ralf | January 24, 2019 | cc3plus, guest article, Jens Fuhrberg, user maps
Part III: The Warlock’s Castle and the Crater of Ghorm
Before I come to the next two symbols I need to explain a bit about the background story of RdW, especially about why its name is ‘Call of the Warlock’:
In the beginning of the world of Tanaris the eight gods didn’t interfere into the things of the humans, elves etc., but one day the god Thongmor started playing around in the world and the other gods had to react. As they didn’t want to counter Thongmor’s action personally, they created the Warlock. This is a person with godlike abilities, immortal and invulnerable, his task was to fight against Thongmor. Over the years, with changing Warlocks and with the beginning of the war of the gods, the initial task of the Warlock was forgotten and now he is an independent entity.
But as the gods didn’t want to create another god, they gave him one ‘weakness’. They created the Swordmasters, a group of people with outstanding abilities in swordfighting, who always know where the Warlock is, they always hear the ‘call of the Warlock’. If one of them fights the Warlock and defeats him in a duel (this is the only situation where a warlock can die), the winning Swordmaster will become the next Warlock.
The Swordmaster is a Player Class, which means a player can become Warlock. Unfortunately the requirements for playing a Swordmaster are so hard (while creating a character you have to role dice epic…), no one in my group ever played one.
The home of the Warlock is the castle ‘Sign of the times’, which is settled on a mountain range overarching the ‘black lake of buried hopes’ (in the night you can hear the screams of the dead souls of all the Swordmasters who lost their fight against the Warlock). The feature with this castle, mountains and lakes is, that the warlock can teleport this ensemble anywhere he likes. When the map is done, I will see where exactly I will place it:
Continue reading »
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ralf | January 24, 2019 | City Designer 3, city mapping, guest article, Jay Johnson, user tutorials
We’re continuing Jay Johnson’s City Mapping article with the third and final part.
Adding Details
Little details add a great deal to a map. Look at these two images. The first is with trees and pathways in the courtyards. The second is without them. How much difference do these details make in your opinion? In my opinion, they make a big difference.
Shadows
Another detail you can work on is your shadows. I adjusted the shadow settings on my buildings so they intrude more into the streets. The places where the streets are covered in shadow creates a sense of danger and mystery, don’t you think.
The City’s History
Think about your city’s history and include details that suggest a city that has evolved. Your city should have a nucleus (the original settlement) from which it expanded. Consider how this expansion took place and the different phases through which it occurred. Think about how your city has grown. If there were old walls, roads that ran beside them most likely now mark where they once were. Maybe sections of these walls still stand or roads pass beneath old gates that are located far from what is now the city’s perimeter. What other changes may have occurred as your city grew?
Some More Advanced Techniques
Let’s take a minute to talk about some more advanced techniques I have used. Some that require using other programs in conjunction with CC3+ and its add-ons. Continue reading »
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ralf | December 18, 2018 | guest article, Jens Fuhrberg
Part II: Symbols for special places
“Over the day-smitten towers and walls of Shudm (uglier by day, all its black filth and spiritual garbage too openly displayed), the air began to sing and to ripple, and then grow oppressively silent and motionless. And then the air hardened, like cooling lava. And like lava, the air darkened, until it let in the fierce glare of the sun, but nothing else. Nothing – no lesser light, no noise, no breath of wind or vapor, neither dust nor rain – no wisp of anything. Even the vagrant corpse-eater birds could no longer get in, or out. Like a tomb. Above and also beneath. Inside – not simply a dome but an egg of leaden crystal, there was Shudm now, and the afternoon went by, and sunset, which was true dawn to the ghouls, and night, and midnight. And in the first overcast minutes of the new morning, there was not one sensible thing in the city that did not know it had been trapped.”
