A map in itself conveys a lot of useful information. It shows you the lay of the land, the location of terrain features, the names of various locations, and so on. But you often have lots of additional information that doesn’t fit on the map itself, such as GM-only information about the traps in the dungeon, lore information about the different places, statistics, and so on. All of this is things you may wish to have at your fingertips when using the map. So, let us explore various ways you can easily provide extra information with a map.

Map Notes

CC3+ has a built-in system for storing notes along with your map. These are not visible in the map itself, but embedded in the map file, and can be brought up when needed.

To access the list of map notes, either click the Map Notes button on the toolbar, or select Drawing Properties from the File menu and then hit the Map Notes button in the dialog. This will bring up a dialog showing the list of all map notes for this map. From here, you can select any map note and click OK to show that map note, or you can hit edit to change it. You can also create new map notes from here. Continue reading »

Chinese Summer PalaceIn the past month, I have begun to release many of the custom tiles I use. And others have begun to join me. You can find this growing collection in the Master Mapping Tile Library.

But this begs the question… why invest time in making custom tiles? And how do you make ‘em in the first place? First up, let’s answer why custom tiles are worth the effort.

Custom tiles let you add a unique WORLD flavour to your maps. Different cultures in your world will have different aesthetics. Their buildings will not only be designed differently, but will be made of different materials used in different ways with different artistic flair. Consider the Chinese Summer Palace, Westminster Abby, the Temple of Queen Hatshepsut, and the Villa Romana La Olmeda. As soon as you glance at any of these images, you are immediately transported to their culture – you know something about the people that made them. What they valued, how they viewed the world.

Westminster AbbeyBy mapping unique cultural aesthetics, you reinforce the game world and its peoples in a deeply effective way. This is true for fantasy settings, but also doubly so for science fiction! Think back to the classic TV series Babylon 5, where each species had its own ‘look’ that went all the way to their clothing and starship designs. Star Trek does the same thing. The style of these different cultures’ structures and architecture is a signature of the species itself. It conveys a lot about them.

For cartographers, this means that we can use the aesthetics of architectures we map to convey the culture that built them. And one of the most effective ways to do this is to use custom tiles. Or more specifically, sets of themed custom tiles.

Temple of Queen HatshepsutIn High-Space, we have dozens of alien species, each of which has a rich culture. The humans are techno-junkies, that favour chrome and cyber-circuitry plus carpets and lit metal panels. In contrast, their closest pals, the Phoxin, are bison-sized bio-smiths that favour organic spaces, with moist loam, algae blooms, and walls of living plant matter. The Psionic Soamata, having evolved on dry crystal-sand planes, favour delicate carved sandstone facades. And the grumpy iron bugs… well, heavy metal and rust would best describe their look.
Therefore, when I set out to create a set of battle maps in the High-Space universe, I first look at who built the location where the action will take place, and then set about selecting themes of textures that will match that culture.

Villa Romana La OlmedaIf I can find open-source tiles that match, great. If not, it’s time to crank up specialised art software and get to work…
Which brings us to the second question… how to make seamless tiles that work well with CC3+? While photoshop can help you create seamless tiles, I do not recommend it. Creating a tile with Photoshop is akin to pulling out your own eyes with a chopstick. It may be a cool party trick, but it’s painful and often result in things that are just ugly. Instead, I strongly recommend investing in a dedicated tool.

My tool of choice for this is FilterForge. It is a programmatic art package which is really designed for 3D modellers and digital artists. It is programmatic because it allows you to create your own ‘filters’ by wiring up small chunks of graphical algorithms to create a highly customable visual effect – in our case, seamless tiles.

FilterForge has a drawback. It is expensive. I mean, really expensive. The edition I use has a list price of US$828 (though you can get it for about $600 with special offers that they run frequently).
The good news is, they have a cheaper, less functional version for about US$150. The bad news is, that solution does not support 16 or 32 color, high-precision, hi-definition output. For an average map, that’s not a big issue. But if you are planning print-ready professional maps… well… you *may* notice the difference. But for 98% of us, it won’t be an issue.

The other limitation with the cheap version of FIlterForge is that you cannot customise the filters. But given that there are literally thousands of ready-made, freely downloadable filters, the inability to customise may not be that big an issue for hobbyists.

In short, if want to churn out lots of tiles are that are variations on a theme – which is the perfect scenario for us mappers – then FilterForge Standard at US$149 will be good enough most of the time.
If you don’t want the expense of making your own tiles, you can always grab some from the growing Master Mapper free community collection, here.

The next question is, how to design the tiles so they not only look good, but also PLAY WELL on the table.

