ralf | August 22, 2019 | Columbia Games, Harn, 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.
But 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!
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Remy Monsen | August 21, 2019 | cc3plus, symbols
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 »
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ralf | July 26, 2019 | Cities Of Schley, city mapping, SS5
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

The Village of Briarpond

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ralf | July 26, 2019 | battle maps, guest article

Battlemaps are the best. Whether your gaming group prefers “theatre of the mind” (TOTM), or if they like moving physical miniatures about a printed gaming surface, having a battlemap for an encounter brings a sense of visceral visuals to what could end up being just another fight in a dungeon. And CC3+ / DD3 makes it ridiculously fun and easy to make battlemaps. I’ve found a mapping approach that adds a lot of advantage to battlemaps and makes it super-easy and super-flexible to generate them for your adventures.
The Problem with Battlemaps
Typically, you have a battlemap for every major fight, or area of significant interest. If you’re very lucky in buying a pre-made adventure, or very diligent if you’re making your own, you might have dozens of these.
One problem I’ve found is how to control secrecy and significance. Players tend to notice something is up when you thunk down a battlemap. It’s pretty unusual to have a pre-printed, ready-to-use map for, say, selling gems and buying potions. If the DM has a battlemap for the shop, chances are pretty good there’s a fight to be had, or a secret to be found. So ironically, part of the problem with using battlemaps is having battlemaps for Location X, and not having them for Location Y – players being the smarty-pantses that they are, they’ll figure out which of those two places to spend their Perception checks on.
Another is flexibility. If there’s one thing I’ve learned in 30+ years as a DM/GM, it’s that no matter how much you plan in advance, the PCs are likely to surprise you. If you meticulously plan out and map Area X, and assume a certain amount of movement, the PCs might go very far afield of what you had in mind. Battlemaps are typically very “zoomed-in”, and concise: this area and only this area. If the PCs move beyond those boundaries, the whole battlemap concept gets frustrating, complicated, or just less useful pretty quickly.
Thirdly, it takes a fair amount of time to create battlemaps. If you have, say, a giant underground mine, and you have 8 areas that are potential areas of interest (AOI), that means you likely have to create 9 maps, all in all: one as an overview map of the mine level as a whole, and then 8 individual battlemaps for the AOIs. That takes time, and is prone to error and issue, if you’re hoping that the battlemaps each line up to and represent the detailed version of the overall map.
So, how to battle these issues with battlemaps?
The Unified Battlemap
My advice is simple: don’t make battlemaps at all.
Of course, it’s more complicated than that, otherwise it wouldn’t be too helpful. But my approach is: don’t create nine maps, when you could just make a single map, and zoom in on the detail. “Battlemap” then becomes a semantic distinction of “I want to zoom in on this area because something interesting is happening there now”. Instead of making 8 detailed battlemaps, you have a theoretically unlimited amount of battlemaps, based on how you zoom in on the overview. Let’s use an example, because that’s tricky to describe in words.
Consider the underground mine level in the example above. With the “Unified Battlemap” approach, I first draw the overall dungeon level in broad strokes, and then zoom in to each region and populate the detail.
As a first step, draw the level’s overview. Let’s say it looks like this:

That’s a decent overview. Export it as a JPG and you’ve got something you can share with the PCs to help guide navigation and play in a general sense. “We walk to the west”, and so on. However, your gaming group normally plays with an overview map. The example is annotated with AOIs, marked with numbers for DM reference.
Let’s say AOI #11–marked with a yellow rectangle–is a necromantic shrine, with a bunch of corpses, and is typically swarming with wandering monsters… probably the kind of location that you’d want to use a battlemap for!
With a typical approach, you’d fire up CC3+, and draw the battlemap for that shrine. Let’s say it turns out like this:

Looks pretty cool and useful. But now you’ve got a battlemap that has details and information that your overview doesn’t. In addition to the overview map now looking comparatively bland, your Shrine Battlemap is limited in that it can only describe to the boundaries you’ve defined for it. This example is particularly volatile, since it’s a gigantic, wide-open mine level, so there’s no stopping the PCs from wandering off the edge of the map in ANY direction!
With the Unified Battlemap approach, you don’t create a separate battlemap for each AOI. Instead, you just zoom in on the AOI and start drawing detail. Do this for each AOI, and you have a single overview map, and you can simply zoom in to any area to export a detailed battlemap for that area.
The results, after doing this “zoom-in detail imbue” across the whole map, looks like this:

As a result, you have a single map file that serves as dozens, if not hundreds, of battlemaps: just Zoom Extents and Export Rectangular Section and boom, you’ve got a battlemap!
Other Details / Recommendations
You might note that the examples use two different grid scales: The “overview” maps use 20′ gridlines, and the “battlemap” examples use 5′ gridlines. This is really easy in CC3+: just create a separate Sheet for the different gridline scale, and draw the different grid on that Sheet. Just remember to hide one, and show one, of these Sheets when you do an export!
I also use this approach for AOI annotations: one at “overview” scale, and one at “battlemap” scale for the individual AOIs.
Here’s what the Sheets for the examples look like in the example map:

So why would you, and wouldn’t you, use this Unified Battlemap approach?
Advantages:
1: Saves Time: Since you zoom in to an existing area when creating a battlemap, you don’t have to draw the outline and general elements of that map to begin with, so you can hit the ground running.
2: Flexible: There are no limits to the battlemaps you can export, create, or zoom to during a game. No matter what the PCs or monsters do, you’re covered!
3: Detail: Having detail automatically reflected at the macro level makes your “overview” map much more richly detailed… for zero extra effort!
Disadvantages / Requirements:
1: Meticulousness: This approach requires a meticulous hand, for sure! Imbuing all that detail across the entire map will take time, but it’s not too much of a chore once you get used to it, and I feel the results are worthwhile.
2: Printing: Although this approach will result in print-worthy battlemaps you can print out and use in your gaming sessions, the resulting encounter will still be bounded by that printout. This offsets the “flexibility” advantage above, but only if you’re using pre-printed physical battlemaps.
3: Beefy PC: Perhaps obviously, you’ll end up with a monster of a map file, and not all PCs can easily handle it. SAVE YOUR WORK FREQUENTLY, and don’t be afraid of saving multiple file versions, just in case. I have a Core i7 with 16 GB of memory and an SSD, and I very, very rarely have performance issues with CC3+, but your mileage may vary, and there’s no question the Unified Battlemap approach requires a lot more processing power than traditional separate overview/battlemap files. My record is more than 5,300 entities in an underground city map, and I’m still able to scroll and zoom around pretty quickly:

Conclusion
Let me be clear that a good GM/DM, or a very flexible gaming group, can work around all of the issues described here. And ultimately, fun it what’s important; it doesn’t matter if you have a detailed, immaculate, battlemap for each and every contingency. But I can verify from first-hand experience that it can add to the fun, and I’ve found that once you get used to this approach, it’s so very much easier to deal with!
Jason “J. Evans” Payne is an indie RPG and fiction author and cartographer with more than three decades of experience as a DM, game designer, and author. He’s been using Campaign Cartographer and its related tools since 2015, and vastly prefers that to his day job. A father of three, he’s also been an adjunct college professor, an IT geek, and a miniatures wargamer. Check out his one-man RPG company at infiniumGameStudio.com.
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ralf | July 22, 2019 | battle maps, Christina Trani, dioramas, guest article
By Christina (Lorelei) Trani
Mapping with ProFantasy’s Campaign Cartographer 3+ has brought my home games to life – especially from my humble beginnings. When I first played tabletop roleplaying games our fledgling Game Master strictly used theater of the mind. Some of us, such as myself, needed the visuals for combat, so we graduated to some graph paper, we were luckily required to purchase for math class, some colored pencils (if we were even luckier), a ruler and one set of dice between us. I, being the only female in the group, and the most artistic of the lot, usually was tasked with drawing out our GM’s map vision. This went on for a few months … enter the Satanic Panic of the 80’s, combine that with Italian – very Roman Catholic- immigrant parents and my days of D&D were done.
About 10 years or so ago, one of my old middle school D&D friends and I started playing again. This time I was our Dungeon Master and quickly took up my old habit of making up the maps. I did this by hand for years until 2015 when I found ProFantasy’s Campaign Cartographer 3+ and started printing out my maps on poster. I first set myself up with a guide for Dungeon Designer depending on what size map I had intended on printing out as several of the vendors I use print in different sizes (such as Staples, Office Max/Depot, and VistaPrint). For poster sizes 11”x17” set at 55’x85′, 16”x20” set 80’x100′, 18”x24” set 90’x120′ (this is the most common poster print), 24”x36” set 120’x180′ and the largest map I’ve printed to date 36”x48” set at 180’x240′. My players have loved the colored maps, the assets and add-ons CC3+ give my players visuals they’ve only seen on virtual tabletop gaming not ACTUAL tabletop. It was a game changer.

