ralf | August 22, 2019 | Columbia Games, Harn, Mappa Harnica
“Mappa Hârnica” probably sounds familiar to many of our old-time users and brings up fond memories. It was (or is) an awesome fan-crated add-on for Campaign Cartographer 2 Pro, which allowed the creation of overland maps, cities and floorplans in the style of Columbia Games’ Hârn RPG. Unfortunately it was never updated for CC3, mostly because it included such a wealth of content which was not very easily transferable into CC3’s new setup of sheets and drawing tools.
But we’ve never forgotten about it, and we would really like to see a new edition of this tool set for CC3+. Currently we are looking at the possibility of re-developing the Mappa Hârnica styles, either as a stand-alone mini add-on or as Cartographer’s Annual issues. If you are interested in helping with this project and perhaps know a thing or two about the maps of Hârn, let us know, and we’ll make sure to keep you in the loop. Especially if you’re one of the original authors, get in touch with us!
If you are interested in the wonderful cartography of Columbia Games and Hârn, check out their current Cities of Hârn Kickstarter:
Cities of Hârn is a collection of 7 different urban environments.
Each city has information about its history, economics, government, religion, military forces, residents, culture, and more. The consistency and comprehensive details about urban life is unmatched. A framework for compelling adventure and immersive storytelling is provided while leaving GMs infinite room for their own creativity.
You can start using Shiran right away, for one dollar, which you will receive shortly after pledging!
5 Comments
Remy Monsen | August 21, 2019 | cc3plus, symbols
What is a symbol really?
One common way to look at symbols is to separate them into raster and vector symbols, where a raster symbol is a png image file on disk, while a vector symbol is built from regular CC3+ shapes. While there is truth in this, it is also an oversimplification.
If we look at things from the perspective of CC3+, there is no difference between these, it is just a symbol either way, and is treated exactly the same. And all of this becomes evident when we look at what a symbol really is.
If we go back in time, Campaign Cartographer didn’t have symbols at all (at least not as we know them today), it had parts. Put simply, a part is a CC drawing, which you can insert into another drawing. Being an actual drawing, it could contain everything a regular drawing could. It is from this concept of insertable parts that symbols arose. Just as with parts, a symbol is just an ordinary CC drawing that can contain (almost) all the features of a normal drawing. One of the main differences between symbols and parts is that one file can contain many symbols, allowing for the symbol catalogs we use today, while parts must be one file per part. (Also note that a symbol catalog file is just a standard map file with a different file extension, there is no difference in the file format at all.) You know the symbols that show up in the symbol catalog window if you click the Symbols in Map button? Those are the same symbols which would be available to other drawings if you loaded the current map up in the symbol catalog window while working on another map). Another big difference between symbols and parts is that when you use symbols, the symbol definition is stored exactly once in the drawing, and each placement of the symbol in the map just reference that definition, while when you insert a part, the entities in the part are simply being inserted into the drawing each time.
So, where am I going with this? Well, as you probably already know, in CC3+ you can use Draw –> Insert File to insert different things into your drawing, one of the possibilities being an image file in png format. Doing this simply inserts a picture entity into the drawing. A picture entity is one of the standard entities in CC3+, just like a line, a polygon or so on, the difference is obviously that it references an external image on disk. And this is exactly what a raster symbol is, it is a standard symbol that happen to include a picture entity. One interesting fact about how this is done is that you could insert images into your maps all the way back in CC2, so technically you could have raster symbols in CC2, even if it wasn’t officially added until CC3 (CC3 improved the functionality a lot though, such as support for transparency, the png format, variable resolution, varicolor and much more) Continue reading »
1 Comment
ralf | August 20, 2019 | Cities Of Schley, city mapping, Mike Schley, SS5
Curious what’s around the next street corner? Let us show you.
From the sprawling imagination of award-winning cartographer Mike Schley comes a whole new style of cities for Campaign Cartographer 3 Plus, featuring leaning shanties, decrepit ruins, gleaming palaces and soaring towers.
