This month’s Annual issue on paper modeling is not the first time I’ve messed with Dioramas Pro, paper, glue and a trusty hobby knife.

Whitewash City

Whitewash City and Cardstock Cowboys

t all started with our Deadlands: Reloaded campaign. Savage Worlds was our first game system that put a really heavy emphasis on miniatures, and I started painting a few Western miniatures for our characters, as well as investing in some fitting paper minis. Then Eric Hotz’s beautiful series of Wild West buildings (Whitewash City) caught my eye and soon enough I was busy building paper models for our game.

MexicanFort 3d

Mexican Fort in Perspectives Pro

This was all well and good until our posse ventured south and into Mexico, and the American-style buildings suddenly didn’t fit the mood anymore. When it became clear that our characters would have to free a rebel leader from a fort, I started out by drawing a Mexican fort in Perspectives Pro. This came out very nicely, but it wouldn’t really help out on our gaming table.

Dioramas Pro then came to my mind and I asked myself, why I shouldn’t be able to design and build a few mexican-style buildings myself. They’d not come out as marvelous as the Whitewash City models, but probably good enough for ourselves. So I fired up CC3, loaded a Dioramas Pro template for the first time in quite some time and set about designing my own models.

Gatehouse Diorama

Construction Sheet for Gatehouse

There was a lot of trial and error at first, the project grew and grew, the paper bin overflowed, but I finally managed to create the complete set of buildings as shown in the Perspectives Pro map. I even added some extra goodies like cannons, the village fountain and a graveyard.

We had a blast in the two game sessions our posse stormed that fort and successfully freed the captive. The time I spent on building the model is of course way beyond what you’d normally spend on preparing one or two game sessions, but I had a blast and learned lots about paper-modeling (and Dioramas Pro) in the process. The fort even served as a display piece at Spiel’10 in Essen. And here it is on all its glory:
Fort in Action

More images of the fort and other props of our Deadlands campaign can be found in my online gallery.

At least 65% of our CC2 Pro customers have upgraded to CC3. Of those who tell us why they haven’t upgraded, the most common explanation is “CC2 Pro does everything I need. Why do I want this fancy new artwork?”

This unsolicited email from William Toporek, posted with permission, explains better than I ever could the reasons for an upgrade. It also offers Joe Sweeney a well deserved shout-out for his video tutorials.

I must say that I see some excellent improvements in the ease of use department. Many of the old CC1 and CC2 “way of doing things” have been streamlined and many of the “quirky” bits that CC2 had when drawing have been fixed. The cutting symbols work better than ever! I really like the Sheets and Effects and especially want to say thanks to Joseph Sweeney for putting together those superb tutorials. I never would have been able to figure out, let alone use the POWER of the Sheets and Effects. Adding shadows and using all those effects to take one map and turn it into many without having to redraw everything is worth the price of the upgrades. CC3 is such a powerful program with soooo many functions I’m glad your company is using those videos to help show off all that it can do. MORE PLEASE!!! I’m still a firm supporter of all your products. I know this was a bit of a speed bump with all these upgrade problems* but I’m happy I did it. I’ve been a customer for well over a decade and was there with you guys from CC1 and the 3.5″ disks. I have to admit that I was a bit hesitant to upgrade to CC3 with the extra cost and I just figured that I didn’t need any more power than CC2 or that I was just satisfied with the style of CC2 but after using it it was well worth it. So much easier to use than before and my maps are just spectacular!

Thanks for all the help getting me back up and running your customer service has been superfast, especially from across the pond. Tell Nigel thanks again for an excellent product. I’m sure he doesn’t remember me from the Gen Cons, GAMAs, and Origins of the late 90’s and early 2000’s when I used to work for Steve Jackson Games but I want to share my appreciation anyways. Just to show some more “love” I’m off to download the Cosmographer 3 and City Designer 3 upgrades right now from your online store! Thanks so much!

*William had some installation issues which we resolved

In the last post, I introduced Intercom with an old example I wrote using VB6.  This post will be a much more modern example using C#.
I’ve also included a “Round Trip” example where the command is initiated via CC3.  By adding this small macro, you now have a command that draws a diamond on the screen.

Code Snippet
  1. MACRO DIAMOND
  2. GP TEMP ^DCenter:
  3. SENDM 2 TEMP
  4. ENDM

What this does is as the user to get a point (GP) and then send it via Intercom to the c# application.
Once it gets to the c# code, it takes the string from CC3 (all data sent from CC3 via Intercom is in strings), splits it on the comma and converts the two substrings into doubles.  Then it creates a command string and passes it back to CC3.

