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.

The Purple BoxA Purple Box

The second-hand store around the corner of my 1995 midtown apartment always had interesting merchandise. Most evenings on my way home, I would jump off my bike at the store and look at the various new items they had in stock for the day. Since they were second-hand I often asked myself questions around previous owners and I found that the items with all their diversity often told small stories.

One night a small purple box still wrapped in plastic had appeared in the store window. Campaign Cartographer for PC, 3.5”. A few days later the floppy disk fired up my MS-DOS. A: DIR, CC.EXE and a land called Jaw Peninsular appeared in 16 beautiful colors on the screen of my Compaq 486.

I have always loved maps and the imagination they spark at the first glimpse. I longer to wander and explore these foreign lands, and a great fantasy map is for me a medium to get closer to that experience.

Now I was able to create the maps myself, learning that the experience of creating fantasy maps is one of asking questions as well. Who lives there? Why do they live there? What do they trade in? Who threatens them? Why?

Answering these questions makes the world come alive, and fantasy maps reveal their stories while you draw them.

World Building

Earlsdale started like that 25 years ago. A small feudal region in the center of the world. Three Duchies fighting for power and a cursed kingship that none of them dares to claim. While fighting each others, the surrounding empires to the east, west and south would expand. Soon their agents infiltrated Earlsdale only to be followed by their armies. War had come to Earlsdale.

Earlsdale was in 16 colors! It’s a shame, I lost the floppy disk and internet was not really a thing with lots of images back then. I would have liked to see it today. Nevermind.
The map changed not only because of updates and new symbols set for Campaign Cartographer, but because the players of my gaming group (same group of friends since 25 years) helped to shape the world in our regular sessions ever since. They answered many of the questions. Adventure sites were added. It happened that a city was burned down. Once the players invested their fortune to build a small keep (Liederburg, east of Schlandern). I added the keep in the CC2/Symbol Set 1 version of Earlsdale back in the days.

So Earlsdale is not the final map, it is only the current state. It is a still image of a 25 years world-building project, that keeps asking questions. We answer them as we explore. The Duchies of Earlsdale evolves and still keeps on revealing its story, since the players entered “The Royal Oak Inn” in Siegesbruck (south-eastern part of the map) in 1995.

There were even rumors at the last gaming session, that the “Tower in the Lake” near Ahnendorf, had sunken into the sea. It has been several years since the players were in Ahnendorf. I don’t know the answer yet, but time and adventure (or a new update/style for CC) will tell.

What you will be looking at below is the CC3+ version of the map. I have collected some of the basic steps and techniques I have used in the following tutorial.

Mini Tutorial

Background

I use the default settings of CC3+ with the Mike Schley overland symbols. For the background I prefer a slightly darker style with more variety in texture. An easy way to accomplish this is to add two new sheets with textures. The first texture is used to get a darker and richer green color, as well as to add more texture into the background. The second texture (Texture 2 below) is used for even more texture and by that variety of the overall background. The sheets effects are key for these overlays, and I use the transparency setting with low opacity (15-25%) to get the result I need.

Textures

Mountains & Hills

Next up are the mountains. In a regional map like this, I like to add some variety in size of the mountains. I use a scale from 0.5-2.5 on the mountain symbols. When the mountains are placed, I use the default mountain- and hills fills drawing tools, as well as the mountain- and hills background drawing tools to fill areas around and between the mountains. The “hills background” drawing tool works well also to create plains to add even more variety to the background. I then add some hill symbols manually around and on top of hills fills and backgrounds and place them on a new sheet. The key for this technique is moving all these sheets beneath the background texture sheets I created above. That way they blend in perfectly with the color and texture of the background. Add another sheet for hill symbols that will need to be in front of mountains or other symbols and place them above the symbols sheet.

Mountains

Ocean, Rivers and Wetlands

Oceans and rivers are now placed with 3-5 different thickness levels (0.75 to 3.5), ranging from narrow at the mountains and broad at the sea. I add a dark green color to the “Outer Glow” sheet effect. Remember to add some broader areas in form of lakes and wider river areas. I add the ocean in the south with the same settings as the river, but with a darker texture for sea contours in deeper areas. I add another sheet for marshland and swamps, but this time keep the following sheets above the background layers I created earlier. The texture is another one from Herwin Wielink overland style (from the Annuals and one of my favorites), with transparency effect and inner edge fade to nicely blend in.

