We have reached the final article in the series about making mapping tiles. In previous articles (Part 1Part 2Part 3Part 4) we discussed how to design such tiles, how to print or export them for use in other software, and how to make raster symbols in CC3+ from them so we could use the tiles for assembling maps quickly.

But, as we pointed out in the earlier articles, exporting static bitmap images have some limitations. For example, if you rotate them, you change the direction of shadows and patterns in the fill. One could just call it an acceptable tradeoff and move on, but there is a better way, and that is to turn these tiles into advanced symbols in CC3+. By making symbols that contain the actual entities in the tiles instead of static images, directions of fills and effects are calculated when the tiles are used, not when you originally make them, and it also allow you to actually change the content after placing them. In short, if you are going to make maps using the tiles inside CC3+, this is the best approach, so let us dig into how to achieve this.

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Previously in this series, we have developed a set of tiles which we can use to build a space station of any size. Sure, more variation would have been nice, but the four tiles we made are actually enough for any size space station, as long as we accept that it has to be shaped like a rectangle. The previous articles should have given you the information needed to make more tiles though, such as making an inner corner to complete the set and allow for a more complex shape.

Last time, we did look at how to export and print the tiles. Printed tiles could be assembled on the fly at the gaming table, while the exported images are great for combining in just about any program, like an image editor, a Virtual TableTop, or even CC3+ itself. And this is what we will be focusing on in this article, how to use the tiles in CC3+. There are two options here, either we can import the images we exported as symbols and use those, or, instead of exporting our tiles in the first place, we could create symbols directly from the tiles themselves. This latter option gives us some interesting options we will look at in the next installment, but today, we’ll look at creating bitmap symbols.

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In the prior installments of this series (Part 1Part 2), we looked at how to create mapping tiles using CC3+. Such tiles can be great for quick mapping, because you can just assemble them in whatever way you need to provide a huge amount of possibilities.

Now that you have your tiles, the big question is of course, how will you use them? I’ll consider 4 main methods. the first of them is simply doing as we did while developing them in part 2, just having the tiles placed off to one side in the map and make copies to slot into place, but I find that a bit inefficient. A far better option if you are going to use them in CC3+ is to define them as symbols, which I will look at in a later installment. Today, I’ll consider the last two options, namely exporting them as images that can be used in any application, including CC3+ itself, and printing them, giving you physical tiles to assemble on the fly at the gaming table. Bot these options have several things in common, so it makes sense to talk about them at the same time.

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Campaign Cartographer is not designed to be a tile-based mapper, rather it is designed to be fully free-form where you can shape things as you want. But sometimes, having a set of pre-made tiles available can allow us to throw together a map quickly, or to serve as inspiration.

Last month, we looked at planning the basic structure for our tiles. Planning is always important, especially with something like making tiles, because we need a structured approach if we want them to actually fit nicely together.

In this installment, we’ll get into drawing a few example tiles using the template we created in part 1. Continue reading »

Campaign Cartographer is not designed to be a tile-based mapper, rather it is designed to be fully free-form where you can shape things as you want. But sometimes,  having a set of pre-made tiles available can allow us to throw together a map quickly, or to serve as inspiration.

Most CC3+ styles doesn’t come with such tiles, but creating our own tiles for use in later maps isn’t difficult, although it is a bit time-consuming if we want lots of nice tiles available for our use, but it can also be a nice relaxing activity, and each individual tile can be finished relatively quickly once you have your basic framework ready.

Tiles can be used for multiple purposes, like battle maps, dungeons, space stations and cities. And of course, a tile in CC3+ isn’t fixed and locked once made, you can make a dungeon using tiles, and then still add or remove individual items after placing the tiles.

Tiles can also be printed and used for assembling a quick location on the table for miniature play.

In this article series, I’ll take you through the creation and use of such tiles, and we’ll look at some of the more advanced options available in CC3+ to make the best tiles.  Continue reading »

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.