ralf | April 19, 2018 | . update. development, dioramas, Source Maps
What have I been up to recently, you may ask? Well, I will answer, I’ve been working to make Campaign Cartographer 3 obsolete. But, I hasten to add, only by updating everything to work with CC3+!
Campaign Cartographer 3 and CC3+
When we release a new version of Canpaign Cartographer, we go through a long process of making all the add-ons compatible. While the process continues, users need to keep CC3 and CC3+ installed to use all our add-ons. That process is nearing its end.
Dioramas Pro
The only standard add-on that wasn’t available for CC3+ yet, is Dioramas Pro. While we are also working on Dioramas 3+, we decided to release the compatibility update for Dioramas Pro, so you don’t need to keep CC3 installed for that single add-on. That compatibility update is available on the registration page now, among the other Diorama downloads. It allows you to use all the existing functionality and example maps in CC3+.
This removes the slightly frustrating issue that the popular Fantasy Mapper bundle still required you to install CC3 if you wanted to use all of its assets.

Dioramas 3
But of course we don’t want to stop at that. The main project I’ve been working on is updating and expanding Dioramas into a true version 3+ product, with expanded bitmap support, drawing styles and everything. To that effect, Sue Daniel has created new tiling bitmap textures to greatly expand the range of available “materials” that can be used for the models, from straw-covered floors, via adobe walls to roofs of corrugated tin.
Dioramas 3+ will be our next big release and we are excited to see all our drawing add-ons updated to full version 3 standard.
Which brings me to the final products that need to be updated: the Source Maps series.

The Source Maps
Remy has created compatibility updates for SM: Castles, SM: Temples, Tombs and Catacombs as well as SM: Cities and is working on one for the World War 2 Interactive Atlas. I’ve created the setup files for the formerthree and these are currently in beta-testing and – barring any major issues showing up – should be available next week.
After Dioramas 3+ we’ll be looking at giving the Source Maps products the “version 3+” treatment, though we are not entirely sure how that will look yet and how many new maps it will entail. We’ll keep you posted, but in the meantime here is a little sneak peek how parts of it may look:

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Remy Monsen | April 5, 2018 | Campaign Cartographer, CC3 Plus, update
Update 16 to CC3+ just released (get it from your registration page), and with it comes a long list of added commands and fixes. Let us have a look at those new commands, and discuss how to use them in your mapping efforts.
I’ve divided this post into two different sections. The first part describes the new features that are useful in your mapping, while the second describe the more technical commands. I recommend you give both sections a view, but many users will probably want to just glance over the technical section and see what is relevant for them.
Do note that all the new commands in this update is presently only available as command line commands, which you must type manually on the CC3+ command line, they are not available in the menus or toolbars yet. Don’t let this discourage you however, as using a command from the command line is just a case of typing in the command on your keyboard and hitting enter (as long as you are not currently in the middle of another command). The rest is just doing as the command line tells you, which you should be familiar with from many other commands already.
The Fun Stuff
Contours from raster images
So, let us start with one of the more exiting additions to CC3+. Previously, if you wanted to import a map you had drawn in another program into CC3+, you would have to import it as a background image, and then manually trace over it with the drawing tools to recreate the map in CC3+, as there was no way for CC3+ to generate proper drawing entities from your image, such as landmasses.
However, with the new CONTOURSM command, this has changed. To start out with expectations for this command, what this command does is to find edges in your image, where edges are defined as transparent vs non-transparent pixels. This makes it a nice command to automatically convert an image of a landmass into a CC3+ polygon, but it is not a general solution for converting any kind of image and get all the details converted to CC3+. So, what this command mainly does is that it saves you from manually tracing the outline of your landmass. For anyone who have done this with a complicated landmass, they should quickly realize how big of a time saver this is.
So, to explain the use of this command, here is a brief mini-tutorial on its use. I will take an image of an island and turn that into a proper CC3+ editable drawing entity.
Note that even if this tutorial uses a landmass as an example, the use of this command is not limited to landmasses.
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- Before we begin in CC3+, we need an image of our landmass. I’ve used the below image for this. However, as I mentioned above, CC3+ detects the edges based on transparent vs non-transparent pixels, so I can’t just insert this image. I need to edit it in an image editor first, and make the seas transparent and the landmass a solid color. Since this is a CC3+ tutorial and not a tutorial on image editing, I won’t go into the details here, but generally you should be able to just load the image into your favorite image editor, and then use the magic wand or similar selection tools with a reasonable tolerance to select sea areas and make them transparent. The second image below shows my landmass after this process.