Unashamedly old school in outlook, but with the quality and beauty you’d expect from a master mapmaker, The Cities of Schley features more than six hundred high-resolution symbols and textures and all the tools, effects and templates you need to create breath-taking cities of your own. A simple setting allows you to transform a full-colour map into a black & white illustration, or a sepia-colored parchment. There are houses, workshops city walls, tombs and crypts, boats and wagons, shrubs and trees – everything you need to design great cities.
Check out the SS5 product pages for more information.
Weepingford Eample Map
Briarpond Example Map Detail
Step into the streets, if you dare, of the Cities of Schley!
1 Comment
ralf | July 26, 2019 | battle maps, guest article
Battlemaps are the best. Whether your gaming group prefers “theatre of the mind” (TOTM), or if they like moving physical miniatures about a printed gaming surface, having a battlemap for an encounter brings a sense of visceral visuals to what could end up being just another fight in a dungeon. And CC3+ / DD3 makes it ridiculously fun and easy to make battlemaps. I’ve found a mapping approach that adds a lot of advantage to battlemaps and makes it super-easy and super-flexible to generate them for your adventures.
The Problem with Battlemaps
Typically, you have a battlemap for every major fight, or area of significant interest. If you’re very lucky in buying a pre-made adventure, or very diligent if you’re making your own, you might have dozens of these.
One problem I’ve found is how to control secrecy and significance. Players tend to notice something is up when you thunk down a battlemap. It’s pretty unusual to have a pre-printed, ready-to-use map for, say, selling gems and buying potions. If the DM has a battlemap for the shop, chances are pretty good there’s a fight to be had, or a secret to be found. So ironically, part of the problem with using battlemaps is having battlemaps for Location X, and not having them for Location Y – players being the smarty-pantses that they are, they’ll figure out which of those two places to spend their Perception checks on.
Another is flexibility. If there’s one thing I’ve learned in 30+ years as a DM/GM, it’s that no matter how much you plan in advance, the PCs are likely to surprise you. If you meticulously plan out and map Area X, and assume a certain amount of movement, the PCs might go very far afield of what you had in mind. Battlemaps are typically very “zoomed-in”, and concise: this area and only this area. If the PCs move beyond those boundaries, the whole battlemap concept gets frustrating, complicated, or just less useful pretty quickly.
Thirdly, it takes a fair amount of time to create battlemaps. If you have, say, a giant underground mine, and you have 8 areas that are potential areas of interest (AOI), that means you likely have to create 9 maps, all in all: one as an overview map of the mine level as a whole, and then 8 individual battlemaps for the AOIs. That takes time, and is prone to error and issue, if you’re hoping that the battlemaps each line up to and represent the detailed version of the overall map.
So, how to battle these issues with battlemaps?
The Unified Battlemap
My advice is simple: don’t make battlemaps at all.
Of course, it’s more complicated than that, otherwise it wouldn’t be too helpful. But my approach is: don’t create nine maps, when you could just make a single map, and zoom in on the detail. “Battlemap” then becomes a semantic distinction of “I want to zoom in on this area because something interesting is happening there now”. Instead of making 8 detailed battlemaps, you have a theoretically unlimited amount of battlemaps, based on how you zoom in on the overview. Let’s use an example, because that’s tricky to describe in words.
Consider the underground mine level in the example above. With the “Unified Battlemap” approach, I first draw the overall dungeon level in broad strokes, and then zoom in to each region and populate the detail.
As a first step, draw the level’s overview. Let’s say it looks like this:
That’s a decent overview. Export it as a JPG and you’ve got something you can share with the PCs to help guide navigation and play in a general sense. “We walk to the west”, and so on. However, your gaming group normally plays with an overview map. The example is annotated with AOIs, marked with numbers for DM reference.
Let’s say AOI #11–marked with a yellow rectangle–is a necromantic shrine, with a bunch of corpses, and is typically swarming with wandering monsters… probably the kind of location that you’d want to use a battlemap for!
