ralf | November 29, 2012 | Maps of the Month, user maps
It’s time to take another look at the beautiful user maps posted on the Profantasy forum. The numbers have risen again, and it’s possible I may accidentally skip the occasional map. Check out the Show and Tell category on the forum to see them all!
Henrie61 created this map of the Flow Country in Djekspek’s overland style from the Annual 2012

Continue reading »
1 Comment
ralf | November 9, 2012 | battle map, CSUAC, dd3, Deadlands, ss2, wild west
For my own ongoing Deadlands Reloaded campaign, I’ve created this battle map of a run-down home out in the Weird West. It’s based on the DD3 Battle Map template from the Annual Vol 2 and uses textures and symbols from DD3, Symbol Set 2 and the CSUAC. The roof texture on the upper level is from City Designer 3.
Click on the images below to load the full-size A3 pdfs.


You can download the CC3+ version of the maps (FCW format) here, but be aware that you need all the afore-mentioned products to view them properly in CC3+.
1 Comment
ralf | October 15, 2012 | retrospective
Six years ago we began the Cartographer’s Annual, a monthly series of style, maps, and other cartogrpahic contents for CC3 and we thought it was about time for a little retrospective. The Annual has brought an immense wealth of style options to the ProFantasy community and we have been thrilled by all the beautiful maps our users have created. What better way than to highlight the the full scope of the Annuals than with some of these works of art?
2007 – Volume 1
When we set out with the new concept of a subscription for Campaign Cartographer 3 users, we were really feeling our way around for what content was most popular. It quickly became apparent that new overland styles were the most popular type of Annual entry – but far from being the only thing people were looking for. We decided to strike a balance between generally popular topics like overland styles and more specific ones as seen in the “Parchment & Paper” June issue of 2007. The inaugural issue – the Mercator Historical style as shown on the right – represents the type of popular overland style that we strive to include in every volume of the Annual. The depicted map is by forum user Rogdor and was posted as a work-in-progress on the ProFantasy forum in March 2010, and there is another complete one here.
Another very popular and beautiful style from the first Annual is the John Speed City style, a black and white style emulating the city maps of famed British cartographer John Speed. Take a look at the map created by community member Modric.
Other highlights of the Annual 2007 include the multi-level floorplan of the “Tendril’s Oak Inn” complete with description and adventure ideas, an overland style based on the artwork of Sarah Wroot ( a user map here), and a tutorial on how to create your own drawing styles from scratch.
2008 – Volume 2
We received very positive feedback on the Annual 2007 – users were enthusiastic – which made the decision to continue the subscription model an easy one. And we were able to start the second year with a real bang as we got permission from one of the rpg industry’s cartography legends to emulate him: Pete Fenlon of Middle-earth roleplaying fame allowed us to recreate the style he used for those beautiful maps of Middle-earth.
The map here was created in the Pete Fenlon style (again by Modric) just recently, proving that the old style from the early days of the Annual are still used to great effect.
As a second overland style for 2008 we produced a black and white vector style which also proved very popular. So popular in fact, that we added a simiular – but distinct – b&w style to Campaign Cartographer 3 as a free download.
The sample map on the left shows ever-prolific Modric using the style with a parchment filter to create a beautiful in-game artifact.
As a special highlight the 2008 Annual saw the first video tutorials for CC3 produced by Joseph Sweeney. His videos have become a staple of introducing new users to CC3 and by now he has created a whole range of them for various products and add-ons.
2009 – Volume 3
2009 started with a style created by Master Mapper Allyn Bowker. The Fantasy Realms style captures the look used in some Forgotten Realms maps and still produces pangs of sweet nostalgia in many people who see it. Originally the style was produced for CC2, but the lack of drawing tool functionality made it hard to use by anyone a little less meticulous (and may I say “brilliant”) than Allyn. CC3 allowed Allyn to make the look easier to use and, with sheet effects, more attractive. Here you can see forum user Henrie61 applying the style to a custom world.
The 2009 Annual also saw another artist contributing his first style to the subscription: Pär Lindström. His beautiful world map caught our eye and although he did not use CC3 at the time, we came up with a way to transfer bitmap-based art into a CC3 drawing style. The artist supplies us with layered Photoshop files of his work and we extract the symbols and textures and convert them to assets in CC3.
The Fantasy Worlds style proved extremely easy to work with, so that first time users of CC3 managed to create very beautiful maps. The example here was done by Neilander as a first map!
2010 – Volume 4
As we had learned from the black and white overland style in 2008, monochrome maps where quite popular (in part certainly because they print easily), so we decided to add dungeon and city styles in b&w to the 2010 Annual. Especially the city style became a fan favorite. The example shown on the right was created by community member bearclaw and shows the beautiful layout of a riverside town.
Another option for quick and easy maps that’s popular with role-players is the hex-based map. Back with Cosmographer Pro hex map functionality was introduced to Campaign Cartographer, and with the Annual 2010 we added a new style for old-school fantasy overland maps. Here you can see forum member Skycast using the style to create the map of a wooded peninsula.
2011 – Volume 5
2011 was undoubtedly the year of fantasy cartographer Jonathan Roberts. We can across his beautiful work on the web and asked him whether he’d be willing to produce a couple of styles for us. He obliged and the Annual 2011 could boast both an overland and a dungeon style created by him. We even made the dungeon style available for free at the end of the year.
Community member Koth produced the gorgeous map called Kern’s End shown here, by exporting a coastline he liked from Fractal Terrains 3 and then build upon with the Jon Roberts Overland style.
Pär Lindström (who writes on this blog) used the matching dungeon style to create this little encounter map for a role-playing session with his children.
2012 – Volume 6
As 2011 was the year of Jon Roberts, 2012 will prove the year of another great fantasy cartographer: Herwin Wielink. His overland style (going by his DeviantArt handle “Djekspek”) was the single most popular style every created for the Annual, measured by the amount of maps shown on the forums. So popular in fact, we will be publishing an extension of the style with more symbols and textures in November. And his isometric dungeon style is just extremely clever and beautiful. We are thrilled that all new artwork from Herwin will also be included in the upcoming Perspectives 3.
The user map in Djekspek’s Overland style was done by Modric, and the isometric dungeon here by forum member Tommek, who even commissioned custom symbols for his map from another artist. There are other amazing maps in this style.
Conclusion
When we started with the Annual back in 2007 we hardly imagined that we would be able to fill six years of subscription with material and keep everyone’s interest. But now the Annual is still going strong and the new and amazing talent within and without the ProFantasy community means we can rely on a steady influx of new ideas for upcoming issues. We’ll keep it coming.
The Annuals website is here, and you can see the full range of styles and other content on the gallery pages.
1 Comment
ralf | October 9, 2012 | Maps of the Month, user maps
I’m not sure I can handle the flood of beautiful new user maps posted on the Profantasy forum. I may have to go weekly instead of monthly in the future. I certainly hope I didn’t miss anything.
Anomiecoalition awed everybody with this beautiful floorplan of an Al-Quadim style temple. Check out the forum thread for the second floor!

