We’ve gone into 2013 and our community shows no sign of letting up with the barrage of wonderful user maps. Here’s the roundup for January!

KenG was inspired by KROM’s wonderful close-up maps/paintings done in the Herwin Wielink overland style. The result is this beautiful local map.
Local Map
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After a hiatus around Christmas and New Year, our Deadlands Reloaded campaign is back in full swing. For the latest session I created this little battle map of an underground lab/hideout. It didn’t get used yet, but it’s generic enough to be used in almost any environment and campaign. It uses Dungeon Designer 3 artwork, as well as pieces from the Annual Vol 5 February issue (created by Joachim de Ravenbel).

Click the image above to download a pdf version of the map, scaled and tiled to print on two pieces of A4 oder US Letter size paper.

I’m a bit late – due to the holidays and the release of the new Annual – but I don’t want to keep December’s beautiful new creations of the Profantasy user community from you.

Moskva very slightly missed the November round-up, so the first draft at his nice Hurland Country Map didn’t make it last time. This is kinda fortunate, because you can now see it in full detail!
Country Map
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[This map was created by forum user anomiecoalition.]

After a rather lengthy hiatus from the world of fantasy and roleplaying, I recently convinced a few friends to give it a try and set about constructing a world that would keep their interest. Along the way, I stumbled upon Campaign Cartographer 3 and was amazed at the maps that people were producing with it and the possibility that it provides to even the artistically challenged (like myself).  After a short couple of week tinkering with the program and learning a great deal from the tutorials available I constructed Brightstone Keep.

Keepsmall

The map and its back story are loosely based on a free adventure provided by Wizards of the Coast.  The keep protects a mining operation that has been overrun by a variety of nefarious creatures.  The symbols utilized can be obtained from the CSUAC.

The first step in creating this map was to establish the basic layout.  I depicted a mountain wall running from the top left to bottom right corner  for which I used three separate sheets and shapes. Then I added cliff running left to right towards the bottom of the map on another sheet.

Adding the Mountain

I began by drawing a rough outline of the mountain wall and filled it with a dirt texture. I learned that it is a good idea to draw beyond the map border on these shapes to ensure that if I applied any edge-fade effects, they wouldn’t appear on the border side of the map. Using effects I then applied a slight blur and two black outer glow effects – one with strength of 0 above another with strength of 1. I then created two more shapes and sheets to go above this mountain wall and utilized different dirt textures.  To these sheets, I applied a slight blur and an edge-fade-inner effect.

Adding the Cliff

Depicting the cliff was a bit simpler – here I just reused the dirt texture from the background but constructed a separate shape on a separate sheet and applied a similar setting as that use on the first mountain wall sheet (but with an inner glow).  The final step was to add some hill overlay transparencies to add some character to the terrain.  I applied these symbols on a separate sheet and varied the size/orientation to achieve the desired effect.

Adding the Keep

In constructing the walls of the keep, I created four sets of sheets and shapes.  I began by drawing some solid gray lines (width of 6 – adjust to scale) to create the outer wall.  I then applied a texture sheet effect (stone texture of your choosing, Intensity 1, size 15); on top of that a black outer glow (strength 1, blur 2); a wall shadow (length 15, opacity 65, blur 5); and finally a bevel (length 1.5, strength 35, and fade 1).  I next wanted to create a walkway for that wall.  I copied the image to a new sheet and reduced the width to 3.  I then applied a texture sheet effect (with a different stone texture but same settings) and an inner black glow (strength 1, blur 2).  I followed the same procedure to construct the towers/ramp and placed those shapes and sheets on top of the wall. (The ramp actually required that I draw in a black shadow on the right side to give it some dimensionality.)

The Road and the Rest

The last step was to draw in some roads and tracks.  I laid down a road (added a texture, blur, and edge-fade-inner sheet effect) and then drew in the tracks according to the instructions provided in the Jon Roberts Special Issue of the Annual.  From there it was just a matter of placing some vegetation, rocks, buildings, and text to complete my map.

I had a great time making this map and was amazed at how easy it was once I familiarized myself with the program (the video tutorials and assorted blog entries are invaluable.)  I just hope my friends enjoy playing with this map as much as I enjoyed making it.

*I plan on posting more of my maps on my new blog

The January issue of the Annual 2013, entitled “Investigation Props”, is now available. Be it your classic Cthulhu campaign set in 1920s and 30s, games set in even more recent times like Night’s Black Agents and Delta Green, or sci-fi settings like Ashen Stars – the January issue contains the tools to create handouts, charts and other props for any of these.
CA73 Corkboard
You can subscribe to the Annual 2013 here.

We’ve just released the final issue of the Annual 2012, and a fine one it is! Pär Lindström – creator of our popular Fantasy Worlds style – has created a beautiful mapping style for regional maps.

We’ll be releasing information on next year’s Annual soon!
Example CA72

Nyhem
As you might have noticed I really like to make city maps. I don’t know why but I just love to see how a blank paper slowly turns into crawling streets and vast parks. It makes my imagination really spin.