Tanith Lee, Delirium’s Mistress
And so, the last days of the ghouls of Shudm began – trapped by this spell of Sovaz, the daughter of Ashrarn, Lord of the Night. In Tanith Lee’s novel these ghouls were an amalgam of ghouls and classical vampires, dependent on eating flesh and drinking blood but not harmed by sunlight. As they became trapped, they had only each other left as food and after the last had eaten himself, their fate was sealed. Sovaz had chosen her very special way of revenge for what they did to her before… Maybe it was inspired by this story of Tanith Lee, that in one of the sourcebooks of RdW the players started their adventure, waking up trapped under an invisible force dome in the house of a mighty vampire.
This chapter of my map-making article will be about making symbols for special places of the campaign. For those who read the WIP thread in the forum, this chapter may contain redundancies, but nevertheless for my understanding of fantasy maps it is maybe the most important chapter.
I like it a lot when a map for an RPG campaign contains parts of the narrative of the world. That means that I like to build dedicated symbols, or scenarios on the map which tell stories, giving more information than just the landscape.
In this chapter I show several symbols I’ve made for the map, along with the explanation of how I made the symbol with the background as written in the original RdW sourcebooks.
Let’s start with the symbol for the magic force dome I mentioned above, protecting a powerful vampire who is looking for fresh blood and trapped a group of players in his home:
Continue reading »
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ralf | December 18, 2018 | city mapping, guest article, Jay Johnson
We continue Jay Johnson’t city mapping article with part 2. Go here for part 1.
Building Construction Techniques
I think we are at the point where I should talk about some of my building construction methods. Here are some techniques for making complex structures utilizing the HBT.
Splicing
The first building we will construct is what I will call the Building with Enclosed Courtyard. The technique I used for this can be used to construct all kinds of variations and is also what I used to construct the city walls around Melekhir. We will refer to this technique as splicing.
First choose the building style you want in the HBT. Ensure the House shape is set to option nine which is the trapezoid shape and the Roof type to option one which is gable.
Continue reading »
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ralf | November 20, 2018 | guest article, Jens Fuhrberg, overland maps
Part I: Foundations of the map
‘Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there as an age undreamed of. And unto this, Conan, destined to wear the jeweled crown of Aquilonia upon a troubled brow. It is I, his chronicler, who alone can tell thee of his saga. Let me tell you of the days of high adventure!’
Robert E. Howard, “Conan the Barbarian”
It was back in the 90’s: We were young, we played RPGs and we listened all evening to one album – the Soundtrack of ‘Conan, the Barbarian’. We played Das Schwarze Auge (The Dark Eye) and Ruf des Warlock (Call of the Warlock – RdW).
RdW was released in 1991 and is heavily influenced by the novels of Tanith Lee, especially by the Tales of the Flat Earth series. You can breathe the spirit of the 80’s and their special way of high fantasy, which was a ‘fantastic’ fantasy and not a ‘realistic’ fantasy, like a lot of contemporary fantasy literature tends to be, with a focus on character development instead of creating fantastic places and persons.
While Das Schwarze Auge became the big German rpg success, RdW is a niche game. As far as I know there are only a few people left playing RdW and sooner or later it will probably be forgotten. Maybe with my maps I play the role of a bard, singing the tales of a lost world. If it is so, I do my best that this song will be dignified. For this sake it is on me to be the chronicler and so I want to invite you to follow me and to let me tell you of the days of high adventure.
The map I make is a regional map of the northwestern part of the world of Tanaris, the world of RdW. When I make a new map, I usually start in the Jon Roberts Overland style, as it is my favorite one. But from the start I use the immense freedom CC3+ gives its users.
For some time I wanted to try the mountains by TJ Vandel (Annual issues 81, 84, 106, 107, 119 & 120), so I added these catalogs to the mountain symbols button to make the mapping process easier.
