Remy Monsen | August 18, 2018 | Campaign Cartographer, CC3, large to small, Tutorial
One of the more common questions from CC3+ users is about how to extract a region from a large-scale map and develop this region as a more detailed local map.
The basics for doing this is already explained in the User Manual that comes with CC3+, but for this article, I am going to go a bit more into detail and explain the various tools and processes involved in doing this.
The basic principles behind this operation is to create a new map of the desired size, then copy over the entities from the existing map, trim down these entities to fit the new map size, and finally add additional detail to the new local map. Let us explore the tools and procedure for doing this.
The main tools you’ll need for doing this is Clipboard Copy, Trace, Break and Split, as well as some minor Node Editing.
Let us get started. For this article, I’ll use the example map from the User Manual. You’ll find this map in @Tutorials\UserManual\Example.fcw (remember that the @-sign refers to your CC3+ data directory). My goal is to take the area marked with the red rectangle and develop that into a local map of that area. The marked area here is 30 by 20 miles.
Note that all images in this tutorial are clickable to see higher resolution versions to more easily see what the text describes.
If you are new to this, I also highly recommend loading up the same tutorial map I use and try to follow along with this tutorial, exporting the same area, rather than try directly on your own map. Following along on this map lets you more easily see that things happens the way I describe them, and lets you build familiarity with the tools before starting on your own map.
There is also a video accompanying this article, showing me perform the steps described herein. Note that this video is not intended as a stand-alone video tutorial, but rather as a visual aid to help you see how things are supposed to work. You do not need to watch the video to take full advantage of this article, it is completely optional.
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ralf | August 15, 2018 | atlas, community, Realmworks
Joshua Plunkett (Josh.P. on the Profantasy community forum) is an avid CC3+ user and map-maker, and one of the instigators and organizers of the Realmworks project that incorporates a host of maps from the ProFantasy community atlas project. We’ve asked him to present the project for the rpgmaps blog and here are his words:
Campaign Cartographer 3+ is fantastic for making maps for basically anything but it tends to really appeal to a certain group. That group is Dungeon Masters. Regardless of the system or the numbers of sides on the dice we roll one thing is common… we all need beautiful maps.

The ProFantasy Community Atlas Project was such a great idea and has turned into an amazing resource for DMs across the planet. Within our CC3+ community though we have a sub demographic of users. The sub-group use CC3+ and Realm Works together!
Realm Works is campaign management software, it lets you take information from everywhere and put it all together into a single digitally cross-referenced digital DM binder. Specifically, though it has some great functionality in regards to maps. You can load maps in and pin out specific locations. You can then link those pins to topics where you can describe the area as much as you like with full text write-ups and supporting pictures. You can link regional maps to town maps and town maps to building maps all the while including the text and pictures to describe each location. It provides the templates and structure necessary to manage a large world building project.
When we saw the ProFantasy Community Atlas Project we therefore became excited with the possibilities of combining the CC3+ community project into an extension Realm Works community project. We sought permission from a handful of the Cartographers involved and got to work transferring the excellent maps already made by the CC3+ community into Realm Works. We then opened the doors to the Realm Works community encouraging them to help with creating the textual content around each map.
It came to life really quickly with people from both communities coming together to create new content for the continent of Artemisia. Before we knew it, we had entire regions, cities, towns and dungeons starting to take shape. The realm is available for free to all Realm Works users who want to check It you. You can DOWNLOAD IT FROM HERE and import it into a new or existing realm.
The project is open to anyone who wants to contribute. Be that CC3+ users contributing maps to the ProFantasy Community Atlas Project or Realm Works users who want to help build out the details of the world as part of the Realm Works Community Campaign World Project. To get involved simply follow the links and read up on how you can get involved.

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ralf | July 24, 2018 | Annual, Par lindstrom
I’ve made quite some styles for the annuals over the years. I actually don’t remember exactly how many but I think it is around 15 styles so far. Whenever I make my maps I always wonder if the map I make can be made into a style for CD3. Most of my styles have been made this way. Two examples are the maps I made for the Trail of Cthulhu RPG campaigns Mythos Expedition (September ’14) and Cthulhu city (December ’17). Both those mapping styles where later turned into styles for the monthly annuals. Most of the time I have to flesh out the styles with more symbols then the ones I’ve used in my maps, so that the style will work on its own.