Most of my city maps I make in the program City designer 3 (CD3) from profantasy. It is a great program with a huge toolbox you can use to make the creation of your cities a much smoother experience. To make the maps more unique I also like to edit them a bit in Photoshop afterwards.

When I bought CD3 my first impression of the program however was quite different. You can easily describe it in one word, overwhelmed. Just the sheer number of tools and objects made me fear for my mental health. The first time I started the program I think I just closed it immediately.

So how did I go from there to where I am now? Well the answer can actually be divided in three parts. First of all practice. I started out quite small with a little village and first after a couple of small practice maps I went for the bigger cities or towns. Secondly I looked up some tutorials, especially Gandwarfs tutorials over at the cartographer’s guild where extremely helpful. Thirdly there was a black and white city style released in the 2010 annual from Profantasy.

So what was so great with the black and white city style? First of all you get a very nice tutorial in every edition of the Annual, this makes it very easy to learn a new style, you can just follow the steps described. For me this meant a lot when it came to learning CD3, because I could in this way quickly pick up the different tools to use.

Secondly the amount of objects decreased quite a lot in the black and white city style compared to the coloured styles that were included in the actual program. This might sound a bit odd but the good thing here was that suddenly the program didn’t feel as overwhelming as before. When the choices in objects decreased, it kind of made it easier to grasp the program and find what you were looking for.

The map included in this post is a map that I made while trying to learn CD3. It was one of my first experiments to make a really large city map. I especially experimented a lot with the random street tool in this one. The random street tool is really a great help when you quickly need to fill and area with many houses.

When I was done in CD3 I opened the file in Photoshop and added some cliffs on the northwest side of the city. I also draw my own arena object to add to the city, I really missed that object in the style. As a finishing touch I made the map sepia coloured and placed the map on a paper background.

Well after that I just continued doing city maps and slowly the interface started to make sense and nowadays I rather feel that the there are too few objects in the program then too many :)

Originally posted on mappingworlds.wordpress.com

The November issue of the Cartographer’s Annual 2012 is out now. In response to popular demand we’ve expanded upon Herwin Wielink’s extremely popular overland style (released in April), adding 150 new symbols, a dozen new bitmap fills and 30 drawing tools. To bring it all together there’s a 2 page guide listing the new material. Together with the original material from April this makes a 6-page guide to mapping with this wonderfully attractive style.

CA71 Narsaria

The new material integrates seamlessly into the existing style, and can be added to both new and existing maps.

The deadline for my December Annual style is closing in and luckily enough the style is slowly coming to a more or less finished state. A lot of things, small and big have changed since my last blog post about the style. The city icons have been remade and some of the terrain I’ve gone over a second time to make sure they are good enough.

One interesting thing I’ve learned from making this style is that the end result has a tendency to change a bit while you work. The Truscian peninsula map, that is the original map for this style, is a regional map that still is quite zoomed out. The finished style will be suited for a more zoomed in regional map. Not that you won’t be able to do the zoomed out version but I think that it is in the more zoomed in version that the style will really shine.

There are still some things left to do on the style, I might try to add in some more icons and I’m thinking of adding in one or two mountain ranges that you can use as the base while creating your mountains. Just to make it easier for you to make a quick map.

The map below is the latest test map of the style. I hope you like it.

Originally posted on mappingworlds.wordpress.com

We’ve decided to release six free issues of our Cartographer’s Annual to give non-subscribers a taste of what they are missing.  Three of these issues were previously released free, the others – only subscribers have seen them to date.

You can download the installation here.

All ProFantasy customers who haven’t opted out will have received a voucher valid until the end of the month with a discount from any single Annual purchase. If you haven’t received yours, email us.

Free Issues

CA04 Sarah Wroot

April 2007

The style pack Sarah Wroot Overland gives you all the tools to create maps similar to the work of master illustrator and cartographer Sarah Wroot.

Mapping Guide: Sarah Wroot Style

 

CA21 Battle Maps

September 2008

The map pack “Battle Maps” contains several examples, templates and instructions on how to create your own miniatures map for your gaming table.

Mapping Guide: Battle Maps

 

CA36B Battle Tiles

December 2009

The December special issue contains a tutorial pack on creating quick and easy geomorphic Battles Tiles, complete with video tutorials by Joseph Sweeney.

Watch Joseph Sweeney Online Tutorials on YouTube.

 

CA43 Hex Maps

July 2010

The style pack Overland Hex Maps gives you the winning entry of the 2010 user suggestions vote.

Mapping Guide: Hex Overland Maps

 

CA54 Jon Roberts Dungeons

June 2011

The style pack Jon Roberts’ Dungeons contains a new drawing style for dungeon floorplans and battlemaps.

Mapping Guide: Jon Roberts’ Dungeon

 

July 2012

The symbol and texture pack High Space SciFi Tiles contains hundreds of new textures and symbol, accompanied by video tutorials by Joseph Sweeney.

Watch Joseph Sweeney Online Tutorials on YouTube.

 

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