The May issue of the Cartographer’s Annual 2020 has just been released. Glynn Seal of MonkeyBlood Design has created a wonderful new town and city style for us, the Ryecroft Town style. Easy to use for anyone with the latest incorporation of the city tools into CC3+, the Ryecroft Town styles gives you a wonderful new look for your fantasy or medieval towns and cities. As usual the issue comes with a mapping guide, that takes you through creating a whole town using the style on 6 pages.

If you have already subscribed to the Annual 2020, you can download the May issue from your registration page. If not, you can subscribe here.

Drawing Inspiration from Real Cities

While we’re looking at other cities, it’s a good time to talk about drawing inspiration from the real world. There are many marvellous structures of cities that have been built, or evolved, over the years. It is well worth your time to explore cities you know and cities you’ve never been to with some sort of GIS program. My preferred option is Google Earth. Since New Cassia is a coastal city, I explored a variety of different coastal towns in Italy on Google Earth to see if there was anything interesting I could use. Some were on mountainous ranges (not the terrain I’m going for, but inspirational if I was), and some were boring. I chose Venice as the basis of my inspiration because of its network of canals, but I added elements from Barletta and also drew some inspiration from cities like Bruges and Prague:

Venice

Venice, Italy – note the major canal and smaller ones acting as roads. Buildings have hip roofs, red clay tiles.


Barletta

Barletta, Italy – notice the mix of dense and looser packed buildings, intermingled with park, a church and a castle. Buildings have mostly flat roofs, with a few gabled roofs intermingled.


Bruges

Bruges, Belgium – another city with canals. Buildings have mostly gable roofs, with some hip roofs, and also red clay tile.

It can be helpful to search for things that you’re looking for and which cities have them. The city of Manfredonia’s marina was helpful inspiration when I wanted to build a shipyard:

Marina

Marina of Manfredonia, Italy

You can also draw inspiration from the roof styles (see next section) of various cities – different regions will have very different styles, so you can decide if there’s anything you want to mimic (all 3 of Venice, Barletta and Bruges above have different roof styles).

Experimenting with Building Styles for your District

Now at last, let’s draw a building! But just one. You can either use symbols which you’ve picked out from our earlier symbol set review, or use the house drawing tool. Similar to your symbol set review, review all the options of house drawing style. Pick one you think looks good and draw it – the shape doesn’t matter.
House Shapes 1

Now maybe draw another one next to it, with a different shape. Finally, do one more, either the same or different shape, but select a different house drawing style. Examine the three buildings: do you like how spaced apart they are? Is this district going to be very crowded with very little space between the buildings, or will there be wide alleys, or even room for fences and gardens? Does the roof style match the theme of your district? Are there multiple styles of roof (e.g. a mix of thatched roofs and shingle roofs) in the district? What about the color: do you want a single color of roof in your district, or do you want multiple colors? We’ll talk about the potential significance of building color in the next article.
House Shapes 2

If you are still unsure, draw a few more buildings with different roof styles and/or colors. The most important part of this phase is to experiment and see what “feels right” for your district. Refer back to your notes/micro-decisions about roads, terrain, purpose, etc. to help guide you on what feels right; there are no wrong answers!

After enough experimentation, you’ll start to get a feeling for your district’s building style: spacing, roof style, color – combined with the local road networks and the landmark(s) present. With these technical attributes, you can start dreaming up in your head the answer to the most important question when in comes to district planning: “How will characters know they are in this district, versus another district? What sounds, sights, smells will they perceive to know where they are?” Note: it is a valid answer to say, there is no way to distinguish! Maybe your city is intentionally homogeneous or nondescript and it’s hard to tell where you are – this could make getting lost very easy, which would necessitate the main characters to have other ways of wayfinding and locating themselves. The process of answering this question will give you a lot of information and micro-decisions to write down in your notes about this district, which in turn is excellent fodder for city story/history material.

In the next article, we’ll discuss how to translate this district building style into the Street tool, and other ways we can enhance our district style (squares, markets, terrain, trees, additional landmarks, etc.). Until then, Happy Mapping!

Ari Gilder is a software engineer, and has been interested in maps for a long time. He spent seven years working on Google Maps, working on features like local business search, Google Maps and Navigation on mobile, and studying the way users understand maps. He even proposed to his wife using maps. He often spends hours staring at maps in fantasy novels, and in 2013 starting putting together some of his own dungeon and battle maps for a D&D campaign. After a hiatus of several years, he recently dived back into cartography with CC3+, tackling more overland and city maps in preparation for a new D&D campaign. He is a father of two, and has recently introduced his older daughter to cartography, both hand-drawn and with CC3+ where she insists that black and purple varicolor trees must surround everything.

