Author Nat Russo posted the following great article on “A Writer’s Journey” and graciously allowed us to repost it here. Enjoy his excellent advice and check out his book “Necromancer Awakening“.
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ProFantasy Software offers a large, possibly even bewidering range of dungeon styles from which you can choose. All our add-ons, symbol sets and annual require Campaign Cartographer 3 to draw. Dungeon Designer 3 makes it easier to create dungeons, but isn’t required, except to use its own built-in styles. Here, then, is a selection of the some of the styles we offer and the software you need to use them.
Dungeon Designer 3 built-in style.
Here’s the next collection of user maps from our forum. My, these guys have been busy again! Please note that I’m not including the competition entries in this this list, they are listed in a previous blog post.
Clercon posted one of his gorgeous city maps, a combination of work in City Designer 3 and Photoshop.
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A few days ago my gaming group’s Deadlands Reloaded campaign ended, after 18 months and 23 sessions of play. We had great fun, despite – or perhaps because – the game system (Savage Worlds) is more combat-focused than the typical games we play. One thing it does, and it does that really well, is make use of battle maps and miniatures without slowing down combats much. To take advantage of this I decided at the start of the campaign that I would create as many battle maps for the game as possible – of course using the Profantasy software at my disposal to maximum effect.
For my maps I used Dungeon Designer 3 a lot, but also City Designer 3, Symbol Set 2 – Fantasy Floorplans, the Annuals, the free art collection CSUAC, and at the very end the brand-new Symbol Set 4 – Dungeons of Schley. All of these I printed on my inkjet printer at home in A4 tiles, then glued them together for play at the table. I ended up with more than a dozen A1 battle maps, plus a few smaller pieces. I’ve collected them here for your enjoyment and use. Just click one of the images to download the full-size pdf*.
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We’ve asked Christian, the winner of our map-making competition, to share a few words on his map and the competition and he was so kind to oblige. Here’s what he has to say.
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A few weeks ago I was searching online for fantasy map-making contests. I wanted an assigned theme and a real deadline—something that would challenge my skills and help me generate another piece of work I could be proud of. That’s when I came across ProFantasy.com. I’d been interested in their software before, but hadn’t had a chance to use it. Now I had a chance to win it in a competition.
Make an island, they said, about three miles across. Something like a medieval treasure map. The contest had been open for months, but was closing in just a few days. I took a look at the submissions that had been sent in thus far, decided I had a shot at winning, and threw myself into it.
I worked feverishly, right up to the deadline, and actually ran out of time to put absolutely everything I wanted into the map. That’s why there’s no border around it, and no compass rose… But what I did manage to produce followed my vision. As a novelist and dungeon master, I knew I could create some storytelling elements that would hook into the drawing. Some secrets and clues that would only be available to those who looked closely, and a narrative that would marry the image to the text. I had an aesthetic that I’d been developing for maps for my novels, inspired by some of the top fantasy cartographers online. I’m passionate about making beautiful illustrations, and I’m excited to be learning new techniques every day.
As for the hands-on process itself, virtually all of this map was hand-drawn in ProCreate on an iPad 3 using an Adonit Touch stylus. There are a few “pattern brushes” in that app which help with things like the the jungle trees and the ocean waves, but everything else was the result of pushing pixels manually. The shape of the island and mountains isn’t based on anything other than doodling with the idea of a vaguely volcanic tropical island in mind.
The cloister overhead plan was laid out in Adobe Illustrator. It’s far larger, sharper, and more detailed in the original file, with many upper floors and basement dungeon levels. The “3D” isometric extrusion of the cloister is actually just faux-3D, a technique I use in Illustrator where I take the overhead plan and rotate, squash, duplicate and move by a certain amount, and then blend. I took a screen shot of that and traced over it in ProCreate.
The last step was to bring it all into Adobe Photoshop. I had created a “parchment background” from some rendered clouds and a bunch of filters, so I laid out the various pieces on that background and added the text elements. Then I did save-for-web and picked settings that looked good but kept the resulting file under 2 MB.
The cloister itself is about 300 feet on one axis, making the hypotenuse around 500 feet. Since you can line up 30 of the little cloister images end to end and have them stretch from one side of the island to the other, the island winds up being about 3 miles across.
As we wanted to be as impartial as possible, we’ve asked fantasy cartographer Mike Schley to be the judge for our January competition. He took his job very seriously and came back to us with the following results:
First, I would like to thank Profantasy for inviting me to serve as judge for this mapping challenge. When approached by Simon to decide the results of this competition I jumped at the chance. Then, upon seeing the work, I realized how difficult the task would be. Assessing each entry in a logical manner and narrowing the field to two pieces would require making tough choices on the narrowest of margins.
My methodology for examining the submissions came directly from my own cartographic practice and relied on the three criteria by which I judge my own work. These measures include aesthetic appeal/creativity, visual readability, and usefulness of the information provided. Given the straightforward parameters set down for the competition, “create a map of an island, less than three miles wide” scoring the entries by these criteria made for a process that, though difficult, was fairly straightforward and analytical.