The next step is to choose a background. I delete the default frame and choose a parchment background. My resulting starting point is this:
It is always a great moment to see the blank parchment in front of me: The world is empty, the story unwritten, and it is on me to create. So let’s go! Continue reading »
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ralf | November 20, 2018 | city mapping, guest article, Jay Johnson
Before we get started with our conversation about mapping cities with Campaign Cartographer 3 Plus (CC3+), I should probably introduce myself. My name is Jay Johnson and I go by Texas Jake on both the ProFantasy Forum and the Cartographers Guild Forum. I have always loved maps and history and I am a bit of a perfectionist by nature. You can see examples of my maps on the ProFantasy Forum. My map of the border outpost of Tarkas was one of the ProFantasy Blog’s Maps of the Month for October 2018. You can also view the current map I am working on of the City of Melekhir. It is a map of a city that covers over one square mile of land area (that’s massive, what was I thinking when I started such a ginormous project!).
When I purchased CC3+ (to make a map for a series of books I am writing) and started down the road of mapping, I had no idea all I would discover—about the use of CC3+, about medieval cities and about the art of mapmaking. CC3+ opened up a whole new world of mapmaking to me. I started by doing some overland mapping (and was astonished by the quality of maps I could produce while still learning the basics of the program), but it wasn’t long before I ventured into the realm of city mapping. Mapping cities can be challenging, fun, sometimes frustrating, but in the end quite rewarding. I would like to take this opportunity to share some of what I have learned along the way.
First, let me define what kind of cities we are talking about. The type of cities we will be discussing are fantasy cities based on those from medieval Europe. The kind that can be found in many of the fantasy stories we have read or viewed. The purpose of our conversation is to learn not only the use of CC3+ to make maps of cities, but also to learn about the art of making city maps.
It could be argued that the art of mapmaking is more important to making good maps than the tools you use to accomplish it. I believe there is some truth to this argument. I would go on to say that a good mapmaker can make a good map whether he or she uses pen and paper, Photoshop, or CC3+. The more we understand about making a readable and believable map, the better map we will make regardless of the tools or medium we choose. Our objective is to make a map that effectively communicates to the viewer the information we desire to convey. If we fail to do this, everything else we do is pointless. We also want to make a believable map. To do this, we need to avoid pitfalls like using magic as an excuse to justify something that would be implausible in the real world. If we do deviate from the norm, there should be a good reason for doing so. We can make exceptions to reality, but they should be made for a reason, not as an excuse. Understand that the more exceptions we make, the less believable our map becomes.
As we make this journey together, I am going to assume a few things, one of them is that you have the City Designer 3 (CD3) add-on. We will be making use of tools and elements from CD3 and since I bought the Top Three bundle when I got CC3+ (which includes CD3 and Dungeon Designer 3), I am less conscious of what tool came with which product.
Let’s Get Started
Where to start? Now that is the question. Let’s start by determining what kind of city we want to map. You must think about the size of the city you plan to map and determine the size canvas you will need to map it on. If you are just starting on your journey as a mapmaker, this can be a hard question to answer accurately. I know that I have had to restart maps several times because I answered this question incorrectly. The problem of fantasy mapping is that we define what we are mapping and we create the data. If our conception of what we want is not entirely clear, we open the door for inaccurate conclusions to enter. So, take a little time and think about how big your city is going to be and then you may want to allow yourself just a bit more space than that. It is good to allow extra space so that the shape of your city is defined by design and not by the constraints of your canvas. How many times do fantasy cities end up square or rectangular because that is the boundaries of the canvas. Our cities should be defined by their terrain, not by our canvas. Do your research. Know as much as you reasonably can about your city before you start to draw it out. Understand, of course, you will learn more as you put it down on (digital) paper. Sometimes the discovery may amaze and surprise you.
A resource that may help you is this site which has many historic city maps.
If you are new to CC3+, get to know the software. You need to gain a bit of skill with your tools. One of the first things I did when I was new to CC3+ was watch the excellent videos by Joe Sweeney to get a handle on the software. You can find his videos here. After watching some of his videos I would do some mapping with CC3+. When I had a question or encountered a problem I would go back for more or break out the manual. One of the best ways to learn is by doing (at least for me it is). Make a few practice maps to develop some familiarity with the product. I have heard complaints that CC3+ is hard to learn. There is a bit of a learning curve to it, but there is with any product. I promise you if you put in the effort to learn to use the software you will be rewarded—and you will get past the steep end of the learning curve faster than you may think if you are diligent.