Continue reading »
1 Comment
ralf | September 11, 2012 | Maps of the Month, user maps
More and more beautiful user maps are appearing on the Profantasy forum, if you’re not regularly following the posts there, here is an overview:
Grimur Fjeldsted has updated his Naturns city map, done in the Jon Roberts Cities style.

Forum member HadrianIV has created this beautiful regional map “Sea of Tears” in the Herwin Wielink overland style.

Community member soldyne created this map of the “World River” as his very first map in CC3.

Henrie61 drew this “quick and dirty” town map to try our the Jon Roberts Cities style and was impressed how quickly you can create a beautiful map this way.

The Jon Roberts Cities style seems very popular as shown by the “Yellowmire” map created by Dargurd. The unusual, swampy location of the city comes acress very well.

In a change of pace Modric created this black and white map of “Avern” and added a great parchment style filter for a great player handout. The style used is from the Cartographer’s Annual Vol 2.

And last but not least, forum member anomiecoalition drew this neat little Al Quadim-flavoured dungeon, using resources from DD3, the CSUAC art collection and Dundjinni forums.

Kudos to all the great maps our users have been creating!
Comments Off on New User Maps Roundup
ralf | August 7, 2012 | battlemats, encounters
There’s been another rush of beautiful new user maps posted over on the Profantasy forum.
Using symbols found in the recently re-posted CSUAC user art collection, user anomiecoalition created these beautiful encounter maps for Al-Quadim locations (an oasis and a desert obelisk):


Look for an upcoming blog entry on this Brightstone Keep maps in this place!
Equally beautiful and generally extremely useful are henrie61’s floorplans of a small roadside inn and a town or city library. They were created using Jon Robert’s Dungeon Style (mixed with some DD3 symbols):