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ralf | March 7, 2018 | guest article, Jon C Munson II, Mike Schley, Symbol Set 4, symbols, Tutorial
Jon C. Munson II
Background
The mapping style of Mike Schley is, simply put, beautiful. It is no wonder that Wizards of the Coast sought him out for many of the maps used in their products. His use of line, shading, and slightly muted color do a fantastic job of creating the illusion of a truly hand drawn map with dimensional objects. And, well, for the most part that is exactly what they are – hand drawn, albeit done using programs like Adobe Photoshop and/or others. If you haven’t seen his maps, you really owe it to yourself to take a look at them.
I had always liked Schley’s maps, and wanted to produce a few maps for a module I had in mind for the Dungeons & Dragons group that I run. Knowing how many hours it would take to hand-draw the maps, I looked for a way to cut down some of the time required. Enter ProFantasy’s Campaign Cartographer 3+ (“CC3+”). The program uses a number of Schley’s symbol packs (for example Symbol Set 4 – Dungeons of Schley), and that was perfect for me. Well, almost – I needed further symbols to suit my module. Now I had to figure out how to both create symbols and emulate Schley’s style to produce the symbols I needed. And, I also had to figure out how to get those into CC3+. It turns out it isn’t a hard job, but, it is a bit tricky, and most of the effort is in creating the symbols themselves. Schley’s style seems to be fairly involved, and that complexity is what makes them so appealing.
Personally, I have no idea how Mike Schley goes about making his symbols or drawing his maps. I have, however, studied his symbols and maps to try and figure out how he makes his creations. Despite many hours, I’m still uncertain of his exact process, but I think I have at least a little idea. I discerned enough to be able to put together symbols that are “close enough” to Schley’s style to be good compliments (at least I think so). Frankly, my goal in trying to figure out his methods wasn’t to be a forger, but, rather, to emulate – I had no desire to be “Mike Schley,” though he is an excellent talent to learn from!
Equipment Needed
Though it is entirely possible to use a mouse to create symbols, I strongly suggest obtaining a graphics tablet. I use a Wacom myself, and highly recommend their tablets. I know of others who use Asian variants with success (depends upon which ones though), so you might be able to get a less-expensive tablet to start.
You’ll also need both raster & vector editing software. While I have Adobe CC, there are other alternatives out there such as Gimp and Inkscape. I have briefly used those in the past, however, as I use Photoshop and Illustrator, I’ll be discussing things from the point of those tools. Most of that discussion should translate to another tool, and you may have to improvise with those other tools.
One thing I cannot get into in this article are the components that make up each symbol – you’ll have to experiment and decide what elements make up your objects. A bit of mechanical drawing is quite helpful, and understanding perspective will come in very handy too. Everything is made up of either, or any number of, rectangles, circles, lines, arcs, etc. Do experiment, and use the Internet to find samples, etc.
Image Sizing
CC3+ symbols have four sizes – Very High, High, Low and Very Low. You want to create symbols at the Very High resolution, and CC3+ will take care of the other sizes when you import them. See the CC3+ documentation for details. In fact, reading through the CC3+ documentation, and consulting the forum, concerning creating symbols is definitely in your interest as well.
Analysis
Let’s take a look at a simple chair:

There are several things to note about its construction. First, note that the linework of the object forms the description of the object, and the value variations within the object gives a 3D impression. Many of Schley’s symbols don’t include the value, thus producing the “ink” symbols. Second, note the border around the object, and sometimes an inner border around other objects (like a book on a table), is a little thicker than the detail linework. Third, note that the detail linework, when there is value applied, is usually surrounded by a slightly darker value of the “main” value of the object.
Fourth, note that the object itself has variations in value (mimicking “wood” in this case), as well as descriptive value to indicate 3D depth. Finally, note the color – intentionally set to mimic watercolor, the colors are a bit desaturated (wood also has a desaturated tone by virtue). This does not, however, detract from the richness of the symbols, but rather forms a complimentary feel to the heavier linework. The effect is, in essence, a watercolor wash, and is an important element in Schley’s style.
The linework here is really something to be admired – quite a lot of variation in thickness and style. This gives the hand-drawn look to the symbols and is important in order to be able to produce symbols that would compliment Schley’s style.
Now that we have an idea of how Schley creates his symbols in terms of components, we can proceed with creating our own.
