Isometric Dungeon
We have another gorgeous new mapping style lined up for the Annual – I’m really excited about the great artists that draw the art for us this year. Take a look at this beautiful isometric dungeon by Herwin Wielink. How would you like being able to build something like this in CC3 from pre-drawn tiles and connecting room and corridor pieces? Well, you’ll be able to come June.

Originally posted on Mapsandmore.com.

Ashen Starts - The BleedAshen Stars is a wonderful space opera rpg by Pelgrane Press, based on the GUMSHOE system. I had the pleasure to create the game’s published setting map (a part of the Galaxy called “The Bleed”) based on a sketch by Robin D. Laws.

Lately I got to revisit the setting when, after play-testing the upcoming Terra Nova adventure, Simon asked me to create a simple black and white diagram of the adventure’s featured luxury liner. You can see the result below (the color background was added for web display). While the exact layout of the ship isn’t important for the story, the relative position of the important locations is, and the map shows those.

Terra Nova

A little sneak peek on the symbols included with the upcoming Jon Roberts’ Cities style (the March issue of the Annual 2012).

The first thing I thought of when I saw this map by CC3 user Gerard Serre was Ultima IV, one of the greatest computer games ever made. The layout of the town could be lifted straight out of that game and I see my little pixel avatar wandering around the buildings (C)hatting up each and every passerby.

Gerard’s map is in 4 parts and done as a 25mm scale miniature battle map with Dungeon Designer 3. Overlaid with a grid and printed to scale it creates an excellent floorplan for a town skirmish.

GS_TheTown

First off, I apologize for the long lag between part 5 and 6 of this series:  it was not my intention, but a series of life events conspired to take me away from mapping.  But I’m back.  Thanks to everyone for the kind words of support along the way.

If you need to refresh your memory about the project, here are links to Mapping Cities part 1, part 2, part 3, part 4, and part 5.

In this session, we’re going to fill in the blocks of our district with buildings, lots and lots of buildings.

We’re starting with the Entertainment district, which I’ve completely filled with block designations:

Rough outline of the block that we will fill in, showing major alleys and form


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Biohazard Symbol
Joe Sweeney, the avid mapper behind the Battle Maps Tiles from the 2010 Annual, is working on a new sci-fi battle map tiles pack. We will be making this available through the Annual later in the year. The set he is building already contains well over 100 new textures and scores of signage overlays for floors: access zones, radiation danger, chemical areas, shuttle landing zones, overhead automated cranes, etc.

Before he completes all the graphics work and begins developing the battle map tiles, Joe would like to know what sort of signage you’d like to see. How about a “no aliens” floor zone sign? Or perhaps “white, red, green zone” signs for those Paranoia games? Get creative. Get practical. Think of all the signs (and textures) you would love to see in your next sci-fi mapping project and email your ideas to jsweeney@storyweaver.com or post them in the comments below.

While creating an example pdf for the February Annual issue, I accidentally printed it in grayscale. I thought the result has quite a charm of its own:
CA62ExampleBW

by Remy Monsen

I am sitting here writing on the final parts of the new version of the Tome of Ultimate Mapping. That’s right, the release of the tome shouldn’t bee too far into the future.

For the old-timers, and many of the newer users, you already know what the tome is all about. But for the rest of you, the tome is a rather large volume containing tutorials, tips & tricks and reference material for the complete collection of ProFantasy’s software.

This is an updated version of the previous tome. I’ve updated tutorials and information that is still useful in CC3, and added new CC3 content to take full advantage of all the new features in CC3 compared with CC2 Pro. The same goes for the new features from the various v3 add-ons available.
Right now, the book focus on all the current versions of the various programs, that is Campaign Cartographer 3, Dungeon Designer 3, City Designer 3, Cosmographer 3, Symbol Set 1 v3, Symbol Set 2 v3 and the compatibility updates for Dioramas Pro, Character Artist Pro, Perspectives Pro, Symbol Set 3 and the Source Maps series. The plan is to update the tutorials based on the compatibility updates to the proper v3 versions as the updates for those add-ons are released. Therefore, the tome will only be available as an electronic pdf file for now, with a print version released after all add-ons have been updated to proper v3 versions, since a printed book is a bit more difficult to provide a patch for compared to a pdf file!

The tome helps you make better maps with CC3, but also teach you how to be a better CC3 user. The tutorials stretch from making a basic overland map to how to customize the CC3 menu files and write your own macro commands. In-between this, we have a look at how to create the various types of symbols available in CC3, many tips for using the sheet effects, and much more. The Tome goes through each of the add-ons in turn, taking care to make the book useful even if you don’t have all the add-ons, but at the same time helping to tie the add-ons a little bit closer together.

The tome itself is designed to be a resource for most CC3 users, regardless of proficiency level, although if you are just starting out with CC3, I would recommend working through the manual first to get a grip on the basics of CC3.

Writing the new version of the tome has been a fun and interesting process. I remember when I first read the original tome myself, written by Master Mapper Allyn Bowker. It was filled from cover to cover with all kinds of interesting stuff about CC2 Pro. I was a novice user back then, and I was really impressed by all the fantastic maps I could make using the information in the Tome. It discussed techniques I never would have thought of on my own, and it opened my eyes for many of the capabilities of the various add-ons for CC2 Pro. Fast forward a few years, CC3 comes along, and the style of maps one could make changed radically. I still found the old Tome to be highly useful, but I was also hoping ProFantasy would create an updated version soon. I was rather proficient in the usage of CC3, but I was really looking forward to learning even more of the software.

Then one day, an email arrives from Simon, asking me if I would update the CC3 Manual to match the latest version, and bring the Tome into the CC3 era. I was a bit surprised actually and a bit unsure what to do. Here I am, eagerly waiting for the book to be made so that I can read it and learn from it, and suddenly I am actually being asked to write the thing? Well, I did some thinking, and after a short while I concluded that I did have the have the necessary skills to do it. I know CC3 and its add-ons quite well, and I have  experience writing technical documentation (I am a teacher by trade, employed as an assistant professor at one of the larger university colleges in Norway, so I do write articles and sometimes even books for use by my students). So, I told Simon yes, and got to work. I started by updating the CC3 manual, which have been available for some time now, and then moved on to the tome. To be honest, it was a lot more work than I could ever have imagined when I started, but it was a very interesting process, and I learned quite a bit more about the programs in the process. I think the end result ended up pretty good, and I hope you all agree when the book is published, and that the book will do as the title of this post says, helping you make better worlds with ProFantasy’s software.

Tome Cover

We’ve started into 2012 with our new Annual subscription and a combined map pack for creating dungeons on the table. “Combined” because it contains the tools for doing it either as a “flat” 2d version or – if you are into building your own paper models – as a 3D model.
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The December issue of the Annual 2011 is now available. It contains a companion style to April’s “1930s Floorplans”, reproducing the city maps of 1930s Baedeker travel guides. These make perfect handouts for period horror or pulp games.
Arkham Baedeker-style

Despite this being the December issue, the 2011 Annual is not quite done yet. As we released the June issue as a free download, we’ll be adding one more issue later this month.

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