ralf | February 22, 2019 | Newsletter
Dear map-makers! Here is the February newsletter with lots of mapping articles and our latest products!
News
Resources
- Check out a selection of beautiful user maps in the Maps of the Month.
- Remy Monsen does some very cool stuff with interactive maps in CC3+, moving a party of adventurers (or more precisely their viewpoint) through a dungeon, opening doors and triggering effects.
Articles
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ralf | February 14, 2019 | Monsters, symbols, Token Treasury, Tokens, VVT
We are happy to announce the full release of the “Token Treasury: Monsters“, our first release in a line supporting virtual tabletop software with ready-to-use artwork.
The Token Treasury line gives you a huge selection of creatures and characters to populate your maps, with frames and varicolor backgrounds to customise your virtual tabletop tokens. The art is available as CC3+ symbols and as PNG files for any graphics package such as Photoshop and GIMP. The Token Treasury is designed for use with any virtual table top software such as roll20, Battlegrounds, d20pro and Fantasy grounds.
The first release, Token Treasury: Monsters contains 118 creatures drawn by fantasy artist Rich Longmore, in rectangular and circular forms, as well as a set of token frames for depicting the creatures role in combat for your fantasy maps.
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Token Treasury: Monsters can now be ordered from the ProFantasy store. If you purchased Token Treasury Monster as a pre-release, the full setup files are now available from your registration page.
The full feature list includes:
- More than 750 tokens, consisting of 118 creatures and 24 frames in various configurations, for immediate use in any graphics software such as Photoshop or GIMP.
- Ready for use in virtual table top (VTT) application such as roll20, d20pro, Battlegrounds and Fantasy Grounds.
- Frames for melee, ranged, magic and bosses to denote the creature’s role in combat.
- A guide introducing you to the Token Treasury both within CC3+ and in other applications.
- More than 500 symbols for use in CC3+ including the 118 creatures and 24 frames in 4 symbol catalogs, and templates and drawing styles for creating more token combinations.
- If you own CC3+, TT:M also installs symbol catalogs, templates and drawing tools. Create custom tokens with varicolour backgrounds and add your own frames. Mirror the symbols to add variations.
This is the full list of creatures. Normal creatures are 300 x 300 pixels, large creatures are 600 x 600 pixels, and huge creatures are 600 x 900 pixels.
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Remy Monsen | February 5, 2019 | CC3 Plus, hotspots, Interactive, macros
Usually we make a map in CC3+, and when done, we export it to an image or print it, turning it into a static thing. This is required when we wish to use the map outside of CC3+, but it also takes away many fun things we can do with the map.
CC3+ does allow us to make really dynamic maps however, maps that change based on triggers in the map. I’ve already talked about a simple version of this in the article on Showing and Hiding Map Features, but let us take this much further and make a map with a large selection of interactive elements.
Now, before reading any further, I strongly suggest that you download the example map and give it a good try before reading further (requires DD3). Another much simpler example shows moving lights (Works without DD3).
Continue reading »
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ralf | January 30, 2019 | Annual, city mapping, Sue Daniel
In February’s Annual we are looking at city mapping once more, but with a twist: The Annual issue contains an isometric style that Sue Daniel has created by building house models in SketchUp and exporting them as CC3+ symbols.
Created as full 3D models the symbols are based on real-world Tudor-style houses and fit together seamlessly at various angles, allowing you to create streets lined by adjoining houses. resulting in a beautiful and evocative, three-dimensional view of the settlement.
If you haven’t done so already, you can subscribe to the Annual 2019 here. If you are already subscribed, the February issue will be available for download on your registration page on the first of February.
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ralf | January 24, 2019 | community, Maps of the Month, user maps
Welcome to a new year of user map’s from the Profantasy community. We spotted the following this month or at the end of last year and hope they inspire you to create your own great maps with CC3+!
The coastlines for Richard T Drake‘s beautiful map were created in Fractal Terrains 3, imported into CC3+ and then completed using an amalgam of the Herwin Wielink and Jon Roberts styles.
Continue reading »
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ralf | January 24, 2019 | City Designer 3, city mapping, guest article, Jay Johnson, user tutorials
We’re continuing Jay Johnson’s City Mapping article with the third and final part.
Adding Details
Little details add a great deal to a map. Look at these two images. The first is with trees and pathways in the courtyards. The second is without them. How much difference do these details make in your opinion? In my opinion, they make a big difference.
Shadows
Another detail you can work on is your shadows. I adjusted the shadow settings on my buildings so they intrude more into the streets. The places where the streets are covered in shadow creates a sense of danger and mystery, don’t you think.
