Last time, we discussed how to do ruined walls in Perspectives 3. In this article, we’ll continue on the ruined perspectives track, and this time I will be looking at how to make battlements.

Battlements have been an important defensive feature of castles and keeps for hundreds of years. The crenelations gave archers on the wall a way to shoot at incoming enemies, while still having ample cover available to them. It would be a real miss if we couldn’t have these important features on our castles. We don’t want our fantasy castles to be too easily overrun, right?

I’ll start by making the actual battlements, and then I’ll turn them into ruins. For this, we will use a very different technique from last time, a technique that can also be applied to all manners of custom objects, not just ruins.

This article is also available as a video, if you prefer that format, or simply need to see me perform some of the steps from the article. Continue reading »

Perspectives 3 is a great add-on. It can be really rewarding to see your building appear in all it’s 3-dimensional glory.

There are some interesting challenges when mapping in the isometric view offered by Perspectives 3 however, and that is based on the fact that while the drawing might look 3-dimensional, it is actually still a flat surface. What Perspective does is to use angles in such a way as to make things appear 3-dimensional when it is not. As long as we can use the premade tools, we don’t have to worry too much about this, but these tools have their limits. For example, they are great for creating a house with, but there aren’t any easy tool to draw a ruined, crumbling wall. And it is a this point we need to start drawing some elements ourselves, and that can get a bit tricky when working in the isometric perspective.

In this article, I’ll discuss how to draw various elements to make a convincing ruin. It is based on the keep I made in this thread.

This article is also available as a video.

Continue reading »

In this series, Christina Trani will explore all the different drawing styles available in the Cartographer’s Annuals, starting with Volume 13 (2019).

SUB2019 Worlds of Wonder
Download the CC3+ file here. Note that you need the Annual 2019 installed to view it properly.

Mapping with The Worlds of Wonder Annual

As a digital cartographer, I am not overly fond of overland mapping. I prefer the confines of a floorplan, a dungeon, or I’ll expand my horizons to lovely, little villages. But, occasionally, I am encouraged to map in an overland style. My latest was done in the Worlds of Wonder Annual style. I love it.
Now, since overland mapping gives me anxiety….all the details that geologically accurate minded cartographers have apoplexy over when not done correctly can give me hives, so most often I just “wing it” and to heck with geology – it IS a fantasy world, so why not?

This time ‘round I decided to grab a continent from Fractal Terrains, since my coastlines, in my opinion, are the pits. After generating a landmass I was happy with I exported it to CC3, deleted all the fluff and left myself with a landmass that I copy and pasted into a new map started in the WoW (not Worlds of Warcraft, lol) style. I then began mapping out where my mountains would go….this I did by referring to my original FT map, which shows all the wonderful elevations that I normally have NO idea where to place. I did the same for rivers, to avoid the stress I’d normally have trying to figure out “where they looked best” or “where they should go”. If you don’t have Fractal Terrains, and ARE stressing about your map being geologically accurate, there are a multitude of references out there…but I really recommend just making this fantastical world your own and do what pleases you.

Once my mountains are placed, along with a mountain fill behind them and lakes and rivers, I begin placing my forests. Now, this map has more forests then I normally would place, but that has everything to do with the name… Larothell, The Republic of Songs. So I got the name from one the many online generators I have bookmarked. I use them often as a DM of a homebrew campaign having to constantly come up with original names to people and places, often on the fly. So, the name came up, and I immediately though of elves, glorious elves with a magical world of melody, perhaps that fuels their magic? I don’t know, but I just went with it…and with elves, come forests. I also enjoy mixing shades of greens in my forests, so for this map I mixed the two green trees that came with the annual, but I certainly recommend playing around with the colors and creating your own custom palette.

Of course, naming my cities and towns was easy once I had a theme to my fantasy realm. When labelling cities, towns, key locations, etc. I like to play with different fonts. I have an assortment of hundreds upon hundreds of fonts. Searching some of the free font sites is a great resource – just be sure to note any restrictions on commercial uses as noted by the creators. Along with fonts I am a fan of playing with color of the font and outlines – preferring to having a contrast, usually the map title and the cite labels.

Always remember, stepping out of your comfort zone can produce some amazing work that might even surprise yourself! Go experiment and have fun!

About the author: Lorelei was my very first D&D character I created more years back than i’d like to remember. When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. Since then I have been honored to have worked with companies such as WizKids, Pelgrane Press, and ProFantasy. 

