Remy Monsen | July 23, 2019 | catalogs, CC3 Plus, symbols
Accompanying CC3+ and it’s addons are a host of different symbols, all arranged neatly into symbol catalogs. These catalogs are arranged by map type, map style, and symbol theme/content. For example, there is one symbol catalog containing structure symbols from the Mike Schley Overland style, while a completely different symbol catalog contains furniture symbols from the standard DD3 dungeon style. Generally, these catalogs are arranged in such a way that clicking the various symbol catalog buttons (the toolbar right above your mapping area) loads different symbol catalogs relevant to the current map type and style. And if you need a symbol catalog from a different style, you can always click the Load Symbol Catalog button and browse for a different symbol catalog manually.
But did you know that CC3+ allows you to easily manage these catalogs and their content? For example, you can create a new catalog containing all your favorite symbols, collecting symbols from different styles and even map types into one catalog. In this article, I’ll guide you trough making such a custom catalog; for this example, I’ll be making a catalog that collects all the statue symbols from the various dungeon styles I have available to me. I often use statues as dungeon/floorplan dressing, and it would be great to have all of these available in one place. This catalog will mix symbols from different styles, so not every symbol in this catalog will work in every map obviously, but you can often mix symbols from different styles with great success.
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ralf | July 22, 2019 | battle maps, Christina Trani, dioramas, guest article
By Christina (Lorelei) Trani
Mapping with ProFantasy’s Campaign Cartographer 3+ has brought my home games to life – especially from my humble beginnings. When I first played tabletop roleplaying games our fledgling Game Master strictly used theater of the mind. Some of us, such as myself, needed the visuals for combat, so we graduated to some graph paper, we were luckily required to purchase for math class, some colored pencils (if we were even luckier), a ruler and one set of dice between us. I, being the only female in the group, and the most artistic of the lot, usually was tasked with drawing out our GM’s map vision. This went on for a few months … enter the Satanic Panic of the 80’s, combine that with Italian – very Roman Catholic- immigrant parents and my days of D&D were done.
About 10 years or so ago, one of my old middle school D&D friends and I started playing again. This time I was our Dungeon Master and quickly took up my old habit of making up the maps. I did this by hand for years until 2015 when I found ProFantasy’s Campaign Cartographer 3+ and started printing out my maps on poster. I first set myself up with a guide for Dungeon Designer depending on what size map I had intended on printing out as several of the vendors I use print in different sizes (such as Staples, Office Max/Depot, and VistaPrint). For poster sizes 11”x17” set at 55’x85′, 16”x20” set 80’x100′, 18”x24” set 90’x120′ (this is the most common poster print), 24”x36” set 120’x180′ and the largest map I’ve printed to date 36”x48” set at 180’x240′. My players have loved the colored maps, the assets and add-ons CC3+ give my players visuals they’ve only seen on virtual tabletop gaming not ACTUAL tabletop. It was a game changer.
Always looking to surprise and delight my players with an encounter, I took my mapping to the next step. I decided to start applying my many mediocre crafting talents to use and combine them with my maps. My first foray into craft mapping was a simple as getting some rocks and stones from outside my apartment, cleaning them off and laying them down over some rocks I had placed on an Outdoor Forest Encounter map. My adventuring team loved that they had something to actually hide their minis behind. As a Dungeon Master, I was THRILLED! I started to find some of our encounters were a bit boring as the players weren’t using the terrain on the maps to their best advantage. With this small added addition, it seemed to click, and we were off!
Next project…. Clay. For sculpting amateurs out there like myself, and little to no investment, you can purchase some air-drying clay. This is used to create “mounds” of terrain to place on maps. With some modpodge, acrylic paints and some model landscape turf, and even a few rocks and twigs from outside, I was able to create some fantastic terrain elements to add to my maps. Depending on the kind of investment you’d like to make you can then begin to add in some trees. These can be made by purchasing premade model terrain trees, creating your own with wire and terrain foliage, or even better, this time of year, with all the trees and bushes in full bloom, you can trim off some branches and bushes, insert them into the clay before drying and have an instant forest element!
Papier-Mâché is another great way to add some cliff terrain to an already awesome map. You can see my original map. It really was just fine the way it is, but this encounter I had planned was a key part of their main story arc, so I wanted to make it special. This section of the cave I knew would be layered cliffs of ice…so how could I achieve this? Yes, back to grade school art class and papier-mâché ice cliffs! I started here with a piece of foam board to use as a base, after sealing that, I began to layer the papier-mâché, making sure to make it jagged, like ice would be. After drying, I painted it with white and shimmering white paints, added some silver and iridescent glitters, some tufts of cotton balls for snow and some broken glass and mirror fragments purchased at a local craft store as a finishing touch.
