Clercon | May 16, 2012 | Annual, Campaign Cartographer, CC3, Overland map, Par lindstrom
Originally posted on mappingworlds.wordpress.com

I’ve started to play a simple and easy to understand roleplaying game with my two oldest children (this is also the reason that the names in the map are all in Swedish, they don’t read English). And of course no game can be really appreciated without a world map to look at.
So I decided to make one while trying out the April annual style from Profantasy, made by the artist Herwin Wielink.
It is always hard to start working with a new style, it takes a while just to get used to the style itself. What graphics are included, fields, desert, marshes, rivers, forests and so on. A good thing is to just create a couple of test maps to get used to the style, to get the feeling of it. In this case I did that, but not only on purpose. I’ve read on a lot of places that people complain that CC3 can be a bit unstable, that it sometimes crashes a lot.
Well I’ve never experienced that, apart from with one of my more ambitious projects where the actual file grew too large for CC3 to handle. But with this particular style I actually had two crashes where I had to restart the whole project from the start again. That has never happened before and it was probably just a coincidence that it happened now, but I guess that the end result ended up better because of this. You can say that I learned from the mistakes in the two earlier maps, so I didn’t need to repeat them in the final map. [Editor's notice: If you ever lose your map, look for autosave.fcw in your CC3 folder.]
The graphics in the style are absolutely gorgeous and mountains, forests and other symbols really melt into the background in a great way that kind of hides the fact that the map is made in CC3. The only other CC3 style I can think of that accomplishes this as good as this one is the 2011 March annual overland style by Jonathan Roberts.
I also like the colour palette a lot in the style. Sometimes I think that maps made in CC3 can be bit cartoonish when it comes to colour, this particular style though has a really nice dark feeling about it. I like that.
Overall the style was very easy to use, the selection of textures and symbols are vast so you can really get some great variation into the map. And variation is very good if you want to make a map that is unique and nice to look at.
As usual I’ve done the labeling in Photoshop, I just can’t get it to work satisfactory in CC3, but that is probably because of me and not the program. The font is the same though as the one included in the style.
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SteveDavies | May 8, 2012 | CD3, city, city design, mapping cities, Tutorial
Up to now we’ve mostly been working inside the city walls, where space is short and buildings necessarily packed

Historic map of Oxford in 1643
closely together. We’re now going to turn to the area outside the walls. In this installment, we’re going to turn back to some theory.
First we need to talk about why businesses decide to set up outside the walls of the city. After all, they are forgoing the protection that walls bring, so there must be some good reasons for it. It turns out the reasons are pretty simple:
- Avoiding authority: This is monetary, avoiding taxes, but also includes regulation, attention of the town watch, even to avoiding the prying eyes of neighbors. The city’s authority ends with the city walls, and some people find their business flourishes where there is less oversight.
- Accessing markets: Gates into the city are notorious choke points for people entering the city. The gates typically only open at certain times, guards ask questions, and just the physical size of the gate all conspire to leave large numbers of people waiting outside to get in. And where there are large numbers of people waiting or stranded, there is money to be made selling goods and services to them.
- Space: In many cities, space is at a premium. So businesses that require lots of space such as cattle markets, or that need space from neighbors, such as tanners, will often set up outside the city walls.