Thanks for sharing and keep up the good work folks!
1 Comment
ralf | August 2, 2012 | bitmaps, CSUAC, symbols
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.
STEP 1: Downloading all necessary files
1. Download the file CSUAC_for_CC3_v3.zip and save it to your hard drive.
2. Download all of the CSUAC FM8 files from the www.vintyri.org website and save to your hard drive.
The files needed are:
- BL_FM8_Fills.zip
- BL1_FM8.zip
- BL2_FM8.zip
- BL3_FM8.zip
- BL4_FM8.zip
- BL5Pt1_FM8.zip
- BL5Pt2_FM8.zip
- BL6_FM8.zip
- BL8Pt1_FM8.zip
- BL8Pt2_FM8.zip
NOTE: There is no BL7_FM8.zip file
STEP 2: Extract Files
1. Unzip the CSUAC_forCC3_v3.zip file into your root CC3 Folder (normally C:\Progam Files (x86)\Profantasy\CC3). This will create several new folders:
CC3\Bitmaps\CSUAC Fills
CC3\Symbols\CSUAC
CC3\Menu\csuac_menu
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 symbols are now ready for use.
18 Comments
jonasgreenfeather | May 3, 2012 | Cosmographer, Deckplans, starships, Tutorial
For the second part of starship design, we’ll be focusing on filling out the living, eating and washing facilities on deck 2. This is the largest deck of the ship and once it’s finished, the rest of it should fall into place with relative ease. The “Big Three” locations all ships need for their crew and passengers are: a place to sleep, a place to eat, and a place to,… clean up, after oneself. To begin, we’ll start with the overall look of deck 2, then move into sleeping, eating and restroom areas.
All Aboard
The one thing I noticed right away about my rough sketch from part 1, was its similarity to a boned fish; while this was unintentional, it illustrates how fluid designing a starship can be, and because of that, I decided to change the shape a little.
Deck 2 is the largest and most physically active section of the ship; the focal points on this deck being, the primary ship’s access area and troop living spaces.
I began by selecting the Hull, Sleek Silver mirrored polygon after right clicking on the Draw Hull button, a custom Snap setting of 5 foot, 1 snap square grid was created. Instead of the original, half moon shape, I decided to create a hull that was somewhat triangular in shape, suggesting forward movement. The deck was drawn next, by selecting the Deck, Lattice mirrored polygon. The Snap for it was changed to a custom 5 foot, 5 snap square grid so there would be a one foot gap between the edge of the hull and the deck. The Bulkhead, Default 0.5′ was selected for the exterior and interior bulkheads and it followed the same Snap setting as the deck. In the picture to the right, the Deck Sheet has been hidden, as I found it visually easier to place bulkheads and symbols at this scale.
The custom snap settings were created by right- clicking the Grid button in the lower right part CC3s drawing window and selecting New…, then selecting 2d Rectangular and applying the settings needed.
The first render of the carrier was ridiculously over scaled (it was nearly 700 feet/210 meters long), and the drop ship place holders were the size of a small building (they should be closer to a city bus). Once the ship was rescaled to a more manageable size (pictured above, about 300 feet/91 meters long), it was time to decide on a starting point. Since all crew/troop entry happens at the “nose” on deck 2, I decided to start there, and branch off to the troop living spaces; the main corridor needs to accommodate 150+ people coming and going with the ship docked and the width was set to 10 feet/3 meters.
You want me to sleep where?
The main corridor and living areas on deck 2 on the working render (above) show a large, dormitory style, bay for troops to sleep in, and the design of the ship called for marginal crew comfort, since they’d be living on board for weeks or months. This meant a modification was needed. I decided to separate the room with a wall; from a narrative standpoint this also adds to passenger safety: If a portion of the hull is breached the loss of life will be lessened. With the basic room layout complete furniture placement was the next step.
The rooms numbered 1-4 show the progression of furniture placement:
Room 1 (left). This room had 7 single bunks, each with a gear locker, and 2 small chairs along the wall with a large table for a common area. This was a messy, cramped effort with little efficiency and a poor design.
Room 2 (left). 8 single bunks were placed toe to toe and the large table and two chairs were removed, in their place, 2 desks (for writing home) were added and the lockers were set along one wall. Less cramped, but room to improve.
The first two rooms also had the door exiting to the main hall; during an emergency or troop deployments, the hall would fill quickly and confusion would run rampant. The doors for rooms 3 and 4 were moved to the side hall that accesses the drop ship dock area.
Room 3 (right). The single bunks were moved to the outer walls, the lockers split the room and one table and chair for writing home was removed. Getting closer, but still a lot of wasted space.
Room 4 (right). Moved the single bunks to one end of the room and the lockers to the other. A couch for lounging and 8 small chairs for dressing were added. Better yet, the chairs suggest a wall that separates the sleeping/dressing areas. I also placed Deck, Plastic Irreg for a little visual distinction.
The final room design was broken up into three spaces (below). The sleeping area is separated from the common and dressing area by a wall (inspired by the chairs from room 4) . The single bunks were replaced with double bunks, increasing the occupant count from 8 to 12, and scaled down to 95% of their original size. While this room layout is cramped, it is a military ship after all, I feel that it is much improved from the poorly designed first layout. Once I was satisfied with the room layout I simply used the Mirrored Copies command (accessed by right clicking the Copy button) to quickly duplicate the rooms (Mirrored Copies is a great solution if you have symmetrical ships or buildings with rooms that need to be duplicated across a central point).
Using the method described above: creating a room, placing symbols and rearranging them for best use of space I then created:

The dining hall, details include (clockwise from tables and chairs) seating for 129 people, steam tables for serving food, a dishwasher, sinks, stove tops and ovens, a walk-in refrigerator and an elevator to travel to the storage area on deck 4 and the crew mess on deck 1.

Shower and toilet facilities for officers and enlisted personnel. The enlisted shower facility details include (clockwise from upper left) 8 showers, sinks and toilets, lockers and benches (created by stretching the rectangular table) The smaller officer’s bathroom and lounge were combined to conserve space. Drawing bathrooms is about as much fun as cleaning them for me, there’s no way to make showers and toilets interesting!
With the “big three” completed for deck 2 (pictured below), Deck, Plastic Irreg was added for all sleeping/common areas, by right clicking the Deck Plan button, to create visual interest and to assist viewers with identifying different areas easily. Next time, we’ll be completing the remainder of deck 2’s amenities, including enlisted lounges, armory and firing range, officer quarters and ships operating systems, creating deck1, reviewing how to mirror copies, and the creative mixing of Cosmographer 3s symbols.
Comments Off on “Ship like this, be with you ‘til the day you die.” Part 2
Simon Rogers | April 30, 2012 | overland
[Editor’s note: Forum member Mateus Buffone posts about his excellent Panorica map]
Some days ago Simon Rogers asked me if he could use my map as “The Map of The Month”. When I read it, I could not believe it. I started the hobby last year and I am still learning the tricks of the trade, so it’s an honor to have a map that I made posted.
This map is named Continent of Panorica and I did the first version of it in less than an hour for a RPG game that I would begin on the next day. The first thing that I neded was a style that would fit well in a continet map and that have a “fantasy” feel, as what I wanted was a fast and “cliché” map for a fast and “cliché” world. So I choosed the CA51 Jon Roberts Overland Style that is part of the 2011 Annual.
I generated landmasses in Fractal Terrians 3 until I saw one that would fit my needs. Than I exported it to CC3 and fractalized a little more. After that I used the Land Default tool from the style and drew the islands, then used Fractalize on them to achieve a nmore natural feel. The next step was to place the mountains ranges. I was not concerned very much with realistic geology but I did not want to explain all my world with “magic!”, so I placed them first near the coast where I thought others continents would exist if I some day did the whole world. Then I placed the central chains as I needed a desert for my game. For the first version I only needed the central region so I placed some of the major rivers of the continent and dotted some settlements near the desert to form a pseudo-Arabian/tuareg region and called it a day.
But at that point I was in love with the project and wanted to transform it in my fixed fantasy map for the kind of game that I was running (a GURPS Dungeon Fantasy campaign). So I needed other regions and more details. So I begin to really think about the whole image: what cultures lived there, their society and political organizations. I decided to made the banners of the diferent kingdoms and others political organizations. For it I used the CA15 “Heraldry” from Annual 2008 and exported then as FCW entities to my continent map. I used some symbols found on the Map & Catalog Library in the ProFantasy home page. First I had a lot of dificults to implement the shields because messing with sheets is not very easy, but when you learned what to put where they are a big time saver! For the desert, florest, farmland and scrubland terrain to work on this map I had to rescale then for just 50% of their original size (this tip was gave to me by Simon himself).
[To rescale a bitmap fill style:
1. Click on the Fill Styles Indicator, the Bitmap Fills tab, and find the texture on the Fill Style Name pulldown.
2. Reduce the Scale Width and Height (maybe to 50%) and OK.
3. Try again until it looks right.]
Another point of interest was the underwater setlements (Forte do Sino inside Terras Alagadas and the whole southeast region). I spend a big time with then and in the final I only neded of an Transparency effect. And I think that this is one of the most import aspects of CC3. When you find good effects and know how to create and manage sheets for each of your maps you can achieve very good results.
I hope that you like my map and if have any suggestion talk with me on the community.
6 Comments