Other times I’ve made some styles when I’ve felt that I’m missing something in Campaign cartographer 3 or any of its add-ons. One example is my latest style, City ruins for City Designer 3. One of the things I really like is to just make different versions of villages and cities. It’s actually something I can sit and play with just for fun, dreaming up different places and try to make them as good looking as possible. But sometimes I feel that the styles in the program miss some bits and pieces, for example I had an idea of a map that I originally got from an old map of Firenze in Italy where people lived among the ruins from the Roman times. After the fall of the Western part of the Roman Empire the population in many towns shrank and a lot of the old buildings started to fall apart or where used as quarries. But in the middle of those fallen cities life continued and people built new houses among the ruins. This was the kind of city I wanted to draw. But I needed more ruins.
So I started making my own ruins to be able to make the map I wanted. After a while I thought that this might be something others miss too so I decided to ask Profantasy if they might be interested in making a style out of the symbols, which they were.
So how do I make the actual style? Well first of all I have to decide on what kind of symbols I need to draw. This is usually a process that continues during the whole time I’m making the style, since I seldom come up with all ideas at once. Another way of coming up with ideas for a style is actually to ask you, the users of the program, which is possible now since I found the Campaign Cartographer 3+ Facebook User Group on Facebook. This is the perfect place to find out if there is anything the community would like to see in the style.
When I have come up with enough ideas for symbols I start to sketch them out in Photoshop. Usually I have a square grid as a bottom layer which makes it easier to make straight lines and to get the right scale on all the different symbols. After having finished the sketches it is time to ink the symbols. This I will do on a separate layer. Usually all steps will be made on different layers, which will make it much easier to change things later if necessary. After inking the symbols I add a layer for colours, sometimes I also add a layer for shadows, if needed.
When I have all my different layers done, the symbols are finished and I cut them up in different files, one per symbol, and send them over to Ralf who will do the magic of turning them into a style for all of you to use.
I hope you will like all the ruins, I sure will, and now I just have to make that map of the ruined city.
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ralf | July 24, 2018 | city mapping, roofs, Sue Daniel, Tutorial, user tutorials
Welcome to another detailed tutorial by Sue Daniel, looking at how you can create the shading for complex shapes – in this cased domed roofs. As the tutorial is fairly detailed we are providing it in pdf format for ease of access and printing.
Read the Creating Onion Domes tutorial by Sue Daniel.
About the author: Sue Daniel is active as a cartographer and artist both on the ProFantasy community forum and the Cartographer’s Guild. There, she has won 1 Lite Challenge and 3 Main Challenges, and just recently one of the annual Atlas Awards for most creative map in 2017. She has produced many beautiful art assets for CC3+ (such as the “Sue’s Parchments” Annual issue) and mapping in general that are free to use for anyone.
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Remy Monsen | July 21, 2018 | Campaign Cartographer, Sheets
When you make a map, you may desire to have different kinds of views for it. For example, if you make a floorplan, you may wish to be able to see the roof of the house too, or if you make a dungeon map, you don’t want to show your players the version that also includes all the traps.
For this article, we’ll see how we can easily make features in our maps togglable. As an example, I will take a small building from CD3 and make a floorplan from it, and then add a togglable roof and trap.
I start by picking the building symbol I want to use as a base. After that, I start a new dungeon map, and simply use the dungeon room/wall/floor tools to draw the floorplan on top of the building I just inserted to make it match the building shape (I could also have used the automatic floorplan generator from CD3 to make this based on the outline).
Once I am happy with the floorplan, I simply make a new sheet to hold the building symbol, naming it ROOF. Then I move the building symbol to this new sheet, and finally hide the sheet since I don’t want to see the roof as I am working on the floorplan.
Next, I draw the floorplan. For my trap, I place a pit trap just behind the door, and then cover it up with a carpet.

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ralf | June 22, 2018 | development, dioramas
As mentioned before on this blog, I am currently working on the full new version of our paper-miniature building add-on – Dioramas 3. I am pleased to report that we have a completed alpha version and release of the beta version is not far off. All the new assets are in place, and have been arranged in multiple drawing styles: two different bitmap styles and one vector style, recreating the old Pro-version style with some sheet effects added.
Next up is updating the Essentials Guide to take all the new stuff into account and producing a nice, big new example Diorama set. Checking on the Facebook community group people seem to be mostly looking for some common village buildings, so it’ll be a inn and tavern I’ll be creating – I’m looking at you, Tendril’s Oak Inn.