Code Snippet
  1. var strNumbers = System.Text.Encoding.ASCII.GetString(bytMsg).Split(‘,’);
  2. var x = double.Parse(strNumbers[0]);
  3. var y = double.Parse(strNumbers[1]);
  4. var strDiamond = “LINE \n” +
  5.                     (x – 100) + “,” + y + ” \n” +
  6.                     x + “,” + (y – 100) + ” \n” +
  7.                     (x + 100) + “,” + y + ” \n” +
  8.                     x + “,” + (y + 100) + ” \n” +
  9.                     (x – 100) + “,” + y + ” \n\n” +
  10.                     “ENDM”;
  11. icSendMsg(20, strDiamond);

Here is a link to the C# portion

This beautiful map was made using the Cartographer’s Annual Fantasy Map style found here by forum user Medio. You can follow its development on the forum.

Close up:

The political map:

Back in the early 80s, I began my long-running AD&D campaign set in the Jaw Peninsula. I drew a map which slowly disintegrated, and which Mark Fulford (my now business partner) copied it out by hand, adding new details. When we started ProFantasy, this was our target map for the original Campaign Cartographer for DOS. The difficult thing initially was to get trees and mountains looking decent, and the discpline of printing only to a monochrome dot matrix helped here. This was created with line art, using the 16 colours then available:

With CC Pro for DOS we added raster fill styles which enabled us to stretch the 16 colours available into a range of shades:

Then we moved onto the Windows 95 version, which gave us the chance to redo the symbol set with a wider range of solid colours.

Up to this point, it was me, a non-artist who was doing the cartography. I asked Ralf to redo the map using the Fantasy Worlds style from the Annual 2009.

Here is a close up. This map saw service recently in a mammoth weekend session of AD&D, and I have a feeling that CC3 may need some more example maps…

A Rough Guide to Castle Design

Part 3 – The Floorplan

by Jon Roberts

To collect and transform the room list into a sensible layout I make a flowchart, finding this to be a simple way to list the areas and work out how they are connected or, indeed, isolated. You’re unlikely to get it right first time (the chart below is my third attempt) but that just goes to show that it’s time well spent. It’s much easier to fix a flowchart than a floorplan and lines added to a floorplan become an increasing deterrent to fixing mistakes.

Notice that there are already clear hubs. The great hall, the kitchen and a group connecting the Lord’s quarters, cavalry quarters and the chapel are all clear groups.

At this point we have the rough layout of our castle. Before we go any further, sit back and have a look at it. Think about anything else you’d like to add. In my case I want this to have a bit a twist. What if the castle is in a region that is beset by wyverns? To combat this, the castle needs covered walkways on the roof and battlements, and some means of combating the flying menace. I’ll add ballistas with alchemists fire from our wizard. I’m going to give our lord a gryphon too. This adds in an eyrie and solves the issue of how our lord might escape.

With these final twists laid in, I’ll do one final flowchart of the layout (below), now adding floors. This allows us to locate the stairs. If you’re feeling really keen you can always decide to place the fireplaces and chimneys here too. However, unless your players like turning into gaseous form and coming down the chimneys (mine do) you probably don’t need to worry too much about that level of detail.

Note that many of these groupings can be re-used in any castle. You can take the kitchen and stores and place them in a grand citadel, a hill giant’s lair or a mind flayer hive. I can re-use this castle structure for many situations with little chance of anyone noticing. Save yourself the hard work and re-use this work when you need to. If it makes sense in this castle, it’ll make sense in others too. Continue reading »

Campaign Cartographer, the Writer / Designer’s Friend

Part 2 – Moving stuff around

by Robin D Laws

CC3 offers the primary benefit of a CAD-based illustration tool in a gamer-friendly form. Whether creating a map or using it for any of the purposes I’ll discuss below, that benefit is ease of editing. It lets you think visually, by allowing you to easily and continually manipulate its various elements. Changing either an element or its position relative to others proves blissfully easy.

When sketching out an encounter map for publication, you’re always going to realize midway through that you need to make an adjustment—you’ve left a tactical bottleneck at the entrance, placed a trap where it won’t get tripped, or given a confusing position marker to a creature. You can move stuff around in Photoshop or one of its equivalents, but it’s a pain. On paper, forget about it. Moving stuff around is what CC is all about—for me at least. Continue reading »

Traveller Charted SpaceBy Ralf Schemmann

We’ve been working on the new version of the Cosmographer add-on for a while, mostly because we didn’t want it to be “just” an art upgrade.  We’ve now added some very cool new features and are getting close to announcing a release date. Here are some collected previews of the different styles and features available in Cosmographer 3. Some of the images have already appeared on our blogs, others are new.

Deckplans

We’ve had some talented German artists (the BananaMonks) create a stunning set of  bitmap symbols for starship deckplans. Continue reading »

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