You can’t make a good dungeon without having some secrets, right? Hidden traps, secret doors, concealed corridors, illusory floors, invisible enemies and fake treasure. Now, placing invisible enemies on the map is dead simple (trick being not actually placing them at all) but how can I make a map with a secret corridor that I can reveal and hide at will, and not betraying it’s existence when it is hidden?

CC3+ has nice tools for adding corridors to your map, but you have do decide if they should break the wall or not when connecting to an existing room or corridor. And this is where the challenge begins. It is easy enough to temporarily hide something by putting it on it’s own layer so toggling the visibility of the corridor is easy, but if you chose to have it break the wall when placed, you would still have that hole there when the corridor is hidden. Now, that isn’t actually a good way to keep it secret. On the other hand, if you chose to not break the walls, then there will be walls blocking the corridor even when it is revealed, which look a bit weird, and we can’t have any of that, can we?

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This was different for me and I must say I am honestly happy with it being that I am vaguely familiar with marine maps, though I’ve come to rely mostly on gps these days.
2017 ProFantasy Marine Maps Annual
(Download the FCW map)
For this map I decided to do a section of the coast near my home, though I modified it some for artistic flair and license. Here on Long Island the shore and all it has to offer are popular to the residents of this 118 mile long island with it’s outer barrier island known as Fire Island. The inlets into the Great South Bay provide great currents of fresh sea water into the bay, along with copious marine life. A popular fishing spot in the bay is The Drink, where depths can get up to 40 feet deep, providing wonderful depths for sea life. There is also a lot of boating traffic, so buoys marking the channels are scattered throughout the bay.

Being that there are several wrecks off the coast of Long Island, I thought this a good place to map. This place has a rich early American history, such as Bellport, one of the earliest fishing villages on the island founded by Captain Thomas Bell in 1664, who incidentally, found himself there by way of shipwreck 😊. There are also several WW1 and WWII shipwrecks in this area, though I’ve mapped none on this particular map.

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.

CA175 Undersea PortalHello fellow cartographers, welcome to the July newsletter. We’ve got new free symbols by Mike Schley for you, a beautiful new aquatic-themed Annual taking us below the sea, many beautiful maps, lots of videos and a technical article by Remy.

News

Resources

Articles

  • Remy Monsen shows you how to keep your map borders looking clean with a look at the map screen.
  • Christina Trani continues her journey through All the Annuals with Parchment Maps issue from the Annual 2017.

Orcish Settlements

Download InstructionsAs promised we are continuing with our free monthly content for Campaign Cartographer 3+. This month Mike Schley added the ancient foes of June’s elves to his overland style: the Orcs. From sprawling orcish cities, via towns and castles, down to villages, camps and even a necropolis, you can now populate your map with their settlements.

To download the free content, go to your registration page and on the Downloads tab, click the download button for Campaign Cartographer 3 Plus. Mike’s new symbols are the last link in the list (see image on the right). Both June and July content is included in the one download.

You can always check the available monthly content on our dedicated page.

We’ve continued our weekly live mapping sessions to great fun and success. Here is a list of the new videos available on YouTube:

In our weekly live mapping series on YouTube I’ve been revisiting the first styles that I created for the Cartographer’s Annual back in 2007. Sue Daniel took it upon herself to create new maps with these styles as examples and here are the next two beautiful results!

Sarah Wroot Overland

April saw the first style by a freelance artist which we converted into an Annual style. Saraw Wroot had been producing maps for Pelgrane Press’ Dying Earth RPG and her handdrawn style and watercoloury look translated well into the new sheet effect-powered visuals of CC3+.
004 Sarah Wroot - East Runia sm
(Download the FCW file)

Cave and Cavern Maps

The May Annual issue of 2007 saw me delving into natural caves, using noth Dungeon Designer 3’s style and a new modern map look, which I had kind of pioneered in the Source Maps: Temples, Tombs and Catacombs collection. Sue took the DD3 version to produce this great spiral cave layout.
Spiral Cavern
(Download the FCW file)

Hi folks, you are really tough on me with all of those beautiful maps you post each month. So many to go through, so hard to decide what to include. Well, it’s your own fault if these lists are getting longer and longer…

We start with a great futuristic town map by Ute Gundacker.
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Gosh, I really love this annual. This style is my own personal preference for player handouts. I love parchment – everything about it just screams medieval fantasy and makes me happy. Also, l LOVE the bitmap fill for the ocean/sea. I mean LOVE it. I’ve used it in countless maps in my personal homebrew campaign and for commissioned works. It gives me that pop of color I need without breaking the ink bank, and that old world fantasy look my players love in my handouts.
2017 ProFantasy Parchment Maps Annual
(Download the FCW file; Check out the Annual issue)

Once again, as most of my overland maps, I just start…..first land, then mountains/rivers, forests, structures, flavor and text. No need for my usual color manipulation, as everything about this parchment is perfect. So easy and so simply pretty. That ocean….the text and it’s effects….the parchment…..oh yes, this is one of my favorites, for sure.

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.

CA175 Undersea PortalThe July issue of the Cartographer’s Annual is now available. Dive under the waves and explore the ocean shores with Sue Daniel’s vibrant Marine Dungeon style.

Swim alongside bull sharks and sea turtles to find the treasure and horrors hidden beneath the sand of the ocean floor. More than 130 new symbols and 18 textures can be combined with the artwork of Dungeon Designer 3 to give your floorplans and battle maps a whole new – watery – dimension.

The July issue is now available for all subscribers from their registration page. If you haven’t subscribed to the Annual 2021 yet, you can do so here.

One rather standard feature of most CC3+ maps that I see many people are somewhat confused over or fail to use properly is the screen. For example, I get a lot of atlas submissions that have things sticking out on the outside of the screen. Thus, I thought I would dedicate a small article to talk a little bit about this feature.

The screen is that white polygon that can be found right outside the map border on most maps. But why is it there? What is the intended functionality of it? And how to best manipulate it? And how to avoid it being part of our output when we export our map to an image? I’ll talk about all these things here, to hopefully give you a bit more insight into this feature.

Note that this article is about the screen entity found on most maps, and not the Screen Border sheet effect.

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