Rivers and Wetlands

Vegetation

For the forest I use another texture than the default as forest background. I create the drawing tool and a new sheet using this texture and add transparency and inner edge fade like for all background elements. I place tree, jungle and swamp symbols on the entire map. Quite a click feast, but its worth it. Remember individual and small clusters of trees everywhere on the map where vegetation is present, like on the foothills of mountains, along rivers and later on in front of settlements.

Vegetation

Civilization

Now my favorite part starts – the structures. I like to vary the structures as well, mixing them a bit up by using combinations of them (castle, hamlet, village – makes a good town). This might not be realistic in scale, but it looks good and creates variety and adds individual character to a settlement. I play around with scale here within the range of 0.75-1.25 and use the mirror function for even more variety.

Around settlements I place farmlands on a new sheet, again adding transparency and inner edge fade effects to blend into background layer, and to avoid sharp edges of the smoothed polygons. Roads are placed between settlements, with a brown outer glow effect. I now place the last structures such as bridges, castles and other sites of interest.

Structures and Roads

Labels and Finishing Touches

Labels and finishing touches are an important part. I create the labels as symbols in various sizes, with a paper background texture. Square corners for cities, towns and villages, round corners for castles and sites and areas. I do various sizes to reflect the size of cities and to match length of the site names. Important cities have shields. I then add sheet effects, such as shadows and outer/inner glow. In the finishing touches I play around with texture and sheet effects to get a result that matches with the overall mood and colors of the map. I add the title (font: “Ode”, Adobe Fonts). Compass and scale bar is added. I export the map in a large format (7300×5903 pixels in this case). I then add the image to a zoom application, customize it and then upload the files to my webspace.

Labels

Final Map

You can see the full map in the zoom application here: Duchies of Earlsdale.

Full Earsldale Map

I should probably dedicate the map to the person that sold the purple box at the second hand store back in 1995. Oh, boy! You missed out so many stories.

If you are interested in some of my other maps, check out mapventures.com.

Happy Mapping,
Grimur Fjeldsted

About Grimur

Grimur is half-icelandic, half-german and lives with his wife and three kids in Germany’s northern most city Flensburg. In his daily job he heads up communications and marketing in a global technology company. He began to create maps in 1995 when he was studying, and he has been part of the Campaign Cartographer community ever since. He enjoys experimenting with styles and creates all his maps for the same home-brew setting. Besides being with his family or making an occasional fantasy map, he enjoys good coffee, history, design, boardgames and all things digital.

This is the third article in my series about XP development. To understand this article properly, you should be familiar with the contents of the previous articles.

When writing commands for CC3+, we frequently need to communicate with the user. This is often in the form of requesting some data from the user, such as where to place a node or which color to use, or we want to provide information to the user, such as instructions on the command line or the information the user requested. In this article, I’ll talk about the Text Formatting & Output Service (FormSt) used to prepare data to display to the user, and the data request format (ReqData). We have been touching both of these briefly in the two prior articles, but it is time to discuss these a bit more in depth.

Continue reading »

This continues Quenten’s previous article about converting an FT3 world in CC3+.

CLIMATE

Turn on the climate layer, by pressing the C button on the key at the side of your map. You will see the following picture (I have hidden everything else, except coastline). This map has only 5 biomes, but yours will most certainly have more.

We must now add a sheet for each biome – again, so we can use various effects, bitmap fills and alteration. Here I have added a sheet for each biome: (see above), including one named CLIMATE ABOVE, which is the lowest of the Climate sheets.
Continue reading »

Update 22 for CC3+ was just released, and in addition to fixing a couple of issues, it also includes some improved commands, as well as a few brand new ones. Let us have a look at these and how you can use them.

Trace

A new command for tracing the outline of images (and other CC3+ entities) and turning them into CC3+ entities have been added. This new command, simply called Trace is an easier to use variant of the Contours command from Update 16, and it also support colors.