Making Our Own
Creating symbols that emulate Schley is actually not a trivial task. There is quite a lot involved, depending upon the complexity of the object, and does require a little artistic flair – not that one must be an artist to create symbols of course. With a bit of effort, you can get pretty close! The real trick is rendering a 3D feel – perspective is something that really “sells” these symbols. The beauty of working on the computer is you can simply delete or undo as much as you like and try again. You may also find that sketching on a piece of paper to be useful practice too. I did just that with a few symbols I made as I found that easier.
The first thing to do is to on the object to be drawn. I will start with an object I created for my symbol set – a cabinet. This symbol doesn’t involve perspective, so is much easier to create.

After a few experiments with creating these symbols (remember, I’m not attempting to “be” Schley), I decided that I would start with vector outlines for my symbols, and that was more easily accomplished in Illustrator (or a vector program of your choice). Illustrator also has a method by which variation in line can be achieved (through a little deformation) that does a good-enough job of giving us a hand-drawn result.
Now, as with any object, we have to draw out the components. If you look at the cabinet carefully, you can see that it can be broken down into a few rectangles, some circles, and some lines. Draw out the components of the cabinet, don’t worry about making it “look like” the symbol I’ve created – just concentrate on the basic shapes. For the sake of learning, you could just create a simple rectangle for now. Be mindful of the width of the stroke – you don’t want anything too wide, nor anything too narrow. The size of your object will dictate the width of the border strokes. Use Schley’s symbol as a guide for border line thickness ratio.
Once you have the shape(s) defined, the next step is to change the line shape from obviously vector to something a little more hand-drawn in appearance. For that, we’ll use the Effect->Distort & Transform->Roughen. In the next dialog, you’ll first want to check the Preview box so you can see what effect changing the command’s parameters has on your object. The Size slider dictates the amount of “wobble” in the line – go ahead, play with it, can’t hurt anything right now. I use a value between 2 and 4 pixels. The Detail slider dictates the frequency that the Size slider occurs. Again, experimentation is key here. The last option, Points, needs to be set to Smooth. You might, on occasion, use the Corner option, but in this case we want Smooth.
As you can see from the preview, your object looks a lot more hand-drawn. If you like your changes, click OK, and move on to the next step.
Once you’ve gotten your basic outlines created and your object defined, export that out as a PSD and open the file in Photoshop. You should then have a “Layer 1” group that is your vector artwork (now rasterized). If your line work is not grouped, create a new group from those layers (you can name it anything you like of course).
In the case of the cabinet, I wanted to make it appear to be made from wood – you could choose other materials, like various kinds of stone, or clay, etc. Creating the subtle impression of wood grain could be a daunting task – there’d be lots of hand-painting to do. However, there is an easier route – using a color fill and a texture to produce the illusion. So, I first used a Color Fill, choosing a wood-like value. Be careful here, wood is not highly saturated, so stay on the desaturated side of the color picker – less saturation is more. Set the blend mode to Multiply, and set the layer as a Clipping Mask on top of the linework layer. This color will help re-value the texture and give a little more room for experimentation. Then I used a free wood texture set to Multiply (there are loads of these on the Internet). You might notice this will make your image a little darker, etc. Using both Levels and Hue/Saturation, I adjusted things to taste. You do not have to use a Color Fill as I did, you could just as easily re-color the texture using adjustments. How you follow what I’ve done is completely up to you.
After that, I added a new layer on which to create the interior linework. Using the standard round brush, keeping my brush size smaller than my border with (about 1/2 or so, adjust to your needs), I drew in the planks and interior borders of the cabinet. This is where studying Schley’s artwork comes in handy. Notice how he created his lines – where it is long, short, dots, etc. Pay attention to how he demarcates curves, grades, slopes, etc. You want to approach that same style to be in keeping with his overall look. Take your time, and feel free to clear the layer and start over. When you want straight strokes, use the Shift key. Otherwise, feel free to “freehand” the line – we are creating hand-drawn symbols after all.
Once you have your linework completed, add an Outer Glow effect set to Multiply, and choose a color that is close to the wood color you are using. Experiment with how strong you want that by changing the Opacity slider. Use Schley’s symbols as a guide, and, of course, these are your symbols, so make them as you wish.