So without further delay, the winner is… entry #17 Cloister Island, followed closely by the runner up, entry #15 Smugglers’ Island.
Of all the submissions, I felt that the Cloister Island map functioned best as both a visual information system and an inspiring illustration of its setting. Even though the cartographer left off a compass rose and scale bar, the overall work felt the most coherent and provided numerous levels of information. Like an onion, the island and story revealed themselves in layers, giving the reader an opportunity to explore deeper and deeper into an immersive world. On top of this, I’m a sucker for hand drawn isometric maps.
Choosing a runner up was probably the hardest part of the job since there were a number of maps that I felt had quite a lot going for them. I selected Smugglers’ Island mainly because it’s design and presentation of information felt more unified than the other entries. The visual details work well together and the cartographer’s choice of font, embellishments, and patterning add up to a striking, if somewhat cluttered, image.
Finally, I would like to thank everyone that contributed work to the competition and encourage them to keep at it. Designing worlds is something dear to my heart and it was a joy to see so many thoughtful approaches to the assignment.
Sincerely,
Mike Schley
So the winner of the competition and the new holder a full ProFantasy Patron License is xianpryde. Congratulations!
The runner-up, dfahr, receives a ProFantasy store voucher worth $100. Also congratulations.
And thanks to everybody for their submissions. Your work was all wonderful!
As many symbols as Character Artist 3 contains or how many we may add in the future, the incredible variety of role-playing games, settings and campaigns means there will always be need and room for more.
The obvious – but not always simple – solution to needed symbols is to create them yourselves, either by drawing them from scratch or adapting existing artwork to your own requirements. Because the Character Artist 3 catalogs and symbols have a pretty specific setup, we are offering this guide to their creation. It takes you through the steps of adjusting existing png artwork for use in CA3 and importing it as a symbol.
Download CA3 Symbol Creation Guide mini-installer (contains pdf and support files)
Download CA3 Symbol Creation Guide pdf
So, “Spiel”, you ask, how is it, the biggest games fair in the world? It’s big: more than 150,000 visitors, 828 exhibitors from 39 countries (numbers from 2013), 4 days of gaming madness. You’ll also notice that I’m not using “convention” to describe Spiel, since it differs from events like GenCon or Dragonmeet, in that playing games itself is not the primary focus. Sure, a lot of gaming does happen, but the main activity is presenting, selling and buying games.
I’ve been working the ProFantasy booth at Spiel since 2000, first helping out, and then from 2002, running it. Its four days from Thursday to Sunday alway go by in a whizz and whir of activity. ProFantasy usually has a booth in the “Role-playing and Import Games” hall, which in recent years also holds a lot of LARP supplies and miniature games. Boardgaming is a much more mainstream activity in Germany than in other countries, and accordingly many visitors to Spiel are families and “casual” gamers.
Role-playing is much smaller segment of that hobby, and our hall attracts only part of the great Spiel crowd. You notice that in the differences between the weekdays and the weekend. On Thursday on Friday, the hall is much quieter and we have time for detailed chats with individual customers, but on the weekend the aisles are sometimes thronged with people just glancing at the booths and pushing through. The other halls are often dominated by the large publisher’s enormous exhibits where they present the newest releases. But there are also a lot of retailer booths and smaller publishers tucked away between the large booths and in the corners.
If you want to visit Spiel and have a good chance to play some nice boardgames, come early. The seating for demo games is limited and it can be hard to find an open spot for the more popular games. Coming on Thursday or Friday also helps, as the halls are less busy. On the other hand if you come to buy games the Sunday is the best for you can sometimes find a good deal as the merchants are eager to get rid of their stock. But beware, the most sought after releases tend to sell out quickly on the earlier days.
[Photography by Gordon Gurray]
Oh, and one thing is very different from conventions in the US like GenCon. We have beer booths in the hall!
Character Artist 3 is out now!
Character Artist 3 lets you create attractive, high-quality portraits of characters for your games. When you’ve made your character, you can place a high-quality image onto your character sheet. You can add your portraits to counters, create silhouettes or make stand-up card figures.
Emails have gone out to all existing ProFantasy customers who haven’t opted out with a discount offer, an in addition, if you are an existing CC3 customer then until 1st January 2014, Character Artist 3 includes an upgrade to the next version of Campaign Cartographer 3 when it’s released in 2014.
CC3+, to be released in 2014, will be twice as fast as CC3, easier to use, and include a new map style and amazing effects.
Master Mapper Jean-Michel Bravo (known as Joachim de Ravenbel on the ProFantasy forum) has created an amazing series of tutorials for the CC3 community. Step-by-step he goes through the creation of his floorplan of “The Chapel” highlighting lots of useful techniques and commands on the way. This is a must read for any serious user of Campaign Cartographer 3.
- Step 1
- Step 2
- Step 3
- Step 4
- Step 5
- Step 6
- Step 7
- Complete