Welcome to part 4 of the Shore and Ocean Effects for Overland Maps series.

The example map for this part may already be familiar to you, since it is Arumnia, which was used in Part 3 to demonstrate Rhumb lines.

This time I will use the same map to show you a fast and easy way to add beaches, and a couple of alternative ways of using a drop shadow effect.  The FCW file for this version of the map will be available at the end of the article. Continue reading »

Welcome to a brief article about the creation of Orde-on-the-Rock (or just Orde for short), in which I will be attempting to answer most of the questions I have been asked about this map since it was first released last year as a new example map for City Designer 3.

Orde was designed as a map to demonstrate what could be done with CD3 without using any additional add-ons or extra art assets.

Over the years I’ve been using CD3 I’ve done lots of cities using only the assets that come with CD3, so to make it more of a challenge for myself this time I decided not to use any of the regular Bitmap A house symbols.  In their place I used buildings generated by the Building and Street tools, and added a few shaded polygon constructions for variety. Continue reading »

Welcome to the second part of the Shore and Ocean Effects for Overland Maps series.

The example map for this tutorial is Arokan and Demorak, and was created using the Herwin Wielink overland style.

Creating ocean contours will take you a little longer than applying the edge striping sheet effects described in the first part of this series, but I hope you will agree with me by the time you have completed your first contoured ocean that the process is still very much worth the time spent creating them. Continue reading »

The Shore and Ocean Effects for Overland Maps article series covers a range of techniques that can be used to modify the appearance of the open water in an overland map to make it work in greater harmony with the rest of the map.

The example map, the Allaluna-Meloa Isles, was created using the Mike Schley overland style that comes with CC3.  Links to the different versions of this map have been included in this article for you to examine at your leisure.

Continue reading »

Last month, I talked about how to bring your DD3 map into various Virtual Table Top (VTT) systems. Now, that is all well and good, but simply exporting a flat image from CC3+ to a VTT do have some limitation. For example, if you make a beautiful forest, the player token would be walking atop your trees, and the players wouldn’t see what is below the trees. In the real world, when you take a walk in the forest, you actually see the forest floor, not the treetops. Same happens when your characters encounters this mysterious house in the forest. Your gorgeous maps shows the scene, and as with any outdoor map, seen from above, the map shows the roof of the house. Then your players announce they are going inside. What now?

There are two ways of handling this. The first is just to have separate maps, one for inside the house, and another for outside. Then you can just load the inside map whenever the players enter the house. But what if someone stays outside and someone goes inside? Well, you could have an identical map still showing the outside, but now revealing the insides of the house instead of the roof. But this approach still means you need to move the player/monster tokens from one map to the next.

The other approach is to have items in your battlemaps that can be hidden to show additional features. This is something we are quite used to doing inside CC3+ by hiding and showing sheets, and the subject of an earlier article. This is a very nice approach, but it is also a bit trickier. The problem here is that when we export a map from CC3+, we end up with a flat image file, we lose things like sheets and layer. There are image formats supporting layers, but CC3+ can’t export to these, nor can the VTT software import them, so we need to do it differently.

Continue reading »

New StylesAs a result of the outbreak, until further notice, our flagship map-making software CC3+ is half price.

There’s never been a better time to map out the worlds of your imagination. ProFantasy’s software has always been good value, but not affordable for everyone. We’ve decided to include new, free dungeon and city design capabilities with our core software CC3+, and offer it at half-price – just $22.45 for a permanent commercial license. This is everything you need to start making great maps.

And making maps at your PC doesn’t mean you miss out on a sense of connection. Our users have formed great online communities (check the Forum and the Facebook group) which offer support and feedback to each other – get inspired, help others and have fun.

In addition, we’ve also discounted our introductory bundles further, and we’ll donate 10% of all bundle sales to The Cochrane Collection COVID-19 resources.

The Town of AbbasiBringing Your City to Life – Part 1
By Ari Gilder

Recently, I completed a large-scale city map over the course of about three months. It is only my second map with City Designer 3, so I am by no means an expert, but between the two maps I’ve recently spent a lot of hours with the tools, learning some of the ins and outs of the how as well as the why.

Both of the cities (well, one city and one town) I’ve built have been quite large for their size. I’d specifically like to consider these kinds of settlements, as opposed to a quaint fishing village or a small farming hamlet. Because these are smaller settlements, by definition less time will go into them. Also, when I was doing my research on how to start mapping a large city or town, I found very few resources on how to tackle such an ambitious project. Continue reading »

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