Welcome back to our series on city mapping as worldbuilding/storytelling. Last time we talked about some of the basic building blocks of a city – roads, terrains and textures. We also thought about building our first major landmark – the one that is most important in the city. This led us to consider the nature of what’s most important in the city – a government structure, a religious shrine, a war memorial or an imposing wizard’s tower. Along the way, we also started building questions to ask ourselves about each micro decision – and hopefully got some good, creative answers out of that, starting to flesh out the story of our city.

Let’s continue our exploration of the process of simultaneously building a city and a story. This time, we’ll consider how to use symbol sets, house styles, colors and roads to define unique styles for each district. Note: this will focus largely on the initial steps for when you’re starting out a district and seeking out its nature and unique character (and thinking about other shared elements across districts). The nuts and bolts of doing the construction will come in a future article.

Exploring your Symbol Catalog

There are a few different building shapes to choose from in SS5.

There are a few different building shapes to choose from in SS5.

Let’s begin with symbols. By now you have probably chosen a symbol set to start off your map file with. Take a few minutes and look through each symbol catalog within your chosen style (don’t forget to expand collections of symbols with the + sign in the upper-left corner!).

Ask yourself a few questions about the building symbols you see: do you like the default color of buildings? Is there a varicolor option for each symbol? Do the buildings stylistically match the nature of my town or city? If you are building a Middle-Eastern themed city, but you don’t like the buildings under the Middle East catalog, you may want to explore other symbol sets/styles. Is there enough variety in the buildings, or will you be placing the same 3 symbols? Note: this might be exactly what you want for a town – low variation in building style can convey a simpleness or a humdrum kind of daily life; this could make the recent Ogre raids all the more terrifying!
There are a few different building shapes to choose from in SS5.

SS5 has a few other useful city structures included

SS5 has a few other useful city structures included

Now, look through the non-house structures: guard towers, walls, bridges, fountains, statues, etc. Does this symbol set have the kinds of things you think you’ll need? If you’re building a port city, you will probably need docks. If there is no symbol for docks, not to worry! There’s a great tutorial in the Tome of Ultimate Mapping on how to hand-draw docks pretty easily. But it’s good to know what you have and what you’ll need to find in other sets or draw yourself.

Repeat for symbols of vehicles, creatures, symbols, etc. until you’ve gone through all the symbol catalogs in your chosen symbol set. By now, you will have a sense of what you do and don’t have (you may also not yet know what you need, that’s okay too! You can also figure it out as you go, but its helpful to start with an initial understanding of what you can expect). If you’ve identified any gaps, ask yourself: how important is it to stay artistically consistent in this map? The CD3A Bitmap style is very different artistically from the CD3C Vector style. Are you okay mixing styles? (It’s okay if your answer is yes! It’s just important to know what constraints you’re working with.) Continue reading »

The Shore and Ocean Effects for Overland Maps article series covers a range of techniques that can be used to modify the appearance of the open water in an overland map to make it work in greater harmony with the rest of the map.

The example map, the Allaluna-Meloa Isles, was created using the Mike Schley overland style that comes with CC3.  Links to the different versions of this map have been included in this article for you to examine at your leisure.

Continue reading »

CA160 Necromancers SanctumDear cartographer’s, we hope you are all safe and healthy. We at Profantasy are all fine and continuing our work through lockdown and times of social distancing. Let’s see what we’ve been doing last month…

News

Resources

Articles

Recently – with Update 25 – we included a few new styles with basic Campaign Cartographer 3 Plus. As these were styles in the Cartographer’s Annual before, they all come with a mapping guide and example maps, and we want to highlight these to get you started using the styles as comfortably as possible. Let’s take a look at each of the in turn.

Jon Roberts Overland

CA51 The Bay of Ormal and SurroundingsThis overland style created by was created by fantasy cartographer Jonathan Roberts (famed for his Song of Ice and Fire atlas) specifically for Campaign Cartographer. Jonathan’s evocative style comes alive for CC3+ users with a full selection of overland symbols and background textures, organized in an easy-to-use drawing style.

