitary: a grand wizard’s tower at the peak of a tall hill, with nothing else daring to surround it!
The Sapphire Citadel, with some supporting academic buildings and the Great Library of Ytron. Notice how the mix of grassy terrain gives more depth to the district. Also note the dirt path mixed with stone roads.
Terrain Surrounding the Landmark
Think about what terrain you expect to surround the main building. A castle may be built atop paved stone; a monument to a town’s founder may be in the heart of a central park, surrounded by grass and dirt roads; a demon’s spire may be surrounded by a lava most. Now place that.
As you’re placing the terrain and supporting buildings, ask yourself a question or two (not too many, we don’t want to rathole on this) about why they are there or what their nature is. If something (or even better, someone) interesting pops up, write that down somewhere.
Now, one finishing touch: label it! Just plop some text down on or near it with either a name (if you’ve got one; if not, you can punt on that till later) or a short description to remind you of what it is and why it’s there. Note: you do not have to do this on your main TEXT sheet; you can create another one such as TEXT ANNOTATIONS that you can use just for your own notes and labels about notable buildings. This sheet can be hidden during your final export if you don’t want to show them (we’ll talk about labeling towards the end of the series). But recalling the purpose and name of each place can help us build up stories in our city.
Congratulations! You’ve just constructed your first (and most important) landmark! We’ll be going through this process a bunch, but hopefully you’ve learned a few things from doing this:
It’s okay to experiment, sometimes extensively. We’ll develop ways to keep this from ballooning too much all over the city.
The process of building a landmark does not have to be scary, and can be as simple as a few local decisions.
A landmark can help define the area around itself, such as the terrain and the nearby roads. We’ll need this as we build up our districts.
Noting down random thoughts about why a building is where it is can lead to interesting story hooks.
Textures, terrains and materials can define a lot of character, history and culture about an area.
Next time, I hope to cover planning each district, and discuss how to make each district unique stylistically and feature-wise (including landmarks!).
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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What 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.
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.
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.
PDF 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.
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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.
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 »
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