Another tremendous resource is the Tome of Ultimate Mapping by Remy Monsen. It is available from ProFantasy and is a wealth of knowledge. It also includes an excellent tutorial on mapping cities to help you learn the basics.
Your city should have a reason for being. What resources are available: minerals, lumber, stone, etc.? There must be sources of food and water (unless, of course, your inhabitants are stone statues that do not eat or drink, but I think they are probably not). What about trade routes? Think about these things and their locations in relation to your city and what impact they have on it.
After you have determined the size of your city and have achieved some degree of proficiency in the use of CC3+, you need to determine what CC3+ style you want to use for your city. Understand you can
borrow elements from other styles to supplement your choice. You can even create your own style if you care to. If you are unfamiliar with CC3+ city styles I would recommend making a small sample map with the styles you are considering to see which one will best suit your needs.
Time to Make a Map
Okay, now let’s get into my process for mapping cities (finally, you say). The first thing I do is define the terrain. If you’re mapping a city that is on an overland map, you can look to that map for information. Locate the hills, the mountains, and very importantly, the rivers. After you define the terrain, determine the location of the city on the terrain.
The next thing I do is lay out the major roads. The roads that connect the cities to the rest of the world and resources and the roads that are the major arteries inside your city. This will give you a skeleton, so to speak, to work off of and flesh out. At this stage I determine where the main marketplace will be. If there is a castle or palace, this would be a good time to locate it. It will influence your roads and was probably there before, or near to the beginning of, the city. During this stage it is also good to consider what important structures, locations and features you want to include in your city—maybe an important temple, or a large arena where chariots race or gladiators fight. Now would be a good time to place them on the map. That way you make sure there is a place for them, and major sites like these will have a great influence on your road network.
When you place buildings, you can put roads down first then add the buildings or you can add the buildings then place the roads. I have done it both ways and either will work. It is a matter of preference and, at different points in your mapping, one way may prove better for you than the other.
Talking about buildings. If you look at historic maps and at old sections of cities that have survived from the medieval period, buildings tend to be built right up against each other. They are also right on the street, not set back as is common in the residential neighborhoods many of us are familiar with. This will be the preferred situation in our map. Because of this, the random street tool (which is great for laying down houses fast) will not be our preferred method of adding buildings. I also don’t use the premade buildings very often in my maps. I prefer to make my own using the House Builder Tool (which we will henceforth refer to as the HBT). This allows us to have much greater flexibility concerning the design of the buildings we are placing on our map.
When I was early in the process of mapping out Melekhir, I struggled to come up with convincing-looking buildings and building clusters. After several attempts (which I quickly deleted) I stumbled on an ingenious idea (okay, maybe ingenious is a bit much). I decided to bring up the city of Rothenburg ob der Tauber in Google Earth and copy some buildings. Why Rothenburg? Because I had visited the city a few times when I was living in Germany and I knew it was an authentic walled city that had maintained its medieval charm. I replicated a few buildings—they weren’t exact copies—but I liked the results. I copied a block of buildings and I really liked the results. Hey, this felt authentic (of course it felt authentic because it was authentic). I copied several more sections of the old city. And you know what? After this exercise in replication, I was able to create buildings and clusters of my own that felt authentic. I had acquired a feel for it.
Let’s take a step back. Before I made this amazing discovery (okay, maybe amazing is a bit much also), I had used Google Earth to take measurements of streets and buildings and blocks of several historic cities. I recorded my findings and developed some standards to guide me in my mapping.
Did you know Google Earth has a nifty measure tool that will measure distance in meters (and also feet for us backwards Americans).