When you design your tiles for a use with minis, always consider this rule: how will the tile’s texture ‘line up’ with the traditional 5f step grid for most games? Start by planning your tiles as 1200×1200 pixel images. Why 1200×1200? First of all, it is a standard size used by ProFantasy for hi-res files. Secondly, 1200 is a very flexible number – it can be divided by 2, 3, 4 and 6. Which means is can scale well as a repeating texture for many different mapping situations.

I make the assumption that my 1200×1200 pixel tile will fill a 10x10f space on my maps (or 3mx3m for sci-fi metric maps). This means each tile I create is a grid of four 5f steps. When designing the tile, I try to take into account that it will be aligned to a 5f grid, and I make sure that design enhances that grid, or at the very least does not clash with it. Check out my video on how to use the latest edition of FilterFilter to make tiles here.

Once you’ve made the tiles, it’s time to bring them into CC3+. The first thing to do is collect all the tiles of a similar theme into a single folder. Then move that folder of tiles into the CC3+ bitmap tiles folder. This can be a little tricky to find, depending on your computer’s setup. You can see how do this in the following video. The reason you put the files into this special folder is it ensure that your maps can be loaded onto other computers without incurring massive amounts of rework. Trust me. This little extra step now will save you a lot of trouble in the future.

Now fire up CC3+ and create a new map or load a map where you’d like to use your new tiles. Click on TOOLS and select Import Bitmap Fill Styles.

On the screen that pops up, make sure you have the “relative to CC3 path” set and click the Browse button to locate the folder where your tiles are located. Select and open any one tile in that folder.
Next check ‘Scaled” and then set the width and height for your tile to 10f.

Click on OK and bob’s your uncle – you’ve now added those fills to your map that you can use just like all the other standard fills. The part 2 video, above, shows you the entire process.

So, to summarize:

  1. Create groups of themed custom tiles to highlight the cultural aesthetics in your world.
  2. Consider using a dedicated texture / tile making solution, such as FilterForge
  3. Download sets of tiles from the Master Mapping Community Library, here.
  4. When creating your own tiles, make then 1200×1200 pixels and plan for them to be placed on your maps at 10fx10f scale (or 3mx3m scale for metric maps).
  5. Always move your files in folders under the ProFantasy Bitmap Tiles folder.
  6. Using the Tools – Import Bitmap Fill Styles function to get your tiles loaded into your maps.

Best regards, Joe

All images are by unknown authors, licensed under CC BY-SA.

One of the more common questions from CC3+ users is about how to extract a region from a large-scale map and develop this region as a more detailed local map.

The basics for doing this is already explained in the User Manual that comes with CC3+, but for this article, I am going to go a bit more into detail and explain the various tools and processes involved in doing this.

The basic principles behind this operation is to create a new map of the desired size, then copy over the entities from the existing map, trim down these entities to fit the new map size, and finally add additional detail to the new local map. Let us explore the tools and procedure for doing this.

The main tools you’ll need for doing this is Clipboard Copy, Trace, Break and Split, as well as some minor Node Editing.

Let us get started. For this article, I’ll use the example map from the User Manual. You’ll find this map in @Tutorials\UserManual\Example.fcw (remember that the @-sign refers to your CC3+ data directory). My goal is to take the area marked with the red rectangle and develop that into a local map of that area. The marked area here is 30 by 20 miles.

Note that all images in this tutorial are clickable to see higher resolution versions to more easily see what the text describes.

If you are new to this, I also highly recommend loading up the same tutorial map I use and try to follow along with this tutorial, exporting the same area, rather than try directly on your own map. Following along on this map lets you more easily see that things happens the way I describe them, and lets you build familiarity with the tools before starting on your own map.

There is also a video accompanying this article, showing me perform the steps described herein. Note that this video is not intended as a stand-alone video tutorial, but rather as a visual aid to help you see how things are supposed to work. You do not need to watch the video to take full advantage of this article, it is completely optional.

Continue reading »

Ruins SketchI’ve made quite some styles for the annuals over the years. I actually don’t remember exactly how many but I think it is around 15 styles so far. Whenever I make my maps I always wonder if the map I make can be made into a style for CD3. Most of my styles have been made this way. Two examples are the maps I made for the Trail of Cthulhu RPG campaigns Mythos Expedition (September ’14) and Cthulhu city (December ’17). Both those mapping styles where later turned into styles for the monthly annuals. Most of the time I have to flesh out the styles with more symbols then the ones I’ve used in my maps, so that the style will work on its own.