The City’s History
Think about your city’s history and include details that suggest a city that has evolved. Your city should have a nucleus (the original settlement) from which it expanded. Consider how this expansion took place and the different phases through which it occurred. Think about how your city has grown. If there were old walls, roads that ran beside them most likely now mark where they once were. Maybe sections of these walls still stand or roads pass beneath old gates that are located far from what is now the city’s perimeter. What other changes may have occurred as your city grew?
Some More Advanced Techniques
Let’s take a minute to talk about some more advanced techniques I have used. Some that require using other programs in conjunction with CC3+ and its add-ons. Continue reading »
Comments Off on Mapping Cities with CC3+ by Jay Johnson – Part 3
Remy Monsen | January 6, 2019 | Campaign Cartographer, CC3, commands
Did you know that CC3+ (including all addons) contains over 1000 commands in total? And that new ones gets added with just about every update?
Today, we’ll have a quick look at two of the somewhat more recent commands; Select nearby symbols and Delete nearby symbols. Both these commands are intended to help you manipulate symbols that are near another entity. This can for example help you clean up symbols that are too near a river, or help you select all the houses along your main street, for example so you can change their varicolor.
Below is an example of a forest with a river running through it. On the left image, the trees are obstructing the river, while on the left one, Delete nearby symbols have been run to automatically delete the trees near the river.
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Continue reading »
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ralf | December 18, 2018 | guest article, Jens Fuhrberg
Part II: Symbols for special places
“Over the day-smitten towers and walls of Shudm (uglier by day, all its black filth and spiritual garbage too openly displayed), the air began to sing and to ripple, and then grow oppressively silent and motionless. And then the air hardened, like cooling lava. And like lava, the air darkened, until it let in the fierce glare of the sun, but nothing else. Nothing – no lesser light, no noise, no breath of wind or vapor, neither dust nor rain – no wisp of anything. Even the vagrant corpse-eater birds could no longer get in, or out. Like a tomb. Above and also beneath. Inside – not simply a dome but an egg of leaden crystal, there was Shudm now, and the afternoon went by, and sunset, which was true dawn to the ghouls, and night, and midnight. And in the first overcast minutes of the new morning, there was not one sensible thing in the city that did not know it had been trapped.”
Tanith Lee, Delirium’s Mistress
And so, the last days of the ghouls of Shudm began – trapped by this spell of Sovaz, the daughter of Ashrarn, Lord of the Night. In Tanith Lee’s novel these ghouls were an amalgam of ghouls and classical vampires, dependent on eating flesh and drinking blood but not harmed by sunlight. As they became trapped, they had only each other left as food and after the last had eaten himself, their fate was sealed. Sovaz had chosen her very special way of revenge for what they did to her before… Maybe it was inspired by this story of Tanith Lee, that in one of the sourcebooks of RdW the players started their adventure, waking up trapped under an invisible force dome in the house of a mighty vampire.
This chapter of my map-making article will be about making symbols for special places of the campaign. For those who read the WIP thread in the forum, this chapter may contain redundancies, but nevertheless for my understanding of fantasy maps it is maybe the most important chapter.
I like it a lot when a map for an RPG campaign contains parts of the narrative of the world. That means that I like to build dedicated symbols, or scenarios on the map which tell stories, giving more information than just the landscape.
In this chapter I show several symbols I’ve made for the map, along with the explanation of how I made the symbol with the background as written in the original RdW sourcebooks.
Let’s start with the symbol for the magic force dome I mentioned above, protecting a powerful vampire who is looking for fresh blood and trapped a group of players in his home:
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Continue reading »
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ralf | December 18, 2018 | city mapping, guest article, Jay Johnson
We continue Jay Johnson’t city mapping article with part 2. Go here for part 1.
Building Construction Techniques
I think we are at the point where I should talk about some of my building construction methods. Here are some techniques for making complex structures utilizing the HBT.
Splicing
The first building we will construct is what I will call the Building with Enclosed Courtyard. The technique I used for this can be used to construct all kinds of variations and is also what I used to construct the city walls around Melekhir. We will refer to this technique as splicing.
First choose the building style you want in the HBT. Ensure the House shape is set to option nine which is the trapezoid shape and the Roof type to option one which is gable.
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Continue reading »
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Remy Monsen | November 15, 2018 | Campaign Cartographer
Back in update 15, CC3+ introduced a set of exclusion commands. These commands are variations of the various symbol fill commands where you can specify an exclusion zone, a part of the entity to fill that should not be filled. For example, this can be used to have the forest fill avoid the river running through the forest.
Let us start with this simple map (100×80) showing a river running through the forest. The forest area has already been outlined using the Forest Background drawing tool. Note that the forest area is drawn using a single polygon, it is not split into individual polygons at each side of the river. For this simple example, that wouldn’t have been to much more work, but for a larger area with multiple roads, rivers, lakes and other obstructions, this is a far simpler method. Continue reading »
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