My measurements told me that main streets were usually between 16-18 meters (52-59 feet) wide, building face to building face. So, to keep it simple, I set my main streets at a width of fifty feet. Side streets were 6-8 meters (20-26 feet) wide, so I set my side streets at 20 or 25 feet wide. Alleys were as narrow as 4 meters (13 feet) so alleys would be approximately 12 feet wide. I also used my building measurements as a guide to how big buildings should be. Based on the measurement of several marketplaces I determined my main marketplace would be approximately 100 feet by 300 feet.
Grids
One of the first things I do when setting up a map in CC3+ is create several square grids on their own sheets, but on a common layer. This way I can turn them on and off individually. For a city map, I create the following grids: 5 feet, 25 feet, 100 feet, 250 feet, and 1000 feet (if the map is very large like Melekhir). I set the transparency of these grids to 50% or less so I can see through them and make sure they are contrasting colors (so I can distinguish between them). If you make sure they are all on the same layer you can turn on and off whatever combination is active via layers. These grids prove very valuable in keeping everything scaled properly. That said, I often map with them off once I get a feel for scale. If you do this, be sure to zoom out every once in a while. If you are working zoomed-in, things can get out of proportion to the rest of the map. I have stayed zoomed-in for extended periods of mapping only to zoom out and realize I have gotten dreadfully out of scale. That said, don’t be afraid to redo something that is off. If you fix it early it is usually a fairly simple and relatively painless operation (and you will be able to sleep at night knowing it is fixed).
The City Mapping article by Jay Johnson will continue next month.
Download Mapping Cities Part 1 as a pdf.
Jay Johnson is an aspiring author working on an epic fantasy series. He has always loved maps and, like many of us, was introduced to fantasy cartography through the works of J. R. R. Tolkien. His map-making has become an integral part of his writing process — a process he says often seems more like discovery than creation.
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ralf | June 20, 2018 | guest article, mapping, Mike Schley, narrative
What is a map and how can it tell a story? To explore the question, let’s begin by defining our terms. According to the Oxford English Dictionary, cartography is “the science or practice of drawing maps”. So what is it then that we’re creating in this process and how do we know if we’re achieving our goals? Furthermore, how can we tell that our efforts are making the most of the medium we’ve chosen to communicate with our audience? Returning to the Oxford English Dictionary for another clarification of terms might help here. A map, used as a noun, indicates “a diagrammatic representation of an area of land or sea showing physical features, cities, roads, etc.”. In addition, it can also refer to a representation of the position of objects in outer space, or more generally, the arrangement of any collection of information with regard to its distribution over an area or sequence in a progression. In a nutshell, a map is a selective re-presentation of facts as they relate to one another in space or time. When used as a verb, mapping speaks to the act of organizing or defining those relationships with the aim of creating a depiction that can be used for either internal reference or communication with others. With this in mind, the choices that we make in the process of building a map inform not only its technical function and visual flavor but also its ability to serve as a non-linear narrative ripe for expansion.
In my mind, the difference between a simple diagram and a cartographic masterpiece lies in the manner in which the work engages its audience. Some of the best maps I can think of remind me of sandboxes filled with intriguing story seeds. Wherever you look there is enough detail to lose yourself in but there also exists ample room for the imagination to build and expand on what’s given. A great map presents itself as more than simple data. The rabbit holes within a truly engaging map are as varied as its viewers and as numerous as each moment an eye traces a path across its surface. With this in mind, how we choose what is important enough to include and what should be omitted defines the true character of our creation. It’s this judgment and practice that makes all the difference.
Now that we know the basic framework of the activity we’re engaged in, let’s look at some specifics concerning how to move forward. The scope of our interest here is presumably limited to the crafting of fantasy maps, particularly that sort defined by the needs of role-playing game masters looking to visualize sites for exploration, encounter settings, or storytelling. Since we aren’t necessarily worried about maintaining fidelity to a real-world location, then the focus of our overall aim shifts and we are allowed to build the world with more of a free hand. As a result, the initial design and layout steps serve a more essential function since the location is built from the ground up.
