Hello again mappers! Welcome back to this series on weaving the cartography and tale of a city or town using CC3+ and City Designer 3. I hope you’ve read the back issues (part1, part2, part3a, part3b, part4). Last time we delved deep into the Random Street tool, an essential part of large city mapping. There’s still more to say about the particulars of that tool – we’ll cover that later.
Today I’d like to continue the discussion from Part 4 about district style. I’ll of course continue using my example map of New Cassia to demonstrate. We talked last time about what makes a district unique from its neighbor, and we explored using building style to differentiate. Today we’ll cover other flourishes that can be sprinkled strategically throughout a map.
One thing to note: for all of these suggestions of unique or common elements, don’t feel limited only to my suggestions here! Find things that are applicable to the particular characteristics of your city.
Common Elements Checklist
Before we cover that which makes districts different, let’s talk about what makes them similar. Take some time and think about what buildings you want to be present in all/most districts. What kinds of things do all walks of life tend to have? Maybe your city has some unique elements based on its government (maybe a major magistrate’s office per district and smaller satellite branches throughout), its geography (perhaps regular watering stations for pack animals in a desert trade city) or its religious history (statues of Orcus throughout a city of necromancers). Think carefully back to your notes about why the city exists and what its primary function is to guide you.
Once you come up with this list (some of this may be trial and error in your first few districts), you’ll actually have a checklist for every district to make sure you’ve appropriately placed these elements (or not – perhaps no taverns allowed in the religious district). Decide if each district needs one or multiple of these elements, and in what concentration. Doing this will bring a beautiful unifying theme across your map, emphasizing that it is one city. I use color to highlight these elements, but they can be done with other methods (certain buildings, effects or spacing).
Here are some examples of common elements I’ve used in New Cassia:
Inns & Taverns
Most cities will be full of houses of lodging, food, recreation and of course drinking. You can easily consider those to be some of the buildings laid down by the Random Street tool, but I wanted to specially call out these buildings by having a unique brown-colored roof (a rarity in the city) as helpful waypoints wherever adventurers may be – they always know they can stop nearby. I tried to ensure that at any given point, there is a tavern close by, except for some of the poorer districts, or the religious district. Continue reading »
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Well THIS was a challenge. As usual, mapping outside of dungeon mapping gives me a little anxiety, but I dug in a think the end result wasn’t as bad as I thought it would be, and I rather like it. I opted to do the 3d perspective of a castle, as this, I think is the most challenging map to create in this series. We are all pretty used to mapping top-down, so that didn’t seem like it would be useful to as many people as another 3d map in this style would.
This is a great Annual! One of my favorites in the bunch for obvious reasons….it is I, Lorelei, mapper of dungeons and floor plans. For some inspiration for this set of maps, and for many of my floor plans, I searched through my vast files of references online and found one of my favorites…old copies of The Architechural Review. Scanning through the pages of a volume from 1916 I found several floorplans of boarding houses and used them as the basis for Edgar and Shirley Pembroke’s Boarding House….a Cthulhu inspired floor plan.
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 »
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Summer is getting closer here in the northern hemisphere and we are all looking forward to easing out of the lockdowns. We hope you’re staying safe and healthy and still get some quality map-making time! We certainly have a lot of useful articles and resources for you to help with that.
News
The June Annual issue – “The Crossroads Inn”, a map pack by Christina Trani – has been released
Marvel at the selection of beautiful Maps of the Month created by our users in May.
Christian Trani has started a new series titled “All the Annuals“, where she creates a map for each of the Annual issues, starting with the Annual 2019. Check out the maps for January, February, and March of that year.
Download the CC3+ file here. Note that you need the Annual 2019 installed to view it properly. Download the CC3+ file here. Note that you need the Annual 2019 installed to view it properly.
