A Pirate Map by Marilyn VelezWe were sent this wonderful little pirate treasure map via Facebook by CC3+ user Marilyn Velez, together with the following delightful story – fit for Halloween. This was just so nice a gesture, we had to share it with the community:

Blackbeard‘Tis The Great Isle of The Northern Seas, otherwise known as Missing Bone Island. Legend says, if you stare long enough at its reflection, a great beast with ripping jaws, and no eyes, stares back at ya, and you’re never heard from again, much like Davy Jones’ Locker, except this beast drew pirates to their death, but if lucky, a great treasure is to be had. Yes. That’s right, a treasure, indeed, but not just any treasure. The treasure of the worlds’ most notorious pirate, Bearded Jack, and if lucky, you’ll even find yourself some Grog and Clap of Thunder to drink along the way, but don’t go gettin three sheets to the wind on me now, and if you see him, blow the man down! Keelhaul and cleave him to the brisket! Oh, what’s that? why you ask?

ShipWell, the story goes, a long time ago a pirate by the name of Bearded Jack roamed the twelve seas; looting gold. He became known as one of the richest pirates throughout history, but with so much gold, enemies were sure to follow, and so one night, while all slept aboard The Bearded Doubloon, he grabbed a cutlass, killing all his men. Red ran the steel of his blade as the haunting screams of his men echoed throughout the sea.

OrnamentHowever, the tales didn’t cease there matey. They say Bearded Jack not only killed his men, but impaled them by the Olde Salt Point so that their haunting stares would cause great fright, and cease anyone from entering or nearing the shores. They claim he scattered his treasure throughout the island, burying it deep beneath, where no one would find it; not even the best of hunters. However, as the years passed, sailors say coins resurfaced containing the stain of Bearded Jack, some, even had his face. Till this day, they claim all who gape long enough into his eyes are visited by his spirit.

Thank you, Marilyn!

P.S.: Do you have maps you want to share and perhaps see featured on the blog? Come over to the Campaign Cartographer Facebook community, or the ProFantasy community forum, and you’ll find a superbly friendly user community.

CC3+ comes with a bunch of fills, and with the official and un-official add-ons out there, you have a large amount of different fills available to you. But no matter how many fills you have, you always find yourself needing something you don’t have (or is that just me?).

In this article, we’ll take a look at some ways to get more out of your existing fills. We’ll look at using effects, layering fills, and manipulating fill scale, all in the name of producing more variety for our maps.

Note that all the techniques here uses the resources already in the map, which means you can still share your map file with others without them getting red X’es due to custom fills.

All images in this article are clickable to see larger versions. This is recommended to see the details properly.

Changing Colors

Both the ‘Adjust Hue/Saturation’ and ‘RGB Matrix Process’ effects are capable of changing the color of a fill style. You can utilize these effects to change the colors to achieve different goals. For example, you can use them to make subtly different shades of grass to break monotony, or you can use them to completely change the color of the grass, for example to make it look more brownish and dried up.

The image below shows how I’ve used the RGB Matrix Process effect to make an autumn version and a dried-up version of the standard Mike Schley style farmlands. A little color change goes a long way to provide a completely different visual look.

Continue reading »

A map in itself conveys a lot of useful information. It shows you the lay of the land, the location of terrain features, the names of various locations, and so on. But you often have lots of additional information that doesn’t fit on the map itself, such as GM-only information about the traps in the dungeon, lore information about the different places, statistics, and so on. All of this is things you may wish to have at your fingertips when using the map. So, let us explore various ways you can easily provide extra information with a map.

Map Notes

CC3+ has a built-in system for storing notes along with your map. These are not visible in the map itself, but embedded in the map file, and can be brought up when needed.

To access the list of map notes, either click the Map Notes button on the toolbar, or select Drawing Properties from the File menu and then hit the Map Notes button in the dialog. This will bring up a dialog showing the list of all map notes for this map. From here, you can select any map note and click OK to show that map note, or you can hit edit to change it. You can also create new map notes from here. Continue reading »

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.

Continue reading »

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.

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.

Continue reading »

Picture 01This 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.

Picture 02A 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.

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

Continue reading »

The LandmassThis 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.

Details addedAt 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.

