SS4 Monster SkeletonNeed hidden depths? Have some of ours.

From the fiendish imagination of award-winning cartographer Mike Schley comes a whole new style of dungeon for Campaign Cartographer 3, featuring devious traps, lurking horrors, breath-taking hoards ancient architecture – Symbol Set 4: The Dungeons of Schley.

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SS4 works seamlessly with Dungeon Designer 3, but can also be used on its own in CC3. It includes two complete drawing styles based on Mike Schley’s artwork, with over a thousand symbols, more than 100 texture, 350+ drawing tools, three example maps and a mapping guide on how to go about a Dungeon of Schley.

Check out the SS4 product pages for more information.

Beneath the Old Castle Example Map

Beneath the Old Castle Example Map

Warrow's Hideout - Black and White Example Map

Warrow’s Hideout – Black and White Example Map

SS4 Symbol Detail

SS4 Symbol Detail

Master Mapper Jean-Michel Bravo (known as Joachim de Ravenbel on the ProFantasy forum) has created an amazing series of tutorials for the CC3 community. Step-by-step he goes through the creation of his floorplan of “The Chapel” highlighting lots of useful techniques and commands on the way. This is a must read for any serious user of Campaign Cartographer 3.


The Chapel

[This map was created and this article written by forum user anomiecoalition.]

Buried Temple Of Ifar

Mapping has become one of my favorite escapes from the drudgery that is graduate school.  Whether it’s developing a mystical environment from scratch or recreating a classic adventure, I look forward to spending a few hours playing around with CC3.  Lately it’s been the latter, and I’ve found quite a few gems mining my mini-library of TSR adventures.

This particular map is a reproduction of a “Buried Temple” encounter in the “Master of the Desert Nomads” module (X4).  Our adventures leave the comforts of a desert oasis to investigate a recently unearthed buried temple – Once inside they’ll discover all manner of nefarious creatures, but should they survive, the rewards will be well worth the effort.

The most challenging aspect was trying to find a way to depict areas that are both above and below ground on the same map.  I spent a great deal of time (and got lots of great suggestions from others on the Profantasy Forums) messing with my underground section.  After creating my underground walls, I multipolied the area outside the walls and placed that shape on my Background sheet (which sat below my wall sheet on the list).  From there I applied a subtle edge fade inner effect so that the sand was slightly covering the wall.  I then multipolied the area inside my underground wall, applied my sand fill to that shape, and then added a transparency effect to that sheet.  My hope was that these two techniques would give the view the impression that this area was underground.

After that, it was just a matter of dressing my dungeon utilizing various symbols from the CSUAC and textures from CGTextures.com.  I also created a bunch of sand dune sheets (edge fade inner and glow effects) to muddy up the background.   I’d be lying if I said that I was completely satisfied with the final product, but I think its human nature to demand more of yourself.   I made a lot of mistakes with this map, but I learned even more. ..And I can’t wait for my next opportunity to start the cycle all over again.

If you’re not tired of my Desert Maps, you can see more in full resolution on my blog:  http://drunkennerdery.wordpress.com/

We’ve released the April issue of the current Annual. The included floorplan style is inspired by the maps in vintage (1930s) Baedeker travel guides – just perfect for your pulp or horror games .

National Gallery Berlin

National Gallery Berlin done in CC3

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