Mapping the floorplan of a Sci-Fi Base. Now, THIS was my jam. I finished the exterior map in less than 1.5 hours and then the interior in about 45 minutes or so. I flew through it. Why? Because THIS is what I LOVE about mapping….my mind was flying in 7000 different story arc directions as I was creating this pair of maps 😊
Now….I’d like to first start by saying I just started playing in a Starfinder campaign – although I REALLY wanted to play a Star Trek campaign, I got voted out – but space themed for sure since I can’t get anyone to jump on my Cthulhu bandwagon in my gaming group, but that’s a story for another time (Oooh I sure hope ProFantasy asks me to map the Annual with the Cthulhu city in it..now THAT’S a super fun city map pack). Anyway, I was pretty excited to map this base out.
I started with once again, following the Mapping Guide, since although I’ve had Cosmographer for years, I’ve hardly had a reason to use it, so I felt I needed some guidance with starting out here. Setting up this base was super easy following Ralf’s guide…along the way, as usual, tweaking a few things like adding an RGB Matrix effect to the Whole Drawing just to give everything a little greenish grey look….it IS an alien planet. I also added a sheet SYMBOLS IN DOME – for those symbols I wanted to show under each dome and a LIGHT sheet for the light effect I created for the spotlights.
Other than those simple modifications, and using some symbols in an unorthodox way, I pretty much stuck to the Mapping Guide. I decided to include the Hyperlinks in this map, since the Guide included it, although I usually do not use this for my own maps, though it IS a pretty useful too and quite easy to do.
I’ve said this once and I’ll probably say it like 9 more times before this year of Annuals is up, but read through the provided guides….it can take a bit more time than you planned on putting into a map, but reading through how the creator of the style or program put together their maps is hitting the jackpot of mapping knowledge in my book.
Have some fun experimenting with this Annual. I really had to refrain from using any of the other Cosmographer symbols I have (and for those that KNOW me, know that was VERY difficult, lol) because I really wanted to show this Annual as a standalone, as you do not need Cosmographer to get all these great assets. Now go… create your own Sci-Fi Base and share them on the ProFantasy forums!
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.
A big thank you to all the amazing map-makers out there sharing their work with the community. Again, it’s been very hard to pick out just a few, and we can’t do justice to them all, but here is just a small selection of the beautiful maps we’ve seen last month.
Will Mason, or Arcwynd as he is known on the forum, was extremely prolific. His series of classic dungeon maps is just one of the Show and Tell threads he’s started. Check out his other stuff as well! Continue reading »
The June issue of the Cartographer’s Annual 2020 is now available. Explore five detailed battle maps by Master Mapper Christina Trani, showing the ground floor, upper floor and cellars of the Inn at Whisper Wood, alongside the crossroads it is located at, and the cave its cellar is connected to.
The accompanying 6-page mapping guide teaches how to use grids of any style and size on these or other battle maps, how to print them to scale even on a small home printer, and how to export them to use in a virtual tabletop environment.
If you have already subscribed to the Annual 2020, you can download the June issue from your registration page. If not, you can subscribe here.
Welcome back, mappers! I hope by now you’ve read the through the blog article series up to this point (part1, part2, part3a, part3b) because we have still more cover! Last time we talked about planning each city district’s road network, understanding your symbol catalog and deciding on your district’s style. We also talked about how to draw your inspiration from real cities. In Part 1 we also talked about deciding whether each district is “Functional” or “Residential.” In short, we should now have a solid foundation for most of our city’s stylistic elements and each district’s purpose. This article is the first part about how to tactically execute on these, on a large city scale. So put on your hard-hats: we are talking street construction!
The Random Street Tool is your Friend
If you’ve tried building a city in CD3 or followed any tutorials, you probably already know about the Random Street tool. This tool is going to help us establish the basics about each district we work on which will express to the map-viewer what kind of place this is. There are two parts to this: one, roof styles and colors, we’ve already discussed; the second is your “street configuration” – i.e. the settings in your Random Street tool (right click the icon to open the settings panel).
There are four Street settings that I believe will make the biggest difference in giving your district unique character:
Building size range
Building spacing
Roof style mix
Building shape mix
There are other settings such as the distance from center of the road and street width which you should absolutely play around with. But those four are the ones I’ll cover in greater detail. Continue reading »
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