With this leeway, the inherent narrative nature of a map becomes that much more apparent. You’re telling the story, or setting the stage for a multitude of stories, by how you develop your picture. That being said, logical issues of physics, geomorphology, and tendencies of habitation are extremely important to consider since an environment that doesn’t make sense sets up roadblocks to storytelling that at their worst can become glaring holes in the plot. Even in the most fantastical world, if your river is running uphill then there better be a mighty good reason for it as well as an accompanying basin for all that water to drain into. Magic and otherworldly influences can drastically affect the underlying rules of the game but the response to those peculiarities needs to be logical. If your world is built on the back of an enormous turtle, then make sure to spend some time thinking about its implications and build the map accordingly. To expand on this, can nuances of your map speak to larger issues outside its boundaries? How can those unique details lead the reader or player to ask questions that spur them on to further adventures? The river that suddenly jumps its banks to cascade into the sky is a perfectly weird device that can set the stage for an excellent beginning to an adventure.
All maps present some form of constructed narrative such that in order for them to function as representations of something else, or worlds unto themselves, they are utterly reliant on decisions made by their creator. These choices are an outgrowth of the cartographer’s point of view and are a function of the creative process. In other words, if a patch of ground were simply duplicated to the last detail it would be a copy rather than a description and it’s in the description that we can find our voices as artists and authors. These determinations give identity to a map and define the purpose it serves. Something as simple as the manner in which a hierarchy of information is organized speaks volumes about the interests and drives of the artist. Allowing these choices to inform and reflect the character of your work makes for a richly compelling creation that feels much more alive than one whose features might seem overabundant, meager, or capricious.
Selecting what to reveal and what to omit is as vital to the process of drawing a map as it is to writing a story. Show your viewers what you’d like to tell them and let their imagination play with those details. What you choose to include will provide game masters and players alike the story landmarks they may respond to while the components you omit can potentially indicate a mystery or leave room for later editorial changes and expansion down the road. This organic living nature is a vitally important aspect of any captivating image whether it takes the form of a fog-of-war mechanic or the inclusion of a mysterious cave entrance in a traditional paper map. Leave something to be explored. This is particularly true of regional maps where the words ‘Terra Incognita’ serve like a beacon into the great unknown.
When designing the overall look and feel of your image, also consider how much is too much. The last thing a map should be is confusing, unless that’s a plot device you’re specifically aiming for. There is a balance that needs to be kept in mind in order to avoid the all too common cluttered look that occurs when a map becomes practically illegible due to the overabundance of information. If everything is included without respect to what really needs to be shown, the resulting visual noise can potentially drown out what’s actually important. Leave some room to breathe in the image and vary your object sizes, areas of contrast, visual density etc to avoid monotony. The fundamentals of design are just as important here as they would be in painting a landscape, since in a manner, that’s what we’re doing. Typically it’s a top-down landscape, but it’s still a landscape nonetheless. Luckily for us, we have the good fortune of being able to employ a wealth of tools that the traditional landscape painter might lack access to such as symbols, text, and multifaceted media.
Finally, I can’t emphasize enough the fact that any map you create is only a starting point presenting your view of the world being shown. It’s a beginning so make sure to set the stage for the coming adventures embarked upon by your audience. Give it some life and don’t shy away from suggesting potential storylines that might be ripe for development. Visual narratives don’t need to be linear or even complete but they do require thought in their employment. Give the audience little nuggets of gold and they’ll dig into and expand on your creation by mining the depths of their own imagination. It’s not only your tale that’s being told here, especially where role-playing maps are concerned. It’s a partnership, a collaborative adventure embarked upon in the minds of each person huddled around your map.
Mike Schley
“As an illustrator and cartographer I’ve created a large number of pieces for publishers such as Wizards of the Coast, HarperCollins Publishing, and Inkle Studios. Of these, I’m most recognized for my development of environmental artwork and maps for the fantastical worlds of Dungeons & Dragons.”
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ralf | May 24, 2018 | guest article, overland maps, Par lindstrom
This is the second part of my series about making an overland map in Campaign Cartographer, you can find the first part here.