Historic map of Bristol in 1582
What this leads to is a mini city just outside the city walls, where crowds are most likely to form. This is where taverns and inns, and potentially more reputable shops can be found as well.
As you move away from the gate, more space opens up and larger markets and establishments have more room. Typically these spread out along the main roads leading away from the gate. Over time, some side roads may form if the population of the city continues to grow.
You might guess that citizens of the city are unlikely to approve of markets being established outside their walls. They will object to being undercut on price, object to the less savory businesses that occur outside the walls, and complain about customers journeying to their city experiencing the underside of the city before coming through the gates.
Over time, as the city outside the gates grows, the city will expand its limits to incorporate land outside the walls. Then the pressure will grow to expand the walls to encompass the new land. Once funds can be raised to build the wall, the city will expand and cannibalize the old walls.
Next time we will run through using CC3’s automatic building tool to populate the area outside the walls.
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ralf | May 8, 2012 | cologne, convention, rpc
Over the last five years the RPC (Role Play Convention) has grown to be Germany largest roleplaying convention. Spiel in Essen is still much bigger, but where it is mostly a boardgaming affair the RPC is about evenly split between computer gaming, LARP and pen and paper rpgs. As this is much closer to our software’s audience, we decided it was time that we gave the RPC a try. I had visited the show for the past three years and knew roughly what to expect, but you never really know how a show turns out until you try it.
I was a bit upset, when after registering in January it took the organizers until April to get back to us with confirmation and details – and the Profantasy booth suddenly sat smack in the middle of the computer gaming area. But from there communication with and help from the organizers was excellent. They were very responsive to my questions and concerns and we got moved into the proper pen&paper area very quickly.
Cologne is close enough to my hometown (about 50 mins drive) that I didn’t need to get accommodation near the show. In contrast to Essen, exhibitor parking and set access to the halls is very convenient, and I was able to do the setup in a relaxed manner on Friday night, without driving through heavy traffic and worrying about closing times. All equipment we had ordered was on site, in good condition, and we were able to create a nice and professional looking booth.
The show had changed halls from last year and while this provided ample space, it had one drawback: Computer gaming was in the same hall as the other exhibitors, and those booths are VERY loud. Luckily we were far enough away so that it didn’t bother us too much, I heard many visitors complain about the noise on Saturday. It seemed like they toned it down a bit on Sunday. Apart from that the atmosphere was more relaxed than in Essen. Everybody was very friendly and one of the highlights of the show are the many costumed people (exhibitors and visitors).
Due to significantly less visitors (organizers claim 30,000 and 120,000 visitors respectively) and large aisles there were never any jams (as there are sometimes in Essen). But questions, sales and demos did keep me busy throughout both days, so that I was glad about the occasional breather when Gordon and Michael (my helpers on Saturday and Sunday respectively) took care of the booth. The only boring stretch was the last two hours on Saturday – the halls were basically dead after 6pm and the show went on to 8pm, unnecessarily in my opinion.
When I started doing shows for Profantasy i tt used to be that current customers used these occasions to buy the new things we had on offer or stock up with add-ons they hadn’t pruchased yet. These types of sales are basically gone – with few exceptions people buy these things online. The Internet and credit cards (or Paypal) have seen to that. Most sales nowadays are to new customers (which is a good thing) who have either never seen Campaign Cartographer before or who have heard about it and want to take a look at it before buying. Of our sales at the show 90% included a CC3 – meaning they were to new customers, or people getting back into it after CC2.
Responses were good from both old users and the ones who saw it for the first time. I had one guy just walk up and thank me enthusiastically for our software – he was using CC3, Fractal Terrains 3 and Cosmographer 3 for great effect in his Sci-Fi campaign he said. Another customer complained about how hard it had been to use CC2 when he tried it years back, but was happy to purchase CC3 after I showed him the improvements in the user interface.
I unexpectedly met Herwin Wielink (fantasy-maps.com) at the show (he drove over from Amsterdam) and we had a nice talk about mapping and fantasy cartography.
The “Wall of Maps” continues to be the biggest pull for customers walking by the booth – we got many awed comments – but the little dungeon diorama I had on the table also got quite a bit of attention. Many people inquired about how it was done, what materials I used, and so on. As most of the interested people were new to CC3, demoing was mostly limited to CC3, CD3 and DD3, with the occasional bit of Cosmographer and Fractal Terrains thrown in.
Taking the booth down was quick and painless on Saturday evening. Michael was there to help, and we were done and away in 30 minutes. Doing a 2-day show is also a lot less stressful than a 4-day one. The 1-hour drive to and fro is a bit annoying of course, but at least I get to be home each night. Of course I was tired after the show, but overall a lot less exhausted than after Spiel or GenCon. As it looks, I’d be happy to do the RPC next year again.
Photographs by Gordon Gurray
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ralf | May 4, 2012 | cologne, convention, germany, rpc
RPC Germany 2012 in Cologne
This weekend is Germany’s largest RPG convention in Cologne, the RPC Germany 2012 “Dark Waters”.
For the first time Profantasy will have a booth at that convention. Look for us in Hall 10, booth c-067. Come visit us and we’ll be happy to demo our software and answer any questions you might have.
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Clercon | May 3, 2012 | CD3, city, city planning, Par lindstrom, Tutorial
Originally posted on mappingworlds.wordpress.com
In this post we will create the outskirts of the city, farmlands and the ruins. First of all you have to decide what parts of the city that will be farmland and what part will be ruins. In this map I wanted to create the feeling that the city is situated in the middle of an old ruined city. The two closest islands to the east and west of the city will consist of farmland. Those areas are close to the city and will be easy to protect as well. On the north part of the western island you can also see that a part of the old city wall has been taken into use again, to protect the city from whatever hides outside.
When I create farmland I always start by putting in all the roads and houses. Usually you will have a cluster of houses just outside the city gates, the further away you get from the gates the more space you will have between houses. I then select the city hedge drawing tools and start to mark out the area where the fields will be. I’m actually using the same technique here as I do when I’m making smaller towns. For a more thorough explanation on how I draw the fields see my Mapping a small town part 4 post over at my mappingworlds blog.
When I’m done with all the fields the map looks like the picture below, so still some ruins to place.