My latest crafting project has been my favorite, to date. I knew my players would eventually be taking a boat trip, and I had a pretty cool encounter planned for when that happened. I found a free .fcw file of a three-deck caravel and did what I do with free. fcw’s…. made it my own. I used the bones of the ship and changed the fill styles, changed the symbols to a photorealistic version and printed out the map of the three decks on a large poster. My intent was to play the encounter on the poster, but again I started thinking about how I can enhance the encounter. I was looking at the boat and realized the mast was the exact size of a dowel I had picked up at a local craft store clearance not long ago. So, I began to cut out the ship from the poster, then traced and glued it onto a thin poster board. Cut a 1” wide dowel into three individual 4” masts and paint them to look like wood. I also painted the underside of each deck to look like aged wood planks. Then each mast was glued onto the floor of the deck and put a piece of sticky tack on the top of each mast, to attach to the deck above and still be easily separated for more in depth exploration of the deck. I placed the ship on a map of water I had created, and poster printed, added some undersea monster minis in the water, and turned this boat into one of the most exciting and fun encounters to date!
All these crafting ideas can be done on a variety of budgets. There are so many items around your home that can be incorporated into terrain, just use your imagination and a little ingenuity. Just look around and use what you find in your own home, craft closet, workshop, or gardens and enhance your CC3+ maps to this next level of fun!
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.
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Simon Rogers | July 12, 2019 | Whole Shebang
ProFantasy Software has released 31 map-making products for PC. For about half of our users our flagship Campaign Cartographer 3+ is all they need to create their maps. But our add-ons give you powerful new tools and symbols to create maps in a huge variety of styles and genres and offer you hundreds of pre-made maps you can use in your campaign.
There are lots of curated bundles which include groups of products at a discount. But this article is about the Big Kahuna, the Full Monty, the Whole Shebang – our bundle of everything single thing we produce
It provides great value at a discount of more than 45% on the RRP of all the constituent products, but its price point means it’s not for everyone.
The Whole Shebang includes 31 products, featuring more than 80,000 symbols, in 163 styles and hundreds of maps across genres including fantasy, SF, modern and historical. It can create character portraits, overland maps, dungeons, floorplans. cities, villages and 3D cutaway maps. It has maps of real word castles, temples and cities. Any map you see on our website or social media, and almost all maps created by are users are made exlusively with these products.
You can use the vast library of high-res art assets in other programs such as Photoshop, too, all covered by our license.
You can get the Whole Shebang here.
We’d be happy to answer any questions you might have about this bundle – email ralf@profantasy.com for more information.
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ralf | July 1, 2019 | Annual, city design, Par lindstrom
The July Annual is now ready for download and installation from the registration page, if you have subscribed to it.
This month Pär Lindström gives us a new style – “Renaissance City” – based on a renaissance-era city map of Paris. Creating the example map for the style was very easy and straightforward and we think you’ll find it equally satisfying to use. Thanks Pär, for another great style!
If you haven’t done so already, you can subscribe to the Annual 2019 here. If you are already subscribed, the July issue is available for download on your registration page now.
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ralf | June 28, 2019 | drawing tools, XP Development
Welcome dear cartographers, to the June newsletter! Now that half of the year is over, GenCon looms on the horizon.
News
Resources
Articles
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ralf | June 28, 2019 | Create New Style, overland maps, styles, Tutorial
This is part 2 of the “Creating a New Map Style” series of articles.
After we have decided on a style to create last month, let’s take a look at creating the first new pieces of artwork. One of the defining aspects of a style are fill styles it uses.
1. Creating new Bitmap Fills
Let’s take a look at the bitmap fills used in the World of Wonder style, which serves as the basis for our new style. Open the CC3+ program data folder in Windows Explorer: C:\ProgramData\ProFantasy\CC3Plus and find the subfolder /Bitmaps/Tiles/Overland/Annual Worlds of Wonder/. You’ll see that it includes 9 different fills, with at four different resolutions each.
Create a new folder under /Bitmaps/Tiles/Overland/ called “Annual Worlds of Wonder BW”, then copy the VH resolution file of each fill over to the new folder. Remove the _VH part of all the file names. Now you can open up the individual files in a Bitmap editor (like Photoshop or Gimp to edit the textures. I’m doing some very simply operations here, converting the files to greyscale to match our idea of a black and white stlye, and I rotate some of them and/or apply a photo filter. Of course you can be as elaborate as you want, even creating complete new graphics, but for the purpose of this tutorial I’ll keep it simple.
2. Importing the New Fills
Let’s get the new fills into our map template. TO do so, we need to start CC3+ and load our template /Templates/Overland Maps/Wizard/Annual Worlds of Wonder BW.FCT. The select Tools > Import bitmap fill styles from the menu.