Always looking to surprise and delight my players with an encounter, I took my mapping to the next step. I decided to start applying my many mediocre crafting talents to use and combine them with my maps. My first foray into craft mapping was a simple as getting some rocks and stones from outside my apartment, cleaning them off and laying them down over some rocks I had placed on an Outdoor Forest Encounter map. My adventuring team loved that they had something to actually hide their minis behind. As a Dungeon Master, I was THRILLED! I started to find some of our encounters were a bit boring as the players weren’t using the terrain on the maps to their best advantage. With this small added addition, it seemed to click, and we were off!

Next project…. Clay. For sculpting amateurs out there like myself, and little to no investment, you can purchase some air-drying clay. This is used to create “mounds” of terrain to place on maps. With some modpodge, acrylic paints and some model landscape turf, and even a few rocks and twigs from outside, I was able to create some fantastic terrain elements to add to my maps. Depending on the kind of investment you’d like to make you can then begin to add in some trees. These can be made by purchasing premade model terrain trees, creating your own with wire and terrain foliage, or even better, this time of year, with all the trees and bushes in full bloom, you can trim off some branches and bushes, insert them into the clay before drying and have an instant forest element!

Papier-Mâché is another great way to add some cliff terrain to an already awesome map. You can see my original map. It really was just fine the way it is, but this encounter I had planned was a key part of their main story arc, so I wanted to make it special. This section of the cave I knew would be layered cliffs of ice…so how could I achieve this? Yes, back to grade school art class and papier-mâché ice cliffs! I started here with a piece of foam board to use as a base, after sealing that, I began to layer the papier-mâché, making sure to make it jagged, like ice would be. After drying, I painted it with white and shimmering white paints, added some silver and iridescent glitters, some tufts of cotton balls for snow and some broken glass and mirror fragments purchased at a local craft store as a finishing touch.
My latest crafting project has been my favorite, to date. I knew my players would eventually be taking a boat trip, and I had a pretty cool encounter planned for when that happened. I found a free .fcw file of a three-deck caravel and did what I do with free. fcw’s…. made it my own. I used the bones of the ship and changed the fill styles, changed the symbols to a photorealistic version and printed out the map of the three decks on a large poster. My intent was to play the encounter on the poster, but again I started thinking about how I can enhance the encounter. I was looking at the boat and realized the mast was the exact size of a dowel I had picked up at a local craft store clearance not long ago. So, I began to cut out the ship from the poster, then traced and glued it onto a thin poster board. Cut a 1” wide dowel into three individual 4” masts and paint them to look like wood. I also painted the underside of each deck to look like aged wood planks. Then each mast was glued onto the floor of the deck and put a piece of sticky tack on the top of each mast, to attach to the deck above and still be easily separated for more in depth exploration of the deck. I placed the ship on a map of water I had created, and poster printed, added some undersea monster minis in the water, and turned this boat into one of the most exciting and fun encounters to date!