Ruins InkingOther times I’ve made some styles when I’ve felt that I’m missing something in Campaign cartographer 3 or any of its add-ons. One example is my latest style, City ruins for City Designer 3. One of the things I really like is to just make different versions of villages and cities. It’s actually something I can sit and play with just for fun, dreaming up different places and try to make them as good looking as possible. But sometimes I feel that the styles in the program miss some bits and pieces, for example I had an idea of a map that I originally got from an old map of Firenze in Italy where people lived among the ruins from the Roman times. After the fall of the Western part of the Roman Empire the population in many towns shrank and a lot of the old buildings started to fall apart or where used as quarries. But in the middle of those fallen cities life continued and people built new houses among the ruins. This was the kind of city I wanted to draw. But I needed more ruins.

Ruivs colouredSo I started making my own ruins to be able to make the map I wanted. After a while I thought that this might be something others miss too so I decided to ask Profantasy if they might be interested in making a style out of the symbols, which they were.

So how do I make the actual style? Well first of all I have to decide on what kind of symbols I need to draw. This is usually a process that continues during the whole time I’m making the style, since I seldom come up with all ideas at once. Another way of coming up with ideas for a style is actually to ask you, the users of the program, which is possible now since I found the Campaign Cartographer 3+ Facebook User Group on Facebook. This is the perfect place to find out if there is anything the community would like to see in the style.

CA138 The Old CityWhen I have come up with enough ideas for symbols I start to sketch them out in Photoshop. Usually I have a square grid as a bottom layer which makes it easier to make straight lines and to get the right scale on all the different symbols. After having finished the sketches it is time to ink the symbols. This I will do on a separate layer. Usually all steps will be made on different layers, which will make it much easier to change things later if necessary. After inking the symbols I add a layer for colours, sometimes I also add a layer for shadows, if needed.

When I have all my different layers done, the symbols are finished and I cut them up in different files, one per symbol, and send them over to Ralf who will do the magic of turning them into a style for all of you to use.

I hope you will like all the ruins, I sure will, and now I just have to make that map of the ruined city.

Paper HouseHere it is: the full release of Dioramas 3. Pimp your game and create your own paper models with hundreds of new bitmaps and symbols to choose from.

Design your model in real-world scale and then print at whatever modeling scale you want to build. Pick a pre-defined model from our large range of samples and adjust it to your requirements, or build something new completely from scratch.

Dioramas 3 includes instructions for printing and assembling your paper model so you don’t need any prior experience in paper modelling and the included examples give you plenty of material to practice on.

Diorama Paper BridgeDioramas 3 is available as an upgrade from Dioramas Pro and features the following new material:

  • Two new bitmap drawings styles in addition to the updated vector style.
  • 275 new bitmap textures (compared to 22 in Dioramas Pro)
  • 700 bitmap symbols of doors, windows and other wall features
  • Loading/saving of diorama panel settings (no more setting them up for each new panel)
  • Sheet support for Dioramas tools

Get Dioramas 3 now from the ProFantasy online store. Or log into your registration page to grab the upgrade from Dioramas Pro.

If you want to try your hand at paper modeling with craft knife and glue before you jump fully into Dioramas 3, we have two examples buildings for you to download in pdf format.

Sage’s Tower
The reclusive sage dwells in this lonely tower somehwere on the outskirts of cilized lands. What will the adventurers find inside when they arrive to get his advice?
Sages' Tower

Village House, Church and Tower
A tiny village nestles into hills, sporting a few houses, a church and a lonely tower, guarding the townsfolk from marauding orcs and goblins.
Example Village

When working with maps, scale is one of the more important concepts to get right. For example, it is quite important if the distance between two cities on your map is 10 or 100 miles, and it can be quite important for what can be found in the dungeon depending on if the doors are 3 feet wide or 30 feet wide. No matter what you map, you’ll want to know what scale it is in. To accomplish this in the best possible manner, an understanding of how scale works in CC3+ is important, because as long as you do it right, you’ll have a much easier time using all the various tools and features of CC3+. For example, if you just draw that corridor an arbitrary width, and just state that “this is 5 foot wide”, that may work fine initially, but when you later try to add a 5’ foot grid you start to get in trouble because you need to figure out what size to tell CC3+ to draw your grid in. If you instead had been using scale properly all along, and the corridor was actually considered 5’ wide by CC3+, specifying the grid size would be as simple as just telling CC3+ to use 5’. This is just one of many examples why you should care about scale, and care about it from the very beginning of your map, not as an afterthought. CC3+ has lots of tools that helps you do your mapping, and there is no doubt that a lot of these works best when used at the correct scale.

In this article, we’ll have an in-depth look at the many instances where you encounter scale in CC3+ and explain how to work properly with these values, and hopefully demystify scale a bit. I expect a certain degree of familiarity with CC3+ for readers of this article, so I won’t be explaining where to find every button or menu element.