The included mapping guide walks you through the whole process, from setting up the map in the new map wizard through outlining the continent, adding rivers, mountains and settlements, all the way to labeling the map with text. You can download this mapping guide here.

The included example map show the the Bay of Ormal and surrounding lands. Download it as a pdf file or in native CC3+ format.

CA54 Jon Roberts Dread DungeonJon Roberts Dungeons

Seeing the popularity of his overland style, it was only natural to follow up with a dungeon style and Jon was happy to oblige us. It includes a set of almost 150 symbols from rocks and stones of a cave floor to furniture to populate the rooms, as well 40 textures to depict walls, floors and terrain.

The mapping guide, which you can download here, teaches you to use the style by going through the process of creating a tavern and inn layout.

The style comes with two beautiful example maps, one showing the Dread Dungeon (pdf) and the other the Crossroads Inn (pdf) featured in the mapping guide. Download them in native CC3+ format here and here.

CA63 St AureliusJon Roberts Cities

Having an overland and a dungeon style, we of course needed to complete the classic trinity by adding a city style. Jon was able to produce that for us in 2012, and it remains one of the most beautiful city styles in Campaign Cartographer 3+. 37 textures and more than 70 symbols combine to make up a great resource for city mapping.

The mapping guide, which you can download here, takes you through the process of creating a city, and as such complements the City Designer 3 Essentials Guide very nicely. The St Aurelius example map is also available as a pdf and in CC3+’s format.

CA113 Owen's FarmNaomi Van Doren’s Floorplans

The fourth style included in Update 25 is another floorplan and dungeon style, created by map maker and graphic artist Naomi VanDoren. Her clear style lends itself excellently to illustrations and battle maps, and is featured in the 13th Age battle map products by Pelgrane Press. More than 200 symbols and 20 bitmap textures are included, and the mapping guide that teaches you how to use them is available here.

Two example maps are included: The Broken Shovel Tavern (png) and Owen’s farm (png), of course also available in CC3+ format here and here.

Last month, I talked about how to bring your DD3 map into various Virtual Table Top (VTT) systems. Now, that is all well and good, but simply exporting a flat image from CC3+ to a VTT do have some limitation. For example, if you make a beautiful forest, the player token would be walking atop your trees, and the players wouldn’t see what is below the trees. In the real world, when you take a walk in the forest, you actually see the forest floor, not the treetops. Same happens when your characters encounters this mysterious house in the forest. Your gorgeous maps shows the scene, and as with any outdoor map, seen from above, the map shows the roof of the house. Then your players announce they are going inside. What now?

There are two ways of handling this. The first is just to have separate maps, one for inside the house, and another for outside. Then you can just load the inside map whenever the players enter the house. But what if someone stays outside and someone goes inside? Well, you could have an identical map still showing the outside, but now revealing the insides of the house instead of the roof. But this approach still means you need to move the player/monster tokens from one map to the next.

The other approach is to have items in your battlemaps that can be hidden to show additional features. This is something we are quite used to doing inside CC3+ by hiding and showing sheets, and the subject of an earlier article. This is a very nice approach, but it is also a bit trickier. The problem here is that when we export a map from CC3+, we end up with a flat image file, we lose things like sheets and layer. There are image formats supporting layers, but CC3+ can’t export to these, nor can the VTT software import them, so we need to do it differently.

Continue reading »

CVWe announced on the 23rd March that we would donate 10% of our bundle sales to The Cochrane Collection COVID-19 resources. We are pleased to say we’ve raised £1459 as of April 1st 2020. We’ll continue with this initiative until at least the end of April.

We’d like to offer a big thank you to our customers and to those who have donated directly.

Welcome cartographers, to another collection of beautiful community maps, this time from March 2020. Enjoy!

Daniel Pereda De Pablo created this beautiful city map, based on Castle Crimson of the Dragonlance setting, with the Mike Schley city style of Symbol Set 5.
RevelersWay_DanielPeredaDePablo Continue reading »

Recently we have begun to experiment with live video streaming map-making sessions in the Campaign Cartographer 3+ Community on Facebook. In two sessions, Ralf demonstrated creating a dungeon and a small town with the Jon Roberts Dungeon and City styles respectively. You can still watch the archived videos here.

Creating a dungeon with the Jon Roberts Dungeon style

Mapping a town with the Jon Roberts City style

We will be scheduling future videos via ProFantasy’s Facebook page, so you don’t have to be a member of the community group. Please feel free to suggest videos you’d like to see in the comments.

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