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.

What is the scale of this map?

Sense of Scale 1

It is difficult to tell. There are no scale markers, scale bar, or grid overlay. The only things we see to gauge the scale is the graphical representation of the trees and the river. The river could be 3 miles wide or it could be 100 feet wide. We do not know. The trees narrow this down a little as we could assume a tree is 100 feet tall and take it from there. Still a guess, but we are getting more of a sense of scale.

If we assumed the river was 1 mile across, the trees would also be roughly a mile high, and the map confuses us because the trees are shown at a more exaggerated scale.

When a map needs almost no scale indications other than the graphical representations, it works best. The interpretation of the maps relationship between features becomes easier, and after all, that is the job of a map.

There is nothing wrong with having features out of scale compared to each other and then having scale bars and reference dimensions, but it tends to make the map feel odd if the features aren’t at least, to some degree, realistically scaled. If you have fun creating maps, that is the main point.

Here is a photo I took whilst coming in to land at an airport in England. Look at the trees. They look like broccoli.

This image is a great reference for how trees, fields, buildings, and roadways might look on your map of a similar scale.
For those interested, this is the location on Google Maps: https://www.google.co.uk/maps/@52.3593088,-1.8766505,2134a,35y,90h,38.86t/data=!3m1!1e3

I can also highly recommend looking at the following resources to see how features look from above the ground:
• Google Maps – https://www.google.co.uk/maps/ (switch on terrain view). It also has a ‘tilt’ 3D feature that allows you to see features in oblique aerial view.
• Bing Maps – https://www.bing.com/maps (switch on aerial view). Also note that Bing Maps has a great ‘bird’s eye view’ feature that can help with oblique aerial views.
• Google Earth – https://www.google.co.uk/intl/en_uk/earth/. This really is a great tool in the mappers arsenal.

Measuring Tools

The above resources also allow you to measure distances and can be invaluable when you want to know how large half a mile, 5 miles or 40 miles looks from the air. Specifically, Google Earth has tools that allow you to place and measure the areas of circles, polygons. This is incredibly useful in garnering a sense of scale.

Scaling Trees

Let us take a quick look at trees. We all know what a clump of trees looks like, but they look different depending on how far away you are from them. If the map is a battlemap or a regional map, then representing trees (or other features) at the correct relative scale is important to aid a sense of scale for the map.

Let’s take a look at some differing sketches of trees that we could use to represent on a map.

Some links to ‘Top Down’ views of trees in order of proximity to the ground:
1. https://www.google.co.uk/maps/@52.7441187,-2.0406674,164m/data=!3m1!1e3
2. https://www.google.co.uk/maps/@52.7439175,-2.0401621,389m/data=!3m1!1e3
3. https://www.google.co.uk/maps/@52.7435139,-2.0385929,1151m/data=!3m1!1e3

Some links to ‘Oblique Aerial’ views of trees in order of proximity to the ground:
1. https://binged.it/2GbdNRA
2. https://binged.it/2Gat5WQ
3. See photo from aircraft above.

A more advanced technique for top down forests, but much quicker and easier for large areas of trees is to use digital tools. In this example, I am using ArtRage 5, but the tools are available in programs such as Photoshop and Gimp. I am selecting a particle type brush in a green colour. The brush is set to have a little colour and luminance value variance.
A Sense of Scale 4
I can then add some ‘drop shadow’ effect to the layer upon which this was brushed.
A Sense of Scale 5
This gives it a sense of depth.

When upon a background, it completes the illusion of a forest from a much higher vantage point and becomes more suitable for regional maps.
A Sense of Scale 6

Scaling Mountains

We can apply the same kind of ideas to mountains. Here are some links to mountains at various distances from ground level:

Some links to ‘Top Down’ views of mountains in order of proximity to the ground:
1. https://www.google.co.uk/maps/@47.1627293,12.1812876,12246m/data=!3m1!1e3
2. https://www.google.co.uk/maps/@47.0934801,12.2144138,49403m/data=!3m1!1e3
3. https://www.google.co.uk/maps/@46.8237988,11.0920616,234301m/data=!3m1!1e3

Some links to ‘Oblique Aerial’ views of mountains in order of proximity to the ground:
1. https://www.google.co.uk/maps/@47.0566826,12.1812876,15142a,35y,37.4t/data=!3m1!1e3
2. https://www.google.co.uk/maps/@46.4817889,12.1445335,85076a,35y,34.55t/data=!3m1!1e3
3. https://www.google.co.uk/maps/@45.470392,11.5212508,246225a,35y,30.96t/data=!3m1!1e3

Think of mountains as a series of ridges and then valleys either side. Water flows down into the valleys and lakes and rivers are often found here, as well as glaciers into colder and higher areas.
https://www.google.co.uk/maps/@46.561726,10.7213714,12602a,35y,37.57t/data=!3m1!1e3

So, let’s take a quick sketch look at how we could represent mountains from varying distances from the ground. In the examples below, isolated mountains can be represented as shown on the left, and ranges of mountains shown as those on the right. The centre top is a more illustrative version of a mountain range.
A Sense of Scale 7
A little bit of shading adds to the illusion.
A Sense of Scale 8

We have another digital technique for top down mountains, which is again much quicker and easier for mountain ranges. In this example I am using ArtRage 5, but again, the tools are available in programs such as Photoshop and Gimp.

I am using a brush which some opacity, so I can build up layers and has some pressure sensitivity.
A Sense of Scale 9
Then the magic bit. We use layer effects to add an ‘emboss, inside’ effect. Me make the contours sharp and as deep and as tall as possible using the ‘Radius’ and ‘Depth’ effects.
A Sense of Scale 10
We can also adjust the ‘Radius’ down to turn the whole thing just as easily into a plateau.

A little bit of background and we are looking more realistic.
A Sense of Scale 12
We can add the forested areas like we discussed earlier to this same mountain range and finish off with some texturing to the trees and mountains.
A Sense of Scale 13
The sense of scale for the above is much more evident.

We can use similar techniques to create a lone mountain too, by stacking mountain layers on top of each other.
A Sense of Scale 14
And with woodland added to help with the scaling.
A Sense of Scale 15

It is even possible to take images created like the above and use as textures in 3d software. SketchUp is a fabulous bit of free software and can be used to lay images (textures) onto the faces of models (https://www.sketchup.com/products/sketchup-free). You would use the SandBox Tools: https://help.sketchup.com/en/article/3000130
A Sense of Scale 16
When rendered, these can be very attractive gaming handouts.
A Sense of Scale 17
A Sense of Scale 18

Conclusion

So, in closing, given the above comments and the vast array of tools available, the key bit of advice is to look at nature using the available resources at your disposal. From that, you can graphically represent features that fit the scale of the map you are working on. This in turn should make it more intuitively interpreted.

Thanks for reading, Glynn

Glynn is the owner of MonkeyBlood Design & Publishing. Specialising in cartography, artwork, graphic design, and layout for the table-top gaming industry, Glynn is also a published author and has run two successful Kickstarter campaigns for game setting materials.

The Pirate CoastFor the May issue of the Annual 2018 we have a classic overland mapping style, created by Glynn Seal, who previously created the Havenland style for the Annual, and is a prolific rpg map maker and rpg designer (check out his MonkeyBlood Design & Publishing website).

The Myrklund style consists of more than 150 highly detailed symbols and bitmaps textures, that combine into a beautiful hand-painted look. The 4-page mapping guide gives you a detailed walkthrough of creating an overland map in this style.

You can subscribe to the Annual 2018 here. Once you have subscribed, the May issue will immediately become available for download on your registration page.