Next step is to start drawing the land. At the moment we only have a water background and a SHEET with the sketch map. Select default landmass by clicking on the icon in the top left corner of the program. Fill in the land as it is in the sketch map, once you are done you will see the land texture as its SHEET is on top of the sketch. Now is also the time to fill in all the islands if you have any. Also remember that the sketch map is a sketch, if you feel like you want to change anything just do that, I for example added in some more small islands that I thought made the map look better.
When you are done you wont see the sketch map so you have to hide the SHEET with the land texture. To do this click on the SHEET and EFFECTS icon and mark the Land SHEET with an H in its right box, as in the picture. You will now be able to see the sketch map again.
When I start adding symbols to a map I always start in the upper left corner and work my way down while going from left to right. In this way I will always get the symbols in the right order, which will make it much quicker to finish the map. In this first step I’m only adding all the big strokes that means mountains, forests and rivers, just so that I’ll get a grip of the map. I also try to not make the terrain too square because that will make the map look stiff and boring. You want to have a map that feels organic, it will make it look much more alive. This is especially true when it comes to the rivers. Straight rivers don’t look god, try to make them curved so you will get a sense of that they are flowing. Also remember that rivers always branch out upwards. That means that you will have many starting points but only one end point. The only exception to this is if you have a river delta at the end where the river will meet the ocean.
At this point the map looks rather empty so it is time to add in some more details. A good thing to do is also to hide the sketch maps SHEET so you can see all textures for your map. When I say details I mainly mean to add in some extra trees where the forest ends, adding some hills at the mountains edge and creating some deltas at the rivers. Don’t do too much at this stage since we will add in more details in the next step when it is time to actually start shaping our kingdoms. In my map I also added a volcano and some mountains on the right side map, mainly to get a better balance in the map. At this stage the main goal is to have a good base map that you can continue working on in the next step, that is when we will turn the map into a finished product.
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ralf | May 14, 2018 | cartography, Glynn Seal, guest article, scale
What is the scale of this map?
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.
I can then add some ‘drop shadow’ effect to the layer upon which this was brushed.
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.
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 little bit of shading adds to the illusion.
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.
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.
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.
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.
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.
And with woodland added to help with the scaling.
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
When rendered, these can be very attractive gaming handouts.
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.
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ralf | April 11, 2018 | GIMP, guest article, Parchment, Sue Daniel, textures, Tutorial
Welcome to part 3 of Sue Daniels’ tutorial on creating parchments textures and scrolls in GIMP, where she explains various options of how to produce scroll images from the textures created in part 1 and 2. If you haven’t done it yet, you should first follow part 1 and part 2. As this part is somehwat longer and more involved, we’re providing most of it as a pdf download instead of directly on the blog. Let’s follow Sue along…
This tutorial describes how to use a flat piece of parchment to create a very simple scroll viewed from directly above, using the GIMP.
Due to the length of this tutorial I shall assume that many of the actions used in Parts 1 and 2 of Making parchments and parchment scrolls have been absorbed into the recent memory of interested readers, and that I do not need to repeat them in similar detail here. Where this is the case I will simply list the path in bold text, rather than showing it as a screenshot.
Again, because this tutorial is relatively complex and quite long, I have provided two source files here for you to use, so that you have the materials used in the making of this tutorial. These are the parchment and table top textures that Profantasy has kindly agreed to host. Both these images are my own originals and Royalty Free. They may be used for any purpose you wish.
The numbering of the steps in this tutorial continues from the end of Part 2, so we start at number 37. Words in bold in the instructions are menu items, layer names, or settings in dialog boxes – depending on context.
Continue with the pdf…
About the author: Sue Daniel is active as a cartographer and artist both on the Profantasy community forum and the Cartographer’s Guild. There, she has won 1 Lite Challenge and 3 Main Challenges, and just recently one of the annual Atlas Awards for most creative map in 2017. She has produced many beautiful art assets for CC3+ (such as the “Sue’s Parchments” Annual issue) and mapping in general that are free to use for anyone.
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