There are two new commands here, TRACED and TRACE. The former allows you to select entities for tracing, and then it will pop up a dialog where you can set various parameters, while the latter is the silent version which just executes the trace using the current parameters (either set by using the dialog version, otherwise it uses default ones). The options in the dialog are as follows: Continue reading »

Rationale

The method below is to accurately display your FT3 map at any projection as a CC3+ map, with all the climate zones, altitudes and major rivers in their correct places no matter what the projection, and also to allow fine tuning the map in a way designed to add extra detail without changing the original FT3 map to any great degree.

The method requires as much detail in creating the FT3 map as possible – see articles on designing FT3 maps. Especially, this requires attention to altitude, climate zones, islands and rivers.

Prior to export

The most popular projections are:
• Equirectangular – increasingly inaccurate as you travel away from the equator
• Hammer – distorted increasingly as you travel to the east and west borders
• Sinusoidal – accurate and not so distorted, but discontinuous. Can be used to make an actual globe, especially the 18-way Stereographic Gores.
• Orthographic – allows you to centre on the landmass in question and see it most accurately of all in a continuous fashion. Used also to make maps centred on the North or South poles.
• AE Hemispheres – presents the map as 2 hemispheres (E and W). For best results, make your original draft map in FT3 as an AE Hemisphere projection, and then refine it at the equirectangular projection. This enables you to make sure there is not too much land overlapping each hemisphere – see below for preferred (left) and not preferred arrangements (right).
FT3toCC3-01
Continue reading »

Campaign Cartographer 3+ is an outstanding tool that excels in helping cartographers, authors, artists, and hobbyists bring their ideas to life. I imagine we all know this well!

It’s also a fabulous tool for the well-prepared DM/GM, for creating homebrew maps or spawning maps for existing published content that better fit the needs of a particular gaming group. Drawing maps and exporting or printing them before a gaming session is a wonderful way to immerse your players in a tabletop roleplaying experience, whether you prefer “theatre of the mind” style combat or gridded battlemaps with miniatures.

But did you know that CC3+ is also an excellent tool during a gaming session? This article explores the many ways that DMs can use CC3+ as a “game-time”, not “design-time”, gaming aid.

Overview: CC3+ During Your Gaming Session

There are several advantages to using CC3+ to help power your next gaming session. Some of these require a bit of advance preparation; others can be used immediately no matter what maps you use.

1: Dynamic battlemaps for sprawling or unexpected encounters.
2: Easy-to-hide secrets.
3: In-person VTT capabilities.

Solution 1: Dynamic Battlemaps

If you’ve been a dungeon/game master for any length of time, you know that no matter how much you prepare, and how many different paths you predict and plan for, the players are going to do whatever they damned well please. While that element of surprise is arguably the best part of a tabletop RPG experience, it can also be very frustrating–not only for the GM who has to scramble madly to accommodate the unexpected, but for the players, who one minute are dealing with elaborately-drawn battlemaps and the next minute are using hastily-scribbled pencil drawings on a pizza box. (This latter example may sound extreme, but in middle school I resorted to drawing encounter maps on the lids of pizza boxes all the time. If my seventh-grade self could have seen what CC3+ made possible, he would have exploded in envy!)

Succinctly, then, the problem is, no matter how many different individual battlemaps you prepare ahead of time, PCs’ actual use of those in an encounter could very easily expand beyond the boundaries you drew. This is especially true in open-air or wide-space encounters: plains, wilderness, ocean, mountains, and expansive underground chambers and caverns.

How, then, can CC3+ help this phenomenon during a gaming session?

Simple: don’t export JPGs or print out battlemaps before a session. Use CC3+ to display the battlemap that applies, on-screen, DURING the gaming session.

I started using this approach during gaming sessions as an extension to my “Unified Battlemaps Approach” to drawing maps. You can check out a complete description , but essentially, instead of drawing individual battlemaps, you have a single, giant map file for an entire “level” or region of your game. Then, you zoom into pieces of it as areas of interest, and flesh them out with detail.

If you take this approach, you’ll end up with a massively-detailed regional map, and you can zoom into it for individual battlemaps. But even if you don’t take this approach, you can still use Dynamic Battlemaps during a gaming session using CC3+.

