I really wish I had more time to do dungeon maps. But for some reason it seems that I always end up doing overland or city maps. Don’t take me wrong, I really love doing those maps but i just wish I had more time for dungeons as well.
Mostly when I make dungeon maps I use Dungeon designer 3 (DD3) from Profantasy. The advantage of the program is that it let you create a map very quickly. You can of course spend millions of hours on details in the maps but if you just need a quick map for an evenings game DD3 will let you make that.
Whenever I make a dungeon I usually try to make a quick sketch on paper. This will make it easier when you start working on the map in DD3. In DD3 I usually start with putting out the floors for the rooms, when those are in place I start to make all the floors for the corridors. If you don’t have a sketch to use as a blueprint this work will be much harder.
When all the floors are in place it is time to place all the walls. You might wonder why I don’t use the room tools in the program, where you place floor and walls at the same time? Well the problem with that approach is that you have to do a lot of cutting in the walls to get all the doors in, or just to open up for the corridors. When I started to use DD3 this was the approach I used but after a couple of maps I changed the working process to first place the floors. And in my opinion that works much better.
When all rooms and floors are done it is time to add in some details. I always start with doors, then I place tabels, traps, torches, blood stains etc. This last step can take everything from an hour to four, five hours. It all depends on what you need the map for, an evenings game with some fiends or to publish in an adventure.
The map below, Catacombs of evil, was a test map I made when I first purchased DD3. It is made in Jon Roberts great style, that is free to download from here. When I made the map i pictured an evil cult hiding in the catacombs under a temple where they worshiped some demon. The adventurers mission would be to find the cult, free the prisoners and kill the demon.
The map is completely made in DD3, apart from labeling and the red light effects in room 8 that are made in Photoshop.
This is the second part in my overland mapping tutorial. If you want to read the first part before continuing you can find it here. As usual this is my view of mapping and you might agree to it all or just parts of it. The important thing to remember is that this is one view of mapping, and not the only one.
Ok back to the map. We have some landmass, islands and seas so what’s next. At this stage I always try to place mountains and hills. If you desire you can try to work out where you would have tectonic plates and from that information decide where to put the mountains. I never do that, I’m more going for the “if it looks good it looks correct” path here.
First of all I often try to use my mountains to divide the landmass into different areas. It is an easy way of making natural borders in the map that you later can use when it is time to decide where to put the borders between different countries.
Secondly I try to make my mountain chains curved. If you make them straight the map will, in my opinion, look a bit stiff, which will give you a less good looking end result. When I say curved I don’t mean that they should look like circles. Curved mountain chains will give more life to the map, it will get more fun to look at.
Also try to break up the mountain chains at some points. It will give you some interesting valleys and passes that can trigger the beholders imagination in a good way. Is there really a more interesting place for a campaign then a mountain valley full of orcs or strange creatures, maybe a deserted watch tower or an old haunted burial ground.
Around the mountains I place some hills to make the transition from mountain to field look more natural. A good idea might also be to put some hills between two mountain areas that are quite close to each other. It will connect them in a nice way.
When you’re done with your mountains it is time to start on the rivers. The basics when it comes to rivers are that they flow from high ground downwards, they don’t split downwards, but they can have more than one starting point. Usually they also try to get to the sea the shortest downhill way. If you try to follow those two rules the rivers will look more naturally.
Another thing to think of is that the straighter the river is the faster the flow of the river will be. Most rivers tend to be straighter and faster in the beginning and closer to the sea they usually will slow down, which means more curves. When I put rivers in my maps I tend to do them quite curvy. It will usually look better, straight rivers just don’t get the right feeling, at least that’s my opinion.
GenCon Indy is drawing near and it’s almost time to pack the suitcase for the trip to Indianapolis.
You’ll find ProFantasy Software at booth #1427 in the exhibitors hall. Checkout the exhibitors’ hall map here. We will have the new Symbol Set 3 – Modern for sale, as well as the new Tome of Ultimate Mapping (as a pdf) and last year’s Annual collection (Volume 5). You can also get a glimpse at the artwork for the upcoming Perspectives 3 and Character Artist 3.
We are looking forward to the show and hope to see as many users as possible!
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Work continues on the bitmap artwork for our new version of the Character Artist add-on. We’ve got the majority of the art down, and we’re thrilled by the work Rich Longmore is doing for this product. Check out these three sample characters: a barbarian, a knight and a cleric.
These are not one-piece mockups – all of them are already build from individual pieces (in Photoshop for the moment): armor parts, clothing, weapons, limbs, head, eyes, mouths, etc. The next step will be creating CC3 symbols and catalog from these parts, adding varicolor functionality, and so on.
The August issue of the Cartographer’s Annual 2012 has been released. It contains a 10-page introduction and tutorial to the Cut menu and its commands, a way to cut out and export a section of a larger map in CC3.
We’ve also added previews to the September and October issues to the Annual website. Check out the September issue and the Gallery page for some previews of the beautiful map included in Pelgrane Press’ upcoming rpg 13th Age (by Rob Heinsoo and Jonathan Tweet).
If you are a subscriber, you will notice that we’ve changed the way the download for the Annual works. For details, please check here for details.
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I like having a selection of cartographic backgrounds for my PC desktop, and so I devised a simple way of exporting map sections at suitable resolutions.
Copy the xts files into the CC3 \System\Export\Settings folder, and the wallpaper export.fsc file into CC3 \Symbols\Other folder.