To complete the fields in the map I also export a map from CD3 where all the land is yellow. In this way I can combine them in Photoshop and paint in some yellow fields among the green ones. This will give you a more natural look than if the fields are just green. See my Mapping a small town part 6 post for more info on how to do this. The yellow version of the map looks like the picture below.

You can of course add in all the yellow fields in CD3, but I’ve found that to be a lot more time consuming then doing it by combining the two pictures above in a third party program. This program doesn’t need to be Photoshop, use the program that you feel comfortable with.
The next step would be to add in some ruins in the picture. Here I must say that CD3 didn’t really have any good styles to work with to get the look I wanted, so I had to make something up myself. Creating a completely new style wasn’t something I felt I had the time or knowledge to do, but I think a good ruined city style would be a great style add on in a future Annual. Sure you have some ruins in the program that you can use, but for me a ruined city mainly consists of the foundations of the houses and maybe some larger, more intact, buildings.
So I decided to draw in some random roads and houses using the CD3 B Ruins Grey buildings. They’re not perfect, but they are a good base symbol to continue working from.

When I’ve put in all the roads and larger buildings in the map I’d export it again from CD3. This means that I now have three different versions of the map, which I’m going to put together in Photoshop, the two different ones with yellow and green fields and this one with a green background and ruins in the outskirts of the city.

At this stage I had to work on the ruins a bit in Photoshop to make them look more like ruins. If you put the map with ruins in one layer and put it on top of a layer consisting of the map with green fields. You can start to erase bits and pieces from the top layer, when you do this the layer below will be visible instead of the top one. In this way I erased all the inner parts of the buildings, which left something that looked more like the foundation of a house. I also erased parts of the larger buildings to make them look more like ruins with broken roofs and missing walls.

In the picture above you can see a part of the map where you have the ruins as they look in CD3 on the left side, and how they turned out after some editing in Photoshop on the right side. In my opinion the right side looks more like ruins then the left side. Or at least more like the ruins I wanted in this particular map.
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jonasgreenfeather | May 3, 2012 | Cosmographer, Deckplans, starships, Tutorial
For the second part of starship design, we’ll be focusing on filling out the living, eating and washing facilities on deck 2. This is the largest deck of the ship and once it’s finished, the rest of it should fall into place with relative ease. The “Big Three” locations all ships need for their crew and passengers are: a place to sleep, a place to eat, and a place to,… clean up, after oneself. To begin, we’ll start with the overall look of deck 2, then move into sleeping, eating and restroom areas.
All Aboard
The one thing I noticed right away about my rough sketch from part 1, was its similarity to a boned fish; while this was unintentional, it illustrates how fluid designing a starship can be, and because of that, I decided to change the shape a little.
Deck 2 is the largest and most physically active section of the ship; the focal points on this deck being, the primary ship’s access area and troop living spaces.
I began by selecting the Hull, Sleek Silver mirrored polygon after right clicking on the Draw Hull button, a custom Snap setting of 5 foot, 1 snap square grid was created. Instead of the original, half moon shape, I decided to create a hull that was somewhat triangular in shape, suggesting forward movement. The deck was drawn next, by selecting the Deck, Lattice mirrored polygon. The Snap for it was changed to a custom 5 foot, 5 snap square grid so there would be a one foot gap between the edge of the hull and the deck. The Bulkhead, Default 0.5′ was selected for the exterior and interior bulkheads and it followed the same Snap setting as the deck. In the picture to the right, the Deck Sheet has been hidden, as I found it visually easier to place bulkheads and symbols at this scale.
The custom snap settings were created by right- clicking the Grid button in the lower right part CC3s drawing window and selecting New…, then selecting 2d Rectangular and applying the settings needed.
The first render of the carrier was ridiculously over scaled (it was nearly 700 feet/210 meters long), and the drop ship place holders were the size of a small building (they should be closer to a city bus). Once the ship was rescaled to a more manageable size (pictured above, about 300 feet/91 meters long), it was time to decide on a starting point. Since all crew/troop entry happens at the “nose” on deck 2, I decided to start there, and branch off to the troop living spaces; the main corridor needs to accommodate 150+ people coming and going with the ship docked and the width was set to 10 feet/3 meters.
You want me to sleep where?
The main corridor and living areas on deck 2 on the working render (above) show a large, dormitory style, bay for troops to sleep in, and the design of the ship called for marginal crew comfort, since they’d be living on board for weeks or months. This meant a modification was needed. I decided to separate the room with a wall; from a narrative standpoint this also adds to passenger safety: If a portion of the hull is breached the loss of life will be lessened. With the basic room layout complete furniture placement was the next step.
The rooms numbered 1-4 show the progression of furniture placement:
Room 1 (left). This room had 7 single bunks, each with a gear locker, and 2 small chairs along the wall with a large table for a common area. This was a messy, cramped effort with little efficiency and a poor design.
Room 2 (left). 8 single bunks were placed toe to toe and the large table and two chairs were removed, in their place, 2 desks (for writing home) were added and the lockers were set along one wall. Less cramped, but room to improve.
The first two rooms also had the door exiting to the main hall; during an emergency or troop deployments, the hall would fill quickly and confusion would run rampant. The doors for rooms 3 and 4 were moved to the side hall that accesses the drop ship dock area.
Room 3 (right). The single bunks were moved to the outer walls, the lockers split the room and one table and chair for writing home was removed. Getting closer, but still a lot of wasted space.
Room 4 (right). Moved the single bunks to one end of the room and the lockers to the other. A couch for lounging and 8 small chairs for dressing were added. Better yet, the chairs suggest a wall that separates the sleeping/dressing areas. I also placed Deck, Plastic Irreg for a little visual distinction.
The final room design was broken up into three spaces (below). The sleeping area is separated from the common and dressing area by a wall (inspired by the chairs from room 4) . The single bunks were replaced with double bunks, increasing the occupant count from 8 to 12, and scaled down to 95% of their original size. While this room layout is cramped, it is a military ship after all, I feel that it is much improved from the poorly designed first layout. Once I was satisfied with the room layout I simply used the Mirrored Copies command (accessed by right clicking the Copy button) to quickly duplicate the rooms (Mirrored Copies is a great solution if you have symmetrical ships or buildings with rooms that need to be duplicated across a central point).
Using the method described above: creating a room, placing symbols and rearranging them for best use of space I then created:

The dining hall, details include (clockwise from tables and chairs) seating for 129 people, steam tables for serving food, a dishwasher, sinks, stove tops and ovens, a walk-in refrigerator and an elevator to travel to the storage area on deck 4 and the crew mess on deck 1.

Shower and toilet facilities for officers and enlisted personnel. The enlisted shower facility details include (clockwise from upper left) 8 showers, sinks and toilets, lockers and benches (created by stretching the rectangular table) The smaller officer’s bathroom and lounge were combined to conserve space. Drawing bathrooms is about as much fun as cleaning them for me, there’s no way to make showers and toilets interesting!
With the “big three” completed for deck 2 (pictured below), Deck, Plastic Irreg was added for all sleeping/common areas, by right clicking the Deck Plan button, to create visual interest and to assist viewers with identifying different areas easily. Next time, we’ll be completing the remainder of deck 2′s amenities, including enlisted lounges, armory and firing range, officer quarters and ships operating systems, creating deck1, reviewing how to mirror copies, and the creative mixing of Cosmographer 3s symbols.
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Simon Rogers | April 30, 2012 | overland
[Editor's note: Forum member Mateus Buffone posts about his excellent Panorica map]
Some days ago Simon Rogers asked me if he could use my map as “The Map of The Month”. When I read it, I could not believe it. I started the hobby last year and I am still learning the tricks of the trade, so it’s an honor to have a map that I made posted.
This map is named Continent of Panorica and I did the first version of it in less than an hour for a RPG game that I would begin on the next day. The first thing that I neded was a style that would fit well in a continet map and that have a “fantasy” feel, as what I wanted was a fast and “cliché” map for a fast and “cliché” world. So I choosed the CA51 Jon Roberts Overland Style that is part of the 2011 Annual.
I generated landmasses in Fractal Terrians 3 until I saw one that would fit my needs. Than I exported it to CC3 and fractalized a little more. After that I used the Land Default tool from the style and drew the islands, then used Fractalize on them to achieve a nmore natural feel. The next step was to place the mountains ranges. I was not concerned very much with realistic geology but I did not want to explain all my world with “magic!”, so I placed them first near the coast where I thought others continents would exist if I some day did the whole world. Then I placed the central chains as I needed a desert for my game. For the first version I only needed the central region so I placed some of the major rivers of the continent and dotted some settlements near the desert to form a pseudo-Arabian/tuareg region and called it a day.
But at that point I was in love with the project and wanted to transform it in my fixed fantasy map for the kind of game that I was running (a GURPS Dungeon Fantasy campaign). So I needed other regions and more details. So I begin to really think about the whole