Originally posted on mappingworlds.wordpress.com

This is a map of the City of Lost Souls. The map is done in City designer 3 (CD3) from Profantasy combining the included styles A and B with the latest annual city style by Jon Roberts. The end result from CD3 has then been quite heavily edited in Photoshop, where the labeling also has been done.

In the next post I will go through the process of creating the city. Until then you can have a guess on which two real world cities that inspired me while making the City.

As always when I make maps I try to add a story to it, this makes it easier to picture what I want and what to put into the map. As for the City of the Lost the story goes something like this:

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Originally posted on mappingworlds.wordpress.com

This month’s annual from Profantasy is a new city style designed by the fantasy cartographer Jon Roberts. This is the third time that one of Jon Roberts’ themes are presented as an annual. The two earlier versions have been an overland style and a dungeon style.

I must admit that I’ve really looked forward to the release of this annual. First of all I love city maps and CD3, secondly Jon Roberts is a very skilled cartographer and illustrator so I expected some really nice graphics in this one.

As expected, all the graphics are top notch and I especially like the walls and towers. To test the style I decided to make a rather quick village, called Crossroads, situated in the middle of a forest. The style was easy to work with and if you have done maps in CD3 before there isn’t really any new things to learn here. One little feature I liked however was the ability to make nice shadows on the hills. You can clearly see this on the hill where the temple of life & death (3) is.

After finishing the map there are some things I felt I need to work a bit more on next time I’m using the style. First of all the fields didn’t turn out great in the map; probably I have to try to put some more time on them in the future. When I started doing maps in the included styles in CD3 it took me a lot of trial and error before I got the fields right. So I have some more testing and practice to do here.

Another thing to think of is that in this map I had quite some open space between the forests and in the background texture you can see a pattern. I think the solution here is to add in some more different textures to hide the pattern. If you look at the included map in the annual you don’t see this pattern there.

At last if you look at the trees in the forest you can see that the northern forest has the trees more closely to each other. I actually think they got too close so in the southern forest I put some space between the trees. This made the forest look much better, in my opinion.

Overall I think the style is really strong. I like the darker colours of this one compared to the included styles in CD3 (which means less editing in Photoshop for me) . Still it takes some time to get to know the feeling of a new style, to get all the things in place in a good way. This one surely needs som more practicing for me before I’m there.

As usua,l I added the labeling in Photoshop, and I also selected another font. If you want to use the font I used it’s called Blackadder regular and can be downloaded from dafont.com for free.

CC3 in Windows 8
Looking good: CC3 installs and runs fine in the Windows 8 Developer preview.

FT DemoWe’ve updated the Fractal Terrains demo to version 3, so you can try out the new functionality of our random world builder at your leisure.

You can download the 14-day-trial version of FT3 from our demo page.

More information on Fractal Terrain 3 is available on its product page.

Fractal Terrains 3 World

The video shows how the different armour parts of a CA3 figure can be layered over each other to make any custom combination of parts.

Originally posted on mappingworlds.wordpress.com

Dwarven-entrance
I’ve always been very fond of Dwarves and their mines as a great location for an adventure. I guess you can blame this on Tolkien and his description of Moria. I still remember how excited I was when I saw the Lord of the rings on TV for the first time (now we’re talking about the old film, not the new ones) and they entered the old mines full of orcs.

This map however is only of the entrance to a Dwarven kingdom. It is made in the Dungeon Designer 3 add on for Campaign Cartographer 3. The style used is from the 2011 annual, Jon Roberts Dungeon. This particular style is actually free for anyone to download.

When I map some kind of fortification I always try to picture how an attack on the area would be done. How could I defend the area in the best way? Whoever that want to get past the fort has to pass through the entrance hall (1) on the map. So I wanted the entrance hall to be well guarded, I accomplished this through the watchroom (5) next to it. From there the guards can watch who enters and also shoot at them. The inner iron door will hopefully prohibit any hostile intruders from getting any further in.

The two towers facing the outside (4a-b) are also good spotting areas from where you can see who’s approaching as well who’s standing in front of the gates. I try to continue thinking in this way while mapping, other important aspects are where will the guards sleep, eat or relax? Remember this is a place where the guards probably spend a week at a time before they are relived.

In the end I also added the secrete passage (11). This passage shouldn’t really be there because it is a huge security risk. The reason I put it there was that if some adventurers need to sneak in past the guards they need a way to do it. So the passage was added to make the map more fun to use in an adventure.

This was the first map I made in Dungeon Designer 3. The program however I feel is the most complicated one from Profantasy, mainly because there are so many different things you can add and have to take into account. It took me a long time to realize that I in this map actually by mistake used the wrong beds and tables (they are from another style then the one I intended to use). So it was very good to have the pdf from the annual style to use as a guide while exploring the program. This however doesn’t mean that this is a bad program in any way, probably the contrary. But it crave from you as a user that you take the time to learn it.

News

  • The kind people over at the Vintyri Project have released their textures in CC3 format. Their symbols libaries are to follow.
  • The March edition of the Cartographer’s Annual is out. Download an A2 PDF of Ralf’s amazing example map.
  • See a preview of the forthcoming 3D dungeon style for the Annual
  • Remy Monsen is now laying out the latest Tome of Ultimate Mapping. We hope it will be ready in April. Everyone who bought the Tome after the release of CC3 will get a free update. He wrote about the Tome last month.

Articles

  • Dwarven Gate – dungeon mapping by Pär Lindström
  • Armour Assembly – Rich Longmore’s video shows how Character Artist 3 is coming along
  • Mapping Cities 7: Houses Galore! Steve Davies continues his city design series

 

 

 

We are very happy to release another drawing style by fantasy cartographer Jonathan Roberts – this time it’s a city style, completing the standard trilogy of map types. Jon Roberts’ overland and dungeon styles were released last year in the Annual Vol 5, the latter being a free download. You can subscribe to the current annual here.

There’s also a little preview of the upcoming April issue, created by another extremely talented fantasy cartographer and artist, Herwin Wielink.

A little peek at the work-in-progress on one example map for the March Annual:

Also, a little sneak peek at the April issue:

When Simon and I discussed how to fully integrate the city creator, code named “Map Invoker”, the idea of it working like a Wizard surfaced. 

With a wizard like interface, each layer of objects (Waterways, Roads, Walls, etc.) would each be generated by a different page on the wizard.  A “generate” button would draw the objects directly in CC3.  If the results were not what the user wanted, the user could press the “generate” button again and the old objects would be removed and the new ones drawn.  Once the user liked the output, the “next” button would take the user to the next wizard page.

Now this sounded like a great design to me.  But …. I had some technical issues to overcome and some design work to make life a little easier.

The main technical issue was that the built-in dialog system was not made to ever run custom code and call XP functions while the dialog was still visible.  This was solved by using C# to write the Dialog code and communicating with CC3 via a simple callback class and a delegate.  I will go into this solution in depth in a later post.  Right now I want to go over the design work I did to make life easier passing data back and forth between C++ & C#.

Here is the diagram of my classes thus far.  They are simple value classes, with no behavior.  In a previous experiment, I created a REAL object (data & behavior) but because of the fact that a real class crosses native and managed code, it worked great in a all C++/cli environment, but I could not use it in C#.  So I decided to split data and behavior into two separate dlls.  The cc3objects.dll, a C# set of value classes and cc3actions.dll, the C++/cli dll that implements the behavior.

diagram

Now, what this does is let me create an entire object, or set of objects that can be directly converted to native CC3 objects.  So, I actually build my objects in C# then pass them to my C++/cli XP dll.  Plus, once I get done with this project everyone will be able to use these dlls.

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