Map Scale

One of the first things that meet you when you create a new map is a prompt that requests the dimensions of the map (If you chose to base your map on a pre-defined template instead, you would see these values in the file names of most template you can choose from). Before providing the appropriate values, it is very important to understand what these values are. And this brings us to one of the most important aspects about scale in CC3+. In CC3+, your map is expressed in real-world units. CC3+ isn’t concerned about the size of your exported image or the size of your printout, CC3+ is interested in the actual real-world size of the area the map represents. So, if you plan to map an island that is approximately 700 by 300 miles in size, well, then you make a map that is 700 by 300 in size (or a bit more to make room for some ocean around it). Same if you make a battle map for miniatures, if the area covered by the battle map is 300 by 200 foot, then you enter 300 x 200, NOT the 8 by 11 inches the paper printout measures.

At this point you DO NOT care about print or pixel sizes, that is something you care about later when you are ready to print or export your map, not when you make it. Those of you familiar with working in image editing software may thing at this point, but wait, doesn’t the size I select now impact what quality I can make the map in?’. This is true for an image editor, because if you make an image 1000 by 800 pixels, it won’t be high enough quality to fill a sheet of paper when printed. But this is NOT true in CC3+. The size you pick here isn’t a pixel size and isn’t a limiting factor for final export/print quality, it is simply the size of the map. So, to re-state what I wrote above, in CC3+ your map is expressed in real-word units, so make to fill in the values according to the real-world size of the area you plan to map. Also note that the size of the map you specify here is not related to memory/CPU use when working with the map. There is no performance difference with working with a 10 by 10 map compared to a 10000 by 10000 map, the only things that effects performance is the amount of details you put into your map (and you can easily put as much detail into that 10 by 10 map as the 10000 by 10000 map if you so choose).

Ok, so we established the map dimension are in real world units? But what units are they in? miles? Km? yards? Feet? Inches? The short answer here is that it depends on the map type. For overland maps it is miles (or km for metric maps), while for city and dungeon maps, it is feet (or meters for metric maps). There are maps that uses different units of course, such as star maps which uses units such as parsecs, light years, and astronomical units. I won’t concern myself more about this for this article, because these also follows the same rule as above, the map size should be expressed in the real world size of the area to map, and the exact unit type follows from the type of map you are going to make. Just remember that fact, and use the values the template expects, such as miles (or km) for an overland map, and not feet. And don’t use print or image sizes, like inches or pixels. If you are unsure about what the correct unit is for the kind of map you picked, you can always check it by going back to the previous page in the wizard, the unit type is listed right below the preview image.

Now, the above is the simple explanation, and the one you should keep in your head for everyday use, but it will help you to understand a bit of how CC3+ treats units. CC3+ doesn’t really care about miles or meters or inches or whatever. In reality, all maps are specified in something called map units, which is the working unit of CC3+. That 400 by 300 foot dungeon, for CC3+, it is a 400 by 300 map unit map. That 400 by 300 mile overland map? Still a 400 by 300 map unit map. This system in CC3+ is what allows us to create any type of map we want, because we can simply define a map unit to mean whatever we need it to (The definition must be consistent within any one individual map of course). You’ll se term map unit being used many places, such as in effects dialogs, and the important thing to remember here is that one map unit means whatever unit your map is in. So when you set a shadow to be 10 map units long in a dungeon map, that means that the shadow will be 10 feet long, while doing the same in an overland map would result in a 10-mile shadow. Continue reading »

Italy CoastlinePär Lindström is a Swedish fantasy cartographer and map-maker and long time contributor to the Cartographer’s Annual. His maps appear in a wide-variety of Swedish and international role-playing publications. Here is his take on creating an overland map in CC3+.

I’ve used Campaign cartographer for a long time and have made more maps then I can remember, both for personal use and for commissions. This will be part one in a series where I will describe the process I use while making maps.

First of all you have to have an idea of what you are going to map. I usually find inspiration in many different places, it might be that I’m playing an RPG with my family and we need a map for the next session or it might just be an idea that I want to put on paper, or in this case digital paper.

Paper SketchFor this tutorial I’m going to make a map of an area that I’m calling the Three River Kingdoms. It’s an idea I’ve had for a while of an area where you have some kingdoms all separated by three large rivers.

The first thing I do before I start to map is to sketch the map on paper. You can do this both with pen and paper or you can do it digitally. The important thing is that you can have the finished sketch in digital form.