Your interior linework layer should almost always be your top layer – you don’t want to hide those lines beneath other opaque layers, so most of your work from here will go below that layer in the stack. The reason for this will become apparent as you work, however, what will happen is the painting you do will subtly change the linework appearance in ways that are not desirable. Opaque layers and Screen layers will overwrite/lighten your linework. The linework provides a guide for the shading and highlights, that’s why the layer needs to be near topmost in the stack and the other layers lay below.
If you feel you need more shading in places, create another layer, set its Blend Mode to Multiply, and using a more desaturated color, fill in your shading. You should use the Soft Round brush for this to get a feathering effect.
After that, the next step is to add selective highlights. You want to add subtle “high spots” to various portions of the symbol. Create a new layer and set its Blend Mode to Screen. Using the Soft Round brush again, create those highlights. If you are using a tablet, you may wish to set the brush size to pressure to help create variable line widths.
Now, as the vector linework comes in as a group of vector outputs, you want to make a Copy Merged copy of the vector linework to place on top of the interior linework you completed. This way all of your linework will be topmost – ensuring any painting below does not unduly affect it. If the layer is filled with white, just set the Blend Mode to Multiply (Multiply ignores white).
The last thing I added, and you won’t do this to all symbols, is a little bit of drop shadow. Sometimes this is helpful, but can interfere with CC3+ shading algorithm, so be careful how much you apply. A little drop shadow can help “bed” the symbol in your drawings, so they appear to be a part of the map instead of just a “sticker” upon it.
Once done, you’ll save out your symbol as a PNG file (otherwise you won’t get transparency). The next step from there is to import your symbol into CC3+, and that’s beyond the scope of this article – consult the CC3+ documentation for that, and/or search the forum for assistance.
What I’m Doing With My Maps
The module I’ve created was born from a Wizards of the Coast campaign upon which I started my group. There was a nice hook within for a personal offshoot, so I ran with it and created a 4-map, 80+ page dungeon that my players are still trawling (and thoroughly enjoying). The “Munson’s Mines” symbol set was born from this module.
While I don’t have Fantasy Grounds, or a fancy in-table monitor to display my maps to the players, they do receive a copy of the level once they’ve completed it (and explored enough that I don’t mind if a few areas are “uncovered” as a result). I do rather prefer they do things the old-fashioned way and map their way by hand – provides more immersion factor I think. After they’ve explored everything, I don’t mind handing them a “player copy.” They get to see just where they got confused with directions, and how accurately they rendered the location. They have really enjoyed the module, and really like the maps. I should probably print them larger, as much of the details I’ve put in get lost on an 8.5×11 (A4) sheet.
CC3+ is a fantastic CAD program for mapping our fantasy worlds as it is feature- and, most importantly, symbol-rich, and I hope this article inspires you to create your own symbols to add to it.
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ralf | February 21, 2018 | battle map, Christina Trani
by Christina Trani
High in the peaks beyond the Hills of the Seven Sisters is the luminous, dark tower said to be the home of an evil Lich King, named Drech Za’Uul. A dark, cursed land beyond the shores of the Brimspire River, few dare cross to stop the wizard and his evil doings and none have survived and returned to tell tales. Ghosts, ghouls, and wights feed on souls who get lost among the Forest of the Dead. Hordes of zombies and skeletons wander the Hills of the Seven Sisters. Who dares seek the hidden Phylactery of the Lich King and destroy it, so once and for all the evil Drech Za’Uul can be killed and free the land from this curse of evil and darkness?
When I was first approached by Ralf to do an issue for the ProFantasy Annual, I realized quickly that I had no talent in drawing, so I set out to create a series of maps for an adventure featuring a Lich King.
The maps, I knew first off, should be created with just the core products, CC3+, DD3 and CD3. Considering I am known for being one of the faster mappers among the ProFantasy Forum users, I am also known for my use of the photorealistic symbols provided by the free CSUAC, Bogie’s, Dundjinni Archives downloads, and other purchased artwork, so going back to basics and using only the core products would most certainly be outside my comfort zone of mapping.
Always up for a challenge I set out to create a regional map first. As some of the forum members may recall, I often mention overland and regional mapping is “not my bag” and quickly found myself frustrated and deleting a lot of maps. Then, while perusing the forums, as I do daily, a fellow member made a map using the 2011 Overland Perspectives Annual and posted it. Well, his map inspired me to try that perspective using the Mike Schley and Herwin Wielink styles and came up with The Realm of the Lich King. In this map, I muted the color palette using the Adjust Hue/Saturation effect to get the look I was hoping for with this perspective style.
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