With a typical approach, you’d fire up CC3+, and draw the battlemap for that shrine. Let’s say it turns out like this:
Looks pretty cool and useful. But now you’ve got a battlemap that has details and information that your overview doesn’t. In addition to the overview map now looking comparatively bland, your Shrine Battlemap is limited in that it can only describe to the boundaries you’ve defined for it. This example is particularly volatile, since it’s a gigantic, wide-open mine level, so there’s no stopping the PCs from wandering off the edge of the map in ANY direction!
With the Unified Battlemap approach, you don’t create a separate battlemap for each AOI. Instead, you just zoom in on the AOI and start drawing detail. Do this for each AOI, and you have a single overview map, and you can simply zoom in to any area to export a detailed battlemap for that area.
The results, after doing this “zoom-in detail imbue” across the whole map, looks like this:
As a result, you have a single map file that serves as dozens, if not hundreds, of battlemaps: just Zoom Extents and Export Rectangular Section and boom, you’ve got a battlemap!
Other Details / Recommendations
You might note that the examples use two different grid scales: The “overview” maps use 20′ gridlines, and the “battlemap” examples use 5′ gridlines. This is really easy in CC3+: just create a separate Sheet for the different gridline scale, and draw the different grid on that Sheet. Just remember to hide one, and show one, of these Sheets when you do an export!
I also use this approach for AOI annotations: one at “overview” scale, and one at “battlemap” scale for the individual AOIs.
Here’s what the Sheets for the examples look like in the example map:
So why would you, and wouldn’t you, use this Unified Battlemap approach?
Advantages:
1: Saves Time: Since you zoom in to an existing area when creating a battlemap, you don’t have to draw the outline and general elements of that map to begin with, so you can hit the ground running.
2: Flexible: There are no limits to the battlemaps you can export, create, or zoom to during a game. No matter what the PCs or monsters do, you’re covered!
3: Detail: Having detail automatically reflected at the macro level makes your “overview” map much more richly detailed… for zero extra effort!
Disadvantages / Requirements:
1: Meticulousness: This approach requires a meticulous hand, for sure! Imbuing all that detail across the entire map will take time, but it’s not too much of a chore once you get used to it, and I feel the results are worthwhile.
2: Printing: Although this approach will result in print-worthy battlemaps you can print out and use in your gaming sessions, the resulting encounter will still be bounded by that printout. This offsets the “flexibility” advantage above, but only if you’re using pre-printed physical battlemaps.
3: Beefy PC: Perhaps obviously, you’ll end up with a monster of a map file, and not all PCs can easily handle it. SAVE YOUR WORK FREQUENTLY, and don’t be afraid of saving multiple file versions, just in case. I have a Core i7 with 16 GB of memory and an SSD, and I very, very rarely have performance issues with CC3+, but your mileage may vary, and there’s no question the Unified Battlemap approach requires a lot more processing power than traditional separate overview/battlemap files. My record is more than 5,300 entities in an underground city map, and I’m still able to scroll and zoom around pretty quickly:
Conclusion
Let me be clear that a good GM/DM, or a very flexible gaming group, can work around all of the issues described here. And ultimately, fun it what’s important; it doesn’t matter if you have a detailed, immaculate, battlemap for each and every contingency. But I can verify from first-hand experience that it can add to the fun, and I’ve found that once you get used to this approach, it’s so very much easier to deal with!
Jason “J. Evans” Payne is an indie RPG and fiction author and cartographer with more than three decades of experience as a DM, game designer, and author. He’s been using Campaign Cartographer and its related tools since 2015, and vastly prefers that to his day job. A father of three, he’s also been an adjunct college professor, an IT geek, and a miniatures wargamer. Check out his one-man RPG company at infiniumGameStudio.com.
Comments Off on Hybrid Regional / Battlemapping in CC3+ / DD3 (by Jason Payne)