Look up your desktop resolution (Start menu >> Control Panel >> Adjust Resolution)
Launch CC3 and open the map you want to make into wallpaper.
Select Tools >> Options BMP, JPG, PNG and pull down the settings. They start “Wallpaper”. Choose yours and note the aspect ratio (eg 16 to 9)
I’ve covered about 90% of screen resolutions. If yours isn’t listed, it’s easy to add your own.
Open the Wallpaper Export catalog and choose the symbol which matches your display’s aspect ratio.
The symbol is probably bigger than your drawing – hold SHIFT and move the mouse until it’s the right size and place it where you want to make your wallpaper.
Right click the Save As button and select Export Rectangular Section
The prompt reads “Select first corner”
Zoom Window into the top left corner of the symbol and choose a point just inside the rectangular symbol.
Zoom Extents, then Zoom Window to the lower right corner and choose a point just inside the rectangular symbol.
Select a file location for your wallpaper.
The new wallpaper will open in your raster editor, if you have one.
Here are some high resolution examples I exported for different ratios.
Several years ago user-created bitmap artwork from around the web (specifically the Dundjinni forums) was collected into one awesome resource package – called the CSUAC – and made available for the users of several graphics programs, among them CC3. Unfortunately this resource was lost to CC3 users a while ago, and license restrictions did not allow us to make it available again.
But fortunately we’ve now found a way to make the resource available to CC3 users while honoring the license, and Gerri Broman (Shessar on the Profantasy forum) and Mark Oliva from the Vintyri project put it into practice. Here are Gerri’s instructions from the Profantasy forum:
CSUAC for CC3 Installation Instructions
Before I get into the installation procedure for the package, I want to first point out that if you already have the CSUAC there is no need to reinstall since there are no new symbols. However, the directory structure is different from prior versions, so the two are not compatible. What this means is that any maps using symbols from prior versions will show red X’s for the symbols (the reverse is true as well). This is because the new CC3 version of the CSUAC is using the file structure and files from the Fractal Mapper 8 version of the package.
Also, please note that these symbols are not full fledged CC3/DD3/CD3 symbols. That is, they are not smart symbols, nor do they use random transformations, shading, collections, etc. They are simply the PNG files and associated CC3 catalogs.
2. Extract the file BL_FM8_Fills.zip into the CC3\Bitmaps\CSUAC Fills folder.
3. Extract the files BL1_FM8.zip through BL8Pt2_FM8.zip into the CC3\Symbols\CSUAC folder.
STEP 3: Adding Menu Buttons for the CSUAC
1. Navigate to your root CC3 folder
*If you don’t have a fcw32.imn file in this directory
Copy the fcw32.imn file from CC3\Menu\csuac_menu into your root CC3 folder.
* If you do have the file fcw32.imn in the root CC3 directory
Navigate to the folder CC3\Menu\csuac_menu
Open the fcw32.imn file using Notepad.
Append (copy/paste) the contents of this file to your existing fcw32.imn file in the CC3 root directory.
Make sure you don’t leave any empty lines inside the file, but do make sure there is a line break after the last line of content, or CC3 will crash on startup.
2. Start CC3. Click the screen tools button (Hammer icon at the bottom of the screen), and turn on “Custom icon bar 3”. I have mine placed to the left.
3. If the new toolbar shows up blank, just restart CC3 or click on one of the “Add-on” buttons in the toobar. This will reload the menu.
The upcoming July Annual contains a host of new bitmap artwork, hundreds of new textures and symbols for your starship floorplans. They will be released on Sunday for the Annual subscribers.
But perhaps best of all, they are accompanied by a series of new video tutorials by the master of CC3 videos, Joseph Sweeney. These videos are freely available to anyone, and you can already view them on Joe’s YouTube channel or download them from the July Annual page.
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I’ve really looked forward to the release of this year’s June Annual that gives you a new drawing style by Herwin Wielink: Isometric Dungeons. The style itself includes some really fantastic graphics and possibilities and it lets you create a new good looking map in no time at all (compared to if you’d do all the graphics by hand).
The style itself was a bit tricky to work with for me. Or if you put it another way, the style really showed me how much I still have to learn to completely master Campaign Cartographer 3. Maybe I have to take a closer look at the Tome of Ultimate mapping to catch up on a thing or two.
Getting all the different objects in the correct order in the map really gave me a slight headache. When you create a map in this style you really have to plan in what order to do things, if you don’t want to move things back and forth on the actual sheet. It took me some restarts of the map to get a hang on it. But once you understand the logic everything runs a lot smoother. The secret of success is to work from one of the top corners to the opposite lower corner. In this way you will naturally get the graphics in the right order and you don’t need to rearrange the order of the rooms and corridors all the time.
When you reach that point everything also gets a lot more fun. I really enjoyed working with the style and the result gets so good that you just want to keep going, it’s just as addictive as playing a good computer game.
However there was one thing I felt was very frustrating with the style, and that was that I want more! The style feels like a small taste of something that could be amazingly fantastic. I want circular rooms, walls with windows, more furniture, different floors, traps, outdoor environments, sewers and I could continue that list for another two posts. This is what Perspectives 3 (if it comes out) should look like.
At the moment when the selection of different graphics isn’t too vast a lot of maps will turn out looking quite similar. So it is quite hard to do something unique with the style, but I’m hoping for a bright future and more isometric add-ons in future Annuals maybe.