This will probably also mean breaking out my paper cutter, ruler and glue and getting my hands sticky to actually build the thing. It’s been a while since I’ve done that and I’m looking forward to it!
Here is the very first Dioramas building I ever designed and built, updated with the new bitmaps of Dioramas 3. It’s a rough recreation of the Sage’s Tower symbol from the “Fantasy Colors” set included in Symbol Set 1. The actual model I built has long gone the tragic way of all paper models: crumbled up and vanished into the recycling bin. But hey, now it can reincarnate as a new and prettier one.

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ralf | June 21, 2018 | overland, Par lindstrom, Tutorial
This is the third part of my series about making an overland map in Campaign Cartographer, you can find the first two parts in earlier posts.
It is now the fun part of making maps start. Up until now we have just created the base for the map, now it is time to populate it and give it life. The first thing I do at this stage is to try to find spots in the map where there supposedly would have been cities or towns if this was the real world. Since it is a fantasy map we’re making we have to remember that the fastest way to travel before modern times is usually by water, so a lot of the cities will be situated along rivers or coasts. In the first picture you can see red circles where I want to place the first cities/towns in the map.
I’ve also marked out some red squares where the map is rather empty, those places we have to work on to make them more interesting, probably adding in something that will trigger the viewer’s imagination and make the map interesting to look at. An empty green field wont draw any attention to it, and with too many places like that in the map the end result wont trigger the imagination of the viewer.
When I’ve placed the first towns I start drawing roads between them. When the roads are in place it is easier to find new spots for more towns or villages. For example if you get a place where two roads cross each other that would be a perfect spot for a new settlement. Other good spots for settlements are next to rivers that the road will cross or next to a mountain, places where it will be natural for people to settle. Places where they can find work or trade.
Usually I divide the map into maybe three or four parts that I work on one at a time. In this way I can see the progress of the map, and it is also more fun when you can see parts of the end result early, makes it easier to keep up the work.
After you are done with the settlements it is time to take a look at those empty areas. Start by adding in some hills, or smaller mountains, add trees and other natural objects like cliffs, caves and farmland. The important thing here is to get more details in the map. At this stage I also add in things like maybe a wizard’s tower, a nomad’s camp or barbarian village. Places for adventures, places where your players would want to go.
A good thing here is also to add new SHEET’s if needed. I for example added a SHEET for the fields because I wanted to adjust the effect on the fields texture that was different from the default one.
Whenever I make a map I always try to have a story in my head. Where is the border between the two kingdoms, are they friendly, if not maybe there should be some fortress at the border? Why is that city so far from all the others, maybe that is a free city where people go for trade, maybe they run a big slave market. Keep asking yourself all these questions when you make the map and fill in all the details and hopefully in the end you will have a great looking map with interesting details that your viewers will love to look at, and that will make them want to go places and having an adventure.
Next step would be to draw the borders between the kingdoms (I actually did this in Photoshop because I wanted a more hand drawn feeling to them) and adding text to cities, towns, kingdoms, rivers etc.
And remember keep up the mapping and good luck.
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ralf | June 20, 2018 | guest article, mapping, Mike Schley, narrative
What is a map and how can it tell a story? To explore the question, let’s begin by defining our terms. According to the Oxford English Dictionary, cartography is “the science or practice of drawing maps”. So what is it then that we’re creating in this process and how do we know if we’re achieving our goals? Furthermore, how can we tell that our efforts are making the most of the medium we’ve chosen to communicate with our audience? Returning to the Oxford English Dictionary for another clarification of terms might help here. A map, used as a noun, indicates “a diagrammatic representation of an area of land or sea showing physical features, cities, roads, etc.”. In addition, it can also refer to a representation of the position of objects in outer space, or more generally, the arrangement of any collection of information with regard to its distribution over an area or sequence in a progression. In a nutshell, a map is a selective re-presentation of facts as they relate to one another in space or time. When used as a verb, mapping speaks to the act of organizing or defining those relationships with the aim of creating a depiction that can be used for either internal reference or communication with others. With this in mind, the choices that we make in the process of building a map inform not only its technical function and visual flavor but also its ability to serve as a non-linear narrative ripe for expansion.
