Many gamers use some kind of digital solution such as virtual table-top software to display maps on a projector or computer screen even when running a local game (as opposed to running a game over the internet, where such software is pretty much required). All of these software solutions have their advantages and disadvantages, but  CC3+ itself may actually be a very good solution, depending on your needs. Now, just to start with the limitations, CC3+ don’t have any kind of remote viewing/projecting options, so this do require that you share the screen you are actually working on (This can be a secondary screen/projector that is set up to mirror yours, or it can be done through screen sharing software, which allow others to see your screen even over the internet).

So, why would you use CC3+ for this? What advantages does it have over other VTT software? Well, the main reason CC3+ is good for this is that this is where you made your map in the first place. This means that the map is fully interactive, and you have all your regular CC3+ tools available to you to manipulate the map during play. If you export the map from CC3+ to an image file for use in a VTT program, then everything becomes static. In CC3+ you can hide or show sheets and layers, you can move symbols and edit whatever you need to do.

Of course, CC3+ isn’t optimized for use during play, while a VTT program is made just for that purpose, so some things are probably a bit more complicated to do in CC3+, so it is up to you if the flexibility CC3+ offer with regards to what you can do with your map during game play is worth it. For this article, I’ll showcase a few features of CC3+ that helps you during play.

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Usually we make a map in CC3+, and when done, we export it to an image or print it, turning it into a static thing. This is required when we wish to use the map outside of CC3+, but it also takes away many fun things we can do with the map.
CC3+ does allow us to make really dynamic maps however, maps that change based on triggers in the map. I’ve already talked about a simple version of this in the article on Showing and Hiding Map Features, but let us take this much further and make a map with a large selection of interactive elements.

Now, before reading any further, I strongly suggest that you download the example map and give it a good try before reading further (requires DD3). Another much simpler example shows moving lights (Works without DD3).

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A new version of CC3+ is available now, fixing a few nagging bugs and enabling some text specs for macro access.

Version Notes

CC3+ Version 3.90
=================
– Fixed problem with CC3+ crashing when running out of cache. Should increase stability significantly.
– Fixed Symbol Set 1 forest tools breaking selection method
– Enabled Outline and Fixed Angle flags for TSPECS command
– Text no longer renders as ClearType, instead renders as aliased glyphs, removing halos with effects.

Download this latest update from your registration page.

Part III: The Warlock’s Castle and the Crater of Ghorm

Before I come to the next two symbols I need to explain a bit about the background story of RdW, especially about why its name is ‘Call of the Warlock’:

In the beginning of the world of Tanaris the eight gods didn’t interfere into the things of the humans, elves etc., but one day the god Thongmor started playing around in the world and the other gods had to react. As they didn’t want to counter Thongmor’s action personally, they created the Warlock. This is a person with godlike abilities, immortal and invulnerable, his task was to fight against Thongmor. Over the years, with changing Warlocks and with the beginning of the war of the gods, the initial task of the Warlock was forgotten and now he is an independent entity.

But as the gods didn’t want to create another god, they gave him one ‘weakness’. They created the Swordmasters, a group of people with outstanding abilities in swordfighting, who always know where the Warlock is, they always hear the ‘call of the Warlock’. If one of them fights the Warlock and defeats him in a duel (this is the only situation where a warlock can die), the winning Swordmaster will become the next Warlock.

The Swordmaster is a Player Class, which means a player can become Warlock. Unfortunately the requirements for playing a Swordmaster are so hard (while creating a character you have to role dice epic…), no one in my group ever played one.

The home of the Warlock is the castle ‘Sign of the times’, which is settled on a mountain range overarching the ‘black lake of buried hopes’ (in the night you can hear the screams of the dead souls of all the Swordmasters who lost their fight against the Warlock). The feature with this castle, mountains and lakes is, that the warlock can teleport this ensemble anywhere he likes. When the map is done, I will see where exactly I will place it:
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Did you know that CC3+ (including all addons) contains over 1000 commands in total? And that new ones gets added with just about every update?

Today, we’ll have a quick look at two of the somewhat more recent commands; Select nearby symbols and Delete nearby symbols. Both these commands are intended to help you manipulate symbols that are near another entity. This can for example help you clean up symbols that are too near a river, or help you select all the houses along your main street, for example so you can change their varicolor.

 

Below is an example of a forest with a river running through it. On the left image, the trees are obstructing the river, while on the left one, Delete nearby symbols have been run to automatically delete the trees near the river.


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In CC3+, drawing tools are great timesavers. The basic functionality of a drawing tool is that it works as a preset that contains all the various settings required, such as line style, fill style, line width, color, sheet and layer so that when you draw using a drawing tool you don’t have to go around setting all of these manually like we did in the good old days. Drawing tools also have some built-in nice features like being able to draw two separate entities at once, being able to stay within the map border, and the option to easily edit an existing shape.

However, there is another very important feature that exists for drawing tools, and that is to attach macros to them. A drawing tool can contain an embedded macro which follow the tool and isn’t dependent on your main CC3+ macro file and can contain macros that work in tandem with what you draw using the tool, or even functionality that isn’t connected to drawing at all. Today, we’ll look at how to create these tools and have a brief look at how they can make things easier for us.