The approach involves the following steps:
1A: Create Named Views
1B: Use Named Views
1C: Zoom & Pan as Needed

1A: Create Named Views
Sure, you can use Zoom Window to get a close-up on a particular map region. But if you have certain areas of interest you know the PCs will have encounters in, you can save yourself some time by creating Named Views, so you don’t have to draw the zoom window precisely during a game session.
Mine Level 6 Overview Continue reading »

Mappa Harnica“Mappa Hârnica” probably sounds familiar to many of our old-time users and brings up fond memories. It was (or is) an awesome fan-crated add-on for Campaign Cartographer 2 Pro, which allowed the creation of overland maps, cities and floorplans in the style of Columbia Games’ Hârn RPG. Unfortunately it was never updated for CC3, mostly because it included such a wealth of content which was not very easily transferable into CC3’s new setup of sheets and drawing tools.

Shiran CityBut we’ve never forgotten about it, and we would really like to see a new edition of this tool set for CC3+. Currently we are looking at the possibility of re-developing the Mappa Hârnica styles, either as a stand-alone mini add-on or as Cartographer’s Annual issues. If you are interested in helping with this project and perhaps know a thing or two about the maps of Hârn, let us know, and we’ll make sure to keep you in the loop. Especially if you’re one of the original authors, get in touch with us!

If you are interested in the wonderful cartography of Columbia Games and Hârn, check out their current Cities of Hârn Kickstarter:

Cities of Hârn is a collection of 7 different urban environments.

Each city has information about its history, economics, government, religion, military forces, residents, culture, and more. The consistency and comprehensive details about urban life is unmatched. A framework for compelling adventure and immersive storytelling is provided while leaving GMs infinite room for their own creativity.

You can start using Shiran right away, for one dollar, which you will receive shortly after pledging!

What is a symbol really?

One common way to look at symbols is to separate them into raster and vector symbols, where a raster symbol is a png image file on disk, while a vector symbol is built from regular CC3+ shapes. While there is truth in this, it is also an oversimplification.

If we look at things from the perspective of CC3+, there is no difference between these, it is just a symbol either way, and is treated exactly the same. And all of this becomes evident when we look at what a symbol really is.

If we go back in time, Campaign Cartographer didn’t have symbols at all (at least not as we know them today), it had parts. Put simply, a part is a CC drawing, which you can insert into another drawing. Being an actual drawing, it could contain everything a regular drawing could. It is from this concept of insertable parts that symbols arose. Just as with parts, a symbol is just an ordinary CC drawing that can contain (almost) all the features of a normal drawing. One of the main differences between symbols and parts is that one file can contain many symbols, allowing for the symbol catalogs we use today, while parts must be one file per part. (Also note that a symbol catalog file is just a standard map file with a different file extension, there is no difference in the file format at all.) You know the symbols that show up in the symbol catalog window if you click the Symbols in Map button? Those are the same symbols which would be available to other drawings if you loaded the current map up in the symbol catalog window while working on another map). Another big difference between symbols and parts is that when you use symbols, the symbol definition is stored exactly once in the drawing, and each placement of the symbol in the map just reference that definition, while when you insert a part, the entities in the part are simply being inserted into the drawing each time.

So, where am I going with this? Well, as you probably already know, in CC3+ you can use Draw –> Insert File to insert different things into your drawing, one of the possibilities being an image file in png format. Doing this simply inserts a picture entity into the drawing. A picture entity is one of the standard entities in CC3+, just like a line, a polygon or so on, the difference is obviously that it references an external image on disk. And this is exactly what a raster symbol is, it is a standard symbol that happen to include a picture entity. One interesting fact about how this is done is that you could insert images into your maps all the way back in CC2, so technically you could have raster symbols in CC2, even if it wasn’t officially added until CC3 (CC3 improved the functionality a lot though, such as support for transparency, the png format, variable resolution, varicolor and much more) Continue reading »

It’s an extremely busy desk that the Cartographer is dealing with at this time: Not only is the next Annual issue waiting to be published and GenCon getting very close, there is also the latest Symbol Set to finish up. Everybody is eager to get SS5 Cities of Schley into their hands and I’m happy to report that the first beta version has been sent out to the testers. The chance to pre-order Mike Schley’s new symbol set and get your hands on the early access copy will arrive very soon after GenCon. In the meantime, here are two example maps created with the color version of the Cities of Schley style:

The Town of Weepingford
SS5 Weepingford

The Village of Briarpond
SS5 Briarpond

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