All these crafting ideas can be done on a variety of budgets. There are so many items around your home that can be incorporated into terrain, just use your imagination and a little ingenuity. Just look around and use what you find in your own home, craft closet, workshop, or gardens and enhance your CC3+ maps to this next level of 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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ralf | June 28, 2019 | Create New Style, overland maps, styles, Tutorial
This is part 2 of the “Creating a New Map Style” series of articles.
After we have decided on a style to create last month, let’s take a look at creating the first new pieces of artwork. One of the defining aspects of a style are fill styles it uses.
1. Creating new Bitmap Fills
Let’s take a look at the bitmap fills used in the World of Wonder style, which serves as the basis for our new style. Open the CC3+ program data folder in Windows Explorer: C:\ProgramData\ProFantasy\CC3Plus and find the subfolder /Bitmaps/Tiles/Overland/Annual Worlds of Wonder/. You’ll see that it includes 9 different fills, with at four different resolutions each.
Create a new folder under /Bitmaps/Tiles/Overland/ called “Annual Worlds of Wonder BW”, then copy the VH resolution file of each fill over to the new folder. Remove the _VH part of all the file names. Now you can open up the individual files in a Bitmap editor (like Photoshop or Gimp to edit the textures. I’m doing some very simply operations here, converting the files to greyscale to match our idea of a black and white stlye, and I rotate some of them and/or apply a photo filter. Of course you can be as elaborate as you want, even creating complete new graphics, but for the purpose of this tutorial I’ll keep it simple.
2. Importing the New Fills
Let’s get the new fills into our map template. TO do so, we need to start CC3+ and load our template /Templates/Overland Maps/Wizard/Annual Worlds of Wonder BW.FCT. The select Tools > Import bitmap fill styles from the menu.
The import bitmap fills dialog comes. “Browse” to our newly created source folder and select one of the files. Check the “Create other resolutions option and set “Scaled” to 1000.00 for both width and height. To differentiate the new bitmap fills from the old ones, change the “Suffix” to _BW (for our black and white style). Then click OK and let CC3+ do its work.
3. Changing the Existing Fills
There are only a few entities in the template that use the old (coloured) fill styles, but even if there were more, it is easy to change them:
- Right-click the Change Properties button and choose Change Fill Style.
- Right-click on the map to select, then choose More > Fill Style.
- Right-click to bring up the fill style dialog and choose “CA145_Parchment” from the Bitmap Files tab. Click Ok.
- Right-click and choose Do It.
- Right-click to bring up the fill style dialog again and choose “CA145_Parchment_BW”. Click Ok.
You’ll see that the parchment border of the map has turned grey. You can now do the same for each of the existing fill styles, but for this map you really only need to do it for the CA145_Ocean fill, as that is the fill of the background rectangle.
The template now shows a greyscale version of the old one and that’s how we wanted it to be. Next time we’ll start of converting the symbols of the style into the new look.

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ralf | June 19, 2019 | drawing tools, macros, Mike Schley, overland maps
The Symbols in Area command was introduced in CC3+ long after most of the basic styles were created, meaning it is not used in those styles’ drawing tools. But since it is very useful for creating terrain features like scattered woodlands, why not set up some new tools to make use of it? In this little article I’ll take you through doing exactly that. As an example I’ll create a scattered deciduous woods for the Mike Schley overland style.
1. Setting up the Symbols In Area command
- First, load an existing or start a new Mike Schley overland and choose the Symbols in Area command from the Draw menu.
- Click Browse and load the Vegetation catalog from /Symbols/Maps/Mike Schley/
- Set the settings as shown in the screenshot on the right, then Save the setting under \System\Fillers\MS_WoodsDecid.symfill
If you want to test and possibly adjust the settings, draw a smooth polygon on the map and use the command on it after clicking OK in the Symbols in Area dialog.
2. Creating a new Drawing Tool
Now we need to set up the new drawing tool for this setting.
3. Creating a Drawing Tool Preview.
You’ll notice that the tool doesn’t have a preview at this point. That’s because a macro-using drawing tool needs a little FCW file (CC3+ map for the preview. Let’s create this as a bonus step – it’s not really necessary but useful.
- Load the foilowing FCW file in CC3+ from your Programdata folder (which might be different from the path show here): C:\ProgramData\Profanatsy\CC3Plus\System\Drawtools\Overland Mike Schley\Terrain Default, Forest Decid.FCW and save it in the same folder under the name Terrain Default, Woods Decid.FCW. This is the same file name as the drawing tool we created, only with a different file extension.
- Erase all trees from the file, but leave the gray background.
- Use the Symbols in Area command with the settings we’ve previously created, then Save the map.
And that’s all there is to creating a scattered woods drawing tool. You can do the same with pine or jungle trees, or any type of symbol you want. Here is an example created with the new drawing tool:

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ralf | May 29, 2019 | Cities Of Schley, Token Treasury
I’m sure you all would like to know what is currently in development and when the next add-ons for CC3+ will arrive. Well, I can report that Cities of Schley is very close to completion now and that the next Token Treasury is chugging along nicely.
Cities of Schley
Mike has finished almost all the symbols for the set, and is now working on the bitmap textures that we need to go along with them, so the City Designer house tool can create matching buildings.
Sue Daniels has been helping us with creating the roof maps and as you can on the right, they look great. She’s also suggested a great way to give you more variety in the roof shapes without compromising the shadow’s on the city map (as mirroring a symbol within CC3+ would do).
Token Treasury 2
Seeing that there is still a vast army of fiends and critters lurking in the shadows to pounce on hapless heroes, we’ve decided to drag a few more into the light of the virtual tabletop.
Rich Longmore is creating another set of monster tokens and I’m always delighted when a new one charges through the doorway (or slithers through a crack in the wall).
We do have a few slots for new monster available in the list, so if you have something special that you would like to see as a token, let us know in the comments below!
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ralf | May 28, 2019 | Create New Style, overland maps, styles, Tutorial
While Campaign Cartographer offers a wide range of different drawing styles to use, sometimes you just want that special look that anybody else uses, and few things are more rewarding than creating your own unique mapping style. We have covered some of the process of doing this in the first Annual Volume, but quite a few features have been added to CC3+ since then and the Annual issue couldn’t cover all possible options in high detail.
So I thought that a publicly-available article series might be a good way to document the process step-by-step and in higher detail than an Annual issue can. It should also give everyone the opportunity to pitch in with questions along the way. So, let’s get started…
1. What map type to use?
The first decision to make is what type of map style we want to create. A city style? One for floorplans? I know what I’m going to do for this article, my favorite type of maps: an overland maps style.
Let’s take a look at what styles are already available in CC3+. To do this you need to open the CC3+ program data folder in Windows Explorer: C:\ProgramData\ProFantasy\CC3Plus. If you installed CC3+ in a custom location, you will need open that folder. If you don’t see the ProgramData folder at all, it may be “hidden” in Windows 10. Make sure to activate the option “Show hidden files/folders” in Windows Explorer and it should appear.
Now navigate to the Templates subfolder, then Overland Maps, then Wizard. Here you see all the different overland wizard templates listed. Each template consists of three files: The CC3+ template (FCT extension), a preview bitmap (the PNG file) and a short text info file (TXT). For most of the file you will see two sets of 3 files, one for metric units and one for imperial ones. As the template forms the basis for a map style, we will need to create a new set.
2. Creating a New Wizard Template
I find it easiest to start a new style based on an existing one. It might only be vaguely similar, but copying an existing style makes it easier to not forget necessary bits and pieces and gives you a set of styles to start from. That means we need to decide what style we want to create at this point. I am thinking January’s World’s of Wonder style would look good in black-and-white, so I decide to create such a style for this article. I locate the three files (for imperial units) in Explorer as shown on the right.
Select the three files and use the clipboard to copy them (ctrl-c, then ctrl-v). Windows will rename these copies by appending “- copy” to the filename. Rename all three to the name of your new style (e.g. Annual Worlds of Wonder BW.*). Make sure the file names are all exactly the same, except for the file extension. We won’t worry about the metric version of the template yet – we can create that much later when most of the work is done.
3. A New Drawing Tool folder
After the template, the next important part of a style is the set of drawing tools to go with it. Again, we can create a new one by copying an existing set. Navigate to the ProgramData\ProFantasy\CC3Plus folder again and then go to System\Drawtools\. You will see a folder for each drawing style. Again, create a copy of the folder “Annual Worlds of Wonder” and rename it to “Annual Worlds of Wonder BW”. We don’t need to worry about the files in the folder at this point.
4. Setting the Template to the new Drawing Tools
Now it’s time to open CC3+ for the first time. Navigate back to the Templates/Overland Maps/Wizard and double-click the template file Annual Worlds of Wonder BW.FCT to open it in CC3+. Naturally it still looks exactly like the Worlds of Wonder style, as it’s just a plain copy of it. Select File > Drawing Properties from menu to open the Drawing Presets dialog. In the Drawing Style section select the new “Annual Worlds of Wonder BW” from the list. Basically this tells CC3+ which folder to choose the drawing tools from when you click the drawing tools buttons on the left-hand toolbar. If we now make changes in this template on the its drawing tools, they won’t affect the original Worlds of Wonder style but be restricted to the new Worlds of Wonder BW style instead.
If you have your own ideas for creating a style you can already start tinkering with the template and the drawing tool. We will continue in the next article with changing the bitmap fills that the style uses. If you have any questions concerning this article and creating your own drawing style, feel free to do so in the comments below, or – for easier discussion and more help from other users – go to the forum thread I have created for this series of articles.
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ralf | April 26, 2019 | effects, overland maps, Sheets, Sue Daniel, user tutorials
The Continent of 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 – 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 – 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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