Drawing with Macros

If you have been making overland maps, you’ll probably familiar with the forest drawing tools. If you pay attention when you use them, you’ll note that they ask you to draw a smooth shape, and then fills this shape with trees after you are done drawing it. This is a macro drawing tool at work. What happens is that the tool itself is only set up to draw that forest background, but it also contain a macro that gets called when you are done drawing that calls the Fill With Symbols command to fill the area you just drew with trees. Let us make a similar macro that uses the Symbols in Area command instead. I won’t go into detail about Symbols in Area here, since this is about making a macro tool that uses the command, rather than explain the command itself, but if you need a refresher for the command, you can look at this article.

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Part II: Symbols for special places

“Over the day-smitten towers and walls of Shudm (uglier by day, all its black filth and spiritual garbage too openly displayed), the air began to sing and to ripple, and then grow oppressively silent and motionless. And then the air hardened, like cooling lava. And like lava, the air darkened, until it let in the fierce glare of the sun, but nothing else. Nothing – no lesser light, no noise, no breath of wind or vapor, neither dust nor rain – no wisp of anything. Even the vagrant corpse-eater birds could no longer get in, or out. Like a tomb. Above and also beneath. Inside – not simply a dome but an egg of leaden crystal, there was Shudm now, and the afternoon went by, and sunset, which was true dawn to the ghouls, and night, and midnight. And in the first overcast minutes of the new morning, there was not one sensible thing in the city that did not know it had been trapped.”
Tanith Lee, Delirium’s Mistress

And so, the last days of the ghouls of Shudm began – trapped by this spell of Sovaz, the daughter of Ashrarn, Lord of the Night. In Tanith Lee’s novel these ghouls were an amalgam of ghouls and classical vampires, dependent on eating flesh and drinking blood but not harmed by sunlight. As they became trapped, they had only each other left as food and after the last had eaten himself, their fate was sealed. Sovaz had chosen her very special way of revenge for what they did to her before… Maybe it was inspired by this story of Tanith Lee, that in one of the sourcebooks of RdW the players started their adventure, waking up trapped under an invisible force dome in the house of a mighty vampire.

This chapter of my map-making article will be about making symbols for special places of the campaign. For those who read the WIP thread in the forum, this chapter may contain redundancies, but nevertheless for my understanding of fantasy maps it is maybe the most important chapter.
I like it a lot when a map for an RPG campaign contains parts of the narrative of the world. That means that I like to build dedicated symbols, or scenarios on the map which tell stories, giving more information than just the landscape.

In this chapter I show several symbols I’ve made for the map, along with the explanation of how I made the symbol with the background as written in the original RdW sourcebooks.

Let’s start with the symbol for the magic force dome I mentioned above, protecting a powerful vampire who is looking for fresh blood and trapped a group of players in his home:

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VersionA new version of CC3+ is available now, fixing a few bugs and preparing CC3+ for the next releases.

Version Notes

CC3+ Version 3.89
=================
– Fixed grids not aligning correctly to snap points
– Fixed drawing tools not displaying preview
– Fixed Common sheet not being selectable in sheet dialog
– Fixed TEXPORT, TFIND, and TREPLACE not showing dialogs

CC3+ Version 3.88
=================
– Fixed bug with wall-cutting symbols not working properly

Part I: Foundations of the map

‘Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there as an age undreamed of. And unto this, Conan, destined to wear the jeweled crown of Aquilonia upon a troubled brow. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure!’
Robert E. Howard, “Conan the Barbarian”

It was back in the 90’s: We were young, we played RPGs and we listened all evening to one album – the Soundtrack of ‘Conan, the Barbarian’. We played Das Schwarze Auge (The Dark Eye) and Ruf des Warlock (Call of the Warlock – RdW).

RdW was released in 1991 and is heavily influenced by the novels of Tanith Lee, especially by the Tales of the Flat Earth series. You can breathe the spirit of the 80’s and their special way of high fantasy, which was a ‘fantastic’ fantasy and not a ‘realistic’ fantasy, like a lot of contemporary fantasy literature tends to be, with a focus on character development instead of creating fantastic places and persons.
While Das Schwarze Auge became the big German rpg success, RdW is a niche game. As far as I know there are only a few people left playing RdW and sooner or later it will probably be forgotten. Maybe with my maps I play the role of a bard, singing the tales of a lost world. If it is so, I do my best that this song will be dignified. For this sake it is on me to be the chronicler and so I want to invite you to follow me and to let me tell you of the days of high adventure.

The map I make is a regional map of the northwestern part of the world of Tanaris, the world of RdW. When I make a new map, I usually start in the Jon Roberts Overland style, as it is my favorite one. But from the start I use the immense freedom CC3+ gives its users.

For some time I wanted to try the mountains by TJ Vandel (Annual issues 81, 84, 106, 107, 119 & 120), so I added these catalogs to the mountain symbols button to make the mapping process easier.
The next step is to choose a background. I delete the default frame and choose a parchment background. My resulting starting point is this:
WIP1

It is always a great moment to see the blank parchment in front of me: The world is empty, the story unwritten, and it is on me to create. So let’s go! Continue reading »

Back in update 15, CC3+ introduced a set of exclusion commands. These commands are variations of the various symbol fill commands where you can specify an exclusion zone, a part of the entity to fill that should not be filled. For example, this can be used to have the forest fill avoid the river running through the forest.

Let us start with this simple map (100×80) showing a river running through the forest. The forest area has already been outlined using the Forest Background drawing tool. Note that the forest area is drawn using a single polygon, it is not split into individual polygons at each side of the river. For this simple example, that wouldn’t have been to much more work, but for a larger area with multiple roads, rivers, lakes and other obstructions, this is a far simpler method. Continue reading »

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