The import bitmap fills dialog comes. “Browse” to our newly created source folder and select one of the files. Check the “Create other resolutions option and set “Scaled” to 1000.00 for both width and height. To differentiate the new bitmap fills from the old ones, change the “Suffix” to _BW (for our black and white style). Then click OK and let CC3+ do its work.
3. Changing the Existing Fills
There are only a few entities in the template that use the old (coloured) fill styles, but even if there were more, it is easy to change them:
- Right-click the Change Properties button and choose Change Fill Style.
- Right-click on the map to select, then choose More > Fill Style.
- Right-click to bring up the fill style dialog and choose “CA145_Parchment” from the Bitmap Files tab. Click Ok.
- Right-click and choose Do It.
- Right-click to bring up the fill style dialog again and choose “CA145_Parchment_BW”. Click Ok.
You’ll see that the parchment border of the map has turned grey. You can now do the same for each of the existing fill styles, but for this map you really only need to do it for the CA145_Ocean fill, as that is the fill of the background rectangle.
The template now shows a greyscale version of the old one and that’s how we wanted it to be. Next time we’ll start of converting the symbols of the style into the new look.
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ralf | June 27, 2019 | community, Maps of the Month, user maps
Dear map aficionados, it’s time again for our Maps of the Month series, where we highlight just a few of the many contributions to the online CC3+ community. Enjoy!
Christina Trani (Lorelei) posted pictures of her 3D ship plan in action on Facebook and the forum. Isn’t the combination of a flat floorplan with a 3D arrangement just wonderful?
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ralf | June 19, 2019 | drawing tools, macros, Mike Schley, overland maps
The Symbols in Area command was introduced in CC3+ long after most of the basic styles were created, meaning it is not used in those styles’ drawing tools. But since it is very useful for creating terrain features like scattered woodlands, why not set up some new tools to make use of it? In this little article I’ll take you through doing exactly that. As an example I’ll create a scattered deciduous woods for the Mike Schley overland style.
1. Setting up the Symbols In Area command
- First, load an existing or start a new Mike Schley overland and choose the Symbols in Area command from the Draw menu.
- Click Browse and load the Vegetation catalog from /Symbols/Maps/Mike Schley/
- Set the settings as shown in the screenshot on the right, then Save the setting under \System\Fillers\MS_WoodsDecid.symfill
If you want to test and possibly adjust the settings, draw a smooth polygon on the map and use the command on it after clicking OK in the Symbols in Area dialog.
2. Creating a new Drawing Tool
Now we need to set up the new drawing tool for this setting.
3. Creating a Drawing Tool Preview.
You’ll notice that the tool doesn’t have a preview at this point. That’s because a macro-using drawing tool needs a little FCW file (CC3+ map for the preview. Let’s create this as a bonus step – it’s not really necessary but useful.
- Load the foilowing FCW file in CC3+ from your Programdata folder (which might be different from the path show here): C:\ProgramData\Profanatsy\CC3Plus\System\Drawtools\Overland Mike Schley\Terrain Default, Forest Decid.FCW and save it in the same folder under the name Terrain Default, Woods Decid.FCW. This is the same file name as the drawing tool we created, only with a different file extension.
- Erase all trees from the file, but leave the gray background.
- Use the Symbols in Area command with the settings we’ve previously created, then Save the map.
And that’s all there is to creating a scattered woods drawing tool. You can do the same with pine or jungle trees, or any type of symbol you want. Here is an example created with the new drawing tool:
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Remy Monsen | June 10, 2019 | CC3 Plus, Visual Studio, XP Development
This is the second article in my series about XP development. To understand this article properly, you should be familiar with the contents of the previous articles.
In this article, we’ll talk about how we can manipulate our drawing. In CC3+, a drawing is really a series of entities, so we are going to have a closer look at what an entity really is, how to create new entities in the map, and how to access and manipulate existing entities.
Entities
Everything in a CC3+ map is an entity; a symbol, a line, a landmass and so on. This term should be well known to all CC3+ mappers, as it is the term used in official documentation. However, it isn’t just these visible things that are entities, almost everything stored in a CC3+ drawing is an entity, such as a map note or an effect. We can view an entity as a data container for one specific thing or aspect of our map.
When working on an XP, you are almost always going to be handling entities. After all, manipulating entities is needed no matter what you want to do with the drawing, including extracting information from it, so understanding how to work with these is very important.
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ralf | June 1, 2019 | Annual, Egyptian, Floorplans
The June issue of the Cartographer’s Annual is now ready for download and installation. The style pack “Ancient Tombs” is a set of Egyptian-themed artwork including a huge number of new symbols and bitmap fills and comes with a complete mapping written by Jean-Michel himself. In fact this style is only the first of a trilogy, where the future part will look at creating isometric versions of the floorplans and a set of advanced techniques.
If you haven’t done so already, you can subscribe to the Annual 2019 here. If you are already subscribed, the June issue is available for download on your registration page now.
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