So why is this important? Well I find it so much easier to work in Campaign Cartographer 3+ (CC3+) when I already have a clear idea of what I want to complete. Especially since the order you put down symbols in are quite important. Of course you can change the order of the symbols via the commands “Bring to front” or “Send to back”, but putting things in the right order from the beginning makes your work go much smoother.

New Map WizardI usually start out by looking at some nice coastlines in Google maps, borrowing from mother earth usually gives you a much better looking map in the end. You can of course make up your own coastline if you want to but I prefer borrowing because it gives me a better end result. In this case I’ve used an area in Italy. Don’t be afraid to move things around a bit, I moved the large Island and rotated it a bit for example.

When I have the area I start drawing on top of it, sketching out some key areas like forests, mountains and rivers. Just so you will know where to add in symbols in a later step.

Next I create the file in CC3+. Since I’m making an A4 map and the pixels of an A4 map in 300 dpi is 3508×2480, that is also the size I’m making the map in CC3+. The reason for this is that when I import the sketch I know it will fit perfectly in the map.

When the map is created I’m adding a SHEET that I name SKETCH. This is where I want to place the sketch map I made earlier. Make sure that the SHEET is placed second to the top just below the SHEET BACKGROUND.

Sheet SetupCheck that the SKETCH SHEET is selected and Click Draw/Insert file from the menu and add in the file. To do this you need to first left click with the mouse in the top right corner on the map and then move the mouse curser to the bottom left corner and left click. You will now have a SHEET with your sketch map.

Now it is time to start drawing the actual map, which I will cover in my next post.

Pär lindström – CC3 user for ten years and creater of a handfull styles for the annuals. Follow his mapping days at www.instagram.com/imaginarymaps/

Hm, what to pick from the huge amount of beautiful maps posted over the last month!? This is really the toughest job, let’s see…

Gurnic: A Kingdom in Erdan’s World
by Medio is a gorgeous use of the DeRust overland style from the Annual Vol 7 with some custom symbols added.
Gurnic
Continue reading »

Update 16 to CC3+ just released (get it from your registration page), and with it comes a long list of added commands and fixes. Let us have a look at those new commands, and discuss how to use them in your mapping efforts.

I’ve divided this post into two different sections. The first part describes the new features that are useful in your mapping, while the second describe the more technical commands. I recommend you give both sections a view, but many users will probably want to just glance over the technical section and see what is relevant for them.

Do note that all the new commands in this update is presently only available as command line commands, which you must type manually on the CC3+ command line, they are not available in the menus or toolbars yet. Don’t let this discourage you however, as using a command from the command line is just a case of typing in the command on your keyboard and hitting enter (as long as you are not currently in the middle of another command). The rest is just doing as the command line tells you, which you should be familiar with from many other commands already.

The Fun Stuff

Contours from raster images

So, let us start with one of the more exiting additions to CC3+. Previously, if you wanted to import a map you had drawn in another program into CC3+, you would have to import it as a background image, and then manually trace over it with the drawing tools to recreate the map in CC3+, as there was no way for CC3+ to generate proper drawing entities from your image, such as landmasses.

However, with the new CONTOURSM command, this has changed. To start out with expectations for this command, what this command does is to find edges in your image, where edges are defined as transparent vs non-transparent pixels. This makes it a nice command to automatically convert an image of a landmass into a CC3+ polygon, but it is not a general solution for converting any kind of image and get all the details converted to CC3+. So, what this command mainly does is that it saves you from manually tracing the outline of your landmass. For anyone who have done this with a complicated landmass, they should quickly realize how big of a time saver this is.

So, to explain the use of this command, here is a brief mini-tutorial on its use. I will take an image of an island and turn that into a proper CC3+ editable drawing entity.

Note that even if this tutorial uses a landmass as an example, the use of this command is not limited to landmasses.

    1. Before we begin in CC3+, we need an image of our landmass. I’ve used the below image for this. However, as I mentioned above, CC3+ detects the edges based on transparent vs non-transparent pixels, so I can’t just insert this image. I need to edit it in an image editor first, and make the seas transparent and the landmass a solid color. Since this is a CC3+ tutorial and not a tutorial on image editing, I won’t go into the details here, but generally you should be able to just load the image into your favorite image editor, and then use the magic wand or similar selection tools with a reasonable tolerance to select sea areas and make them transparent. The second image below shows my landmass after this process.

Continue reading »

Tokens on Battle mapWelcome to the March newsletter, cartographers! We have a preview of a new product line, Remy’s monthly article, Sue Daniel continues her tutorial and Jon C Munson II tells you how he imitates the art of Mike Schley.

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Resources

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Be sure to check out our community forum and the CC3+ Facebook user group for discussions, help, suggestions and many, many maps.

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