Current Map

When working with maps, scale is one of the more important concepts to get right. For example, it is quite important if the distance between two cities on your map is 10 or 100 miles, and it can be quite important for what can be found in the dungeon depending on if the doors are 3 feet wide or 30 feet wide. No matter what you map, you’ll want to know what scale it is in. To accomplish this in the best possible manner, an understanding of how scale works in CC3+ is important, because as long as you do it right, you’ll have a much easier time using all the various tools and features of CC3+. For example, if you just draw that corridor an arbitrary width, and just state that “this is 5 foot wide”, that may work fine initially, but when you later try to add a 5’ foot grid you start to get in trouble because you need to figure out what size to tell CC3+ to draw your grid in. If you instead had been using scale properly all along, and the corridor was actually considered 5’ wide by CC3+, specifying the grid size would be as simple as just telling CC3+ to use 5’. This is just one of many examples why you should care about scale, and care about it from the very beginning of your map, not as an afterthought. CC3+ has lots of tools that helps you do your mapping, and there is no doubt that a lot of these works best when used at the correct scale.

In this article, we’ll have an in-depth look at the many instances where you encounter scale in CC3+ and explain how to work properly with these values, and hopefully demystify scale a bit. I expect a certain degree of familiarity with CC3+ for readers of this article, so I won’t be explaining where to find every button or menu element.

Map Scale

One of the first things that meet you when you create a new map is a prompt that requests the dimensions of the map (If you chose to base your map on a pre-defined template instead, you would see these values in the file names of most template you can choose from). Before providing the appropriate values, it is very important to understand what these values are. And this brings us to one of the most important aspects about scale in CC3+. In CC3+, your map is expressed in real-world units. CC3+ isn’t concerned about the size of your exported image or the size of your printout, CC3+ is interested in the actual real-world size of the area the map represents. So, if you plan to map an island that is approximately 700 by 300 miles in size, well, then you make a map that is 700 by 300 in size (or a bit more to make room for some ocean around it). Same if you make a battle map for miniatures, if the area covered by the battle map is 300 by 200 foot, then you enter 300 x 200, NOT the 8 by 11 inches the paper printout measures.

At this point you DO NOT care about print or pixel sizes, that is something you care about later when you are ready to print or export your map, not when you make it. Those of you familiar with working in image editing software may thing at this point, but wait, doesn’t the size I select now impact what quality I can make the map in?’. This is true for an image editor, because if you make an image 1000 by 800 pixels, it won’t be high enough quality to fill a sheet of paper when printed. But this is NOT true in CC3+. The size you pick here isn’t a pixel size and isn’t a limiting factor for final export/print quality, it is simply the size of the map. So, to re-state what I wrote above, in CC3+ your map is expressed in real-word units, so make to fill in the values according to the real-world size of the area you plan to map. Also note that the size of the map you specify here is not related to memory/CPU use when working with the map. There is no performance difference with working with a 10 by 10 map compared to a 10000 by 10000 map, the only things that effects performance is the amount of details you put into your map (and you can easily put as much detail into that 10 by 10 map as the 10000 by 10000 map if you so choose).

Ok, so we established the map dimension are in real world units? But what units are they in? miles? Km? yards? Feet? Inches? The short answer here is that it depends on the map type. For overland maps it is miles (or km for metric maps), while for city and dungeon maps, it is feet (or meters for metric maps). There are maps that uses different units of course, such as star maps which uses units such as parsecs, light years, and astronomical units. I won’t concern myself more about this for this article, because these also follows the same rule as above, the map size should be expressed in the real world size of the area to map, and the exact unit type follows from the type of map you are going to make. Just remember that fact, and use the values the template expects, such as miles (or km) for an overland map, and not feet. And don’t use print or image sizes, like inches or pixels. If you are unsure about what the correct unit is for the kind of map you picked, you can always check it by going back to the previous page in the wizard, the unit type is listed right below the preview image.

Now, the above is the simple explanation, and the one you should keep in your head for everyday use, but it will help you to understand a bit of how CC3+ treats units. CC3+ doesn’t really care about miles or meters or inches or whatever. In reality, all maps are specified in something called map units, which is the working unit of CC3+. That 400 by 300 foot dungeon, for CC3+, it is a 400 by 300 map unit map. That 400 by 300 mile overland map? Still a 400 by 300 map unit map. This system in CC3+ is what allows us to create any type of map we want, because we can simply define a map unit to mean whatever we need it to (The definition must be consistent within any one individual map of course). You’ll se term map unit being used many places, such as in effects dialogs, and the important thing to remember here is that one map unit means whatever unit your map is in. So when you set a shadow to be 10 map units long in a dungeon map, that means that the shadow will be 10 feet long, while doing the same in an overland map would result in a 10-mile shadow. Continue reading »

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