In my mind, the difference between a simple diagram and a cartographic masterpiece lies in the manner in which the work engages its audience. Some of the best maps I can think of remind me of sandboxes filled with intriguing story seeds. Wherever you look there is enough detail to lose yourself in but there also exists ample room for the imagination to build and expand on what’s given. A great map presents itself as more than simple data. The rabbit holes within a truly engaging map are as varied as its viewers and as numerous as each moment an eye traces a path across its surface. With this in mind, how we choose what is important enough to include and what should be omitted defines the true character of our creation. It’s this judgment and practice that makes all the difference.
Now that we know the basic framework of the activity we’re engaged in, let’s look at some specifics concerning how to move forward. The scope of our interest here is presumably limited to the crafting of fantasy maps, particularly that sort defined by the needs of role-playing game masters looking to visualize sites for exploration, encounter settings, or storytelling. Since we aren’t necessarily worried about maintaining fidelity to a real-world location, then the focus of our overall aim shifts and we are allowed to build the world with more of a free hand. As a result, the initial design and layout steps serve a more essential function since the location is built from the ground up.
With this leeway, the inherent narrative nature of a map becomes that much more apparent. You’re telling the story, or setting the stage for a multitude of stories, by how you develop your picture. That being said, logical issues of physics, geomorphology, and tendencies of habitation are extremely important to consider since an environment that doesn’t make sense sets up roadblocks to storytelling that at their worst can become glaring holes in the plot. Even in the most fantastical world, if your river is running uphill then there better be a mighty good reason for it as well as an accompanying basin for all that water to drain into. Magic and otherworldly influences can drastically affect the underlying rules of the game but the response to those peculiarities needs to be logical. If your world is built on the back of an enormous turtle, then make sure to spend some time thinking about its implications and build the map accordingly. To expand on this, can nuances of your map speak to larger issues outside its boundaries? How can those unique details lead the reader or player to ask questions that spur them on to further adventures? The river that suddenly jumps its banks to cascade into the sky is a perfectly weird device that can set the stage for an excellent beginning to an adventure.
All maps present some form of constructed narrative such that in order for them to function as representations of something else, or worlds unto themselves, they are utterly reliant on decisions made by their creator. These choices are an outgrowth of the cartographer’s point of view and are a function of the creative process. In other words, if a patch of ground were simply duplicated to the last detail it would be a copy rather than a description and it’s in the description that we can find our voices as artists and authors. These determinations give identity to a map and define the purpose it serves. Something as simple as the manner in which a hierarchy of information is organized speaks volumes about the interests and drives of the artist. Allowing these choices to inform and reflect the character of your work makes for a richly compelling creation that feels much more alive than one whose features might seem overabundant, meager, or capricious.
Selecting what to reveal and what to omit is as vital to the process of drawing a map as it is to writing a story. Show your viewers what you’d like to tell them and let their imagination play with those details. What you choose to include will provide game masters and players alike the story landmarks they may respond to while the components you omit can potentially indicate a mystery or leave room for later editorial changes and expansion down the road. This organic living nature is a vitally important aspect of any captivating image whether it takes the form of a fog-of-war mechanic or the inclusion of a mysterious cave entrance in a traditional paper map. Leave something to be explored. This is particularly true of regional maps where the words ‘Terra Incognita’ serve like a beacon into the great unknown.
When designing the overall look and feel of your image, also consider how much is too much. The last thing a map should be is confusing, unless that’s a plot device you’re specifically aiming for. There is a balance that needs to be kept in mind in order to avoid the all too common cluttered look that occurs when a map becomes practically illegible due to the overabundance of information. If everything is included without respect to what really needs to be shown, the resulting visual noise can potentially drown out what’s actually important. Leave some room to breathe in the image and vary your object sizes, areas of contrast, visual density etc to avoid monotony. The fundamentals of design are just as important here as they would be in painting a landscape, since in a manner, that’s what we’re doing. Typically it’s a top-down landscape, but it’s still a landscape nonetheless. Luckily for us, we have the good fortune of being able to employ a wealth of tools that the traditional landscape painter might lack access to such as symbols, text, and multifaceted media.
Finally, I can’t emphasize enough the fact that any map you create is only a starting point presenting your view of the world being shown. It’s a beginning so make sure to set the stage for the coming adventures embarked upon by your audience. Give it some life and don’t shy away from suggesting potential storylines that might be ripe for development. Visual narratives don’t need to be linear or even complete but they do require thought in their employment. Give the audience little nuggets of gold and they’ll dig into and expand on your creation by mining the depths of their own imagination. It’s not only your tale that’s being told here, especially where role-playing maps are concerned. It’s a partnership, a collaborative adventure embarked upon in the minds of each person huddled around your map.
Mike Schley
“As an illustrator and cartographer I’ve created a large number of pieces for publishers such as Wizards of the Coast, HarperCollins Publishing, and Inkle Studios. Of these, I’m most recognized for my development of environmental artwork and maps for the fantastical worlds of Dungeons & Dragons.”
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Remy Monsen | June 3, 2018 | Campaign Cartographer, styles
In CC3+, you can make maps in many styles. Out of the box, CC3+ comes with at least 6 different overland styles, as well as a simple dungeon and city style. Depending on what style you choose, your map will look very different visually.
You’ve probably already learned that some styles are just better for some types of maps, and that is indeed one of the points with the different styles, to provide good options for many different kind of maps, but also to provide variety.
Of course, even if CC3+ comes with many styles, and many more are added if you own the various add-ons, symbol sets and annuals, part of the great flexibility of CC3+ is the ability to customize it to your needs, and one of the things you can do in that regard is to create new styles or customize existing ones to fit your needs. So, let us have a look at what a style really is, and what elements make up a style.
This article will provide a detailed overview of the process of creating your own style, but it does assume some familiarity with some of the processes
Elements of a style
Each style is made up from the following elements, all of which should be familiar to you already.
- Bitmap Fills: Almost all styles need fills, and unless you are designing a vector style, these will be bitmap fills. Fills are a very prominent part of any style and are a major factor in setting the visual look of the style.
- Symbols: While you can make a map without using symbols, most maps do use them. Symbols are usually designed to match the fills of the style.
- Drawing Tools: These tools are set up to draw various shapes, such as landmasses and terrain, using the fill styles defined for the style.
- Effects: All styles have their own unique set of effects, tailored to that style of map.
- Template: The template is the glue that brings all these elements together. Bitmap fills are referenced from the template, macros load the correct symbol settings, the correct set of drawing tools is set as a property in the template, and effects are embedded in the template, ready to activate.
Note that almost all styles have all the elements above, but they can be shared among several styles. For example, both the bitmap styles in SS3 uses the same bitmap fills, but they have their own unique set of symbols. You can also make a style that collects multiple styles into one.
Let us dig into these elements and see how to make them
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ralf | May 24, 2018 | guest article, overland maps, Par lindstrom
This is the second part of my series about making an overland map in Campaign Cartographer, you can find the first part here.
Next step is to start drawing the land. At the moment we only have a water background and a SHEET with the sketch map. Select default landmass by clicking on the icon in the top left corner of the program. Fill in the land as it is in the sketch map, once you are done you will see the land texture as its SHEET is on top of the sketch. Now is also the time to fill in all the islands if you have any. Also remember that the sketch map is a sketch, if you feel like you want to change anything just do that, I for example added in some more small islands that I thought made the map look better.
When you are done you wont see the sketch map so you have to hide the SHEET with the land texture. To do this click on the SHEET and EFFECTS icon and mark the Land SHEET with an H in its right box, as in the picture. You will now be able to see the sketch map again.
When I start adding symbols to a map I always start in the upper left corner and work my way down while going from left to right. In this way I will always get the symbols in the right order, which will make it much quicker to finish the map. In this first step I’m only adding all the big strokes that means mountains, forests and rivers, just so that I’ll get a grip of the map. I also try to not make the terrain too square because that will make the map look stiff and boring. You want to have a map that feels organic, it will make it look much more alive. This is especially true when it comes to the rivers. Straight rivers don’t look god, try to make them curved so you will get a sense of that they are flowing. Also remember that rivers always branch out upwards. That means that you will have many starting points but only one end point. The only exception to this is if you have a river delta at the end where the river will meet the ocean.
At this point the map looks rather empty so it is time to add in some more details. A good thing to do is also to hide the sketch maps SHEET so you can see all textures for your map. When I say details I mainly mean to add in some extra trees where the forest ends, adding some hills at the mountains edge and creating some deltas at the rivers. Don’t do too much at this stage since we will add in more details in the next step when it is time to actually start shaping our kingdoms. In my map I also added a volcano and some mountains on the right side map, mainly to get a better balance in the map. At this stage the main goal is to have a good base map that you can continue working on in the next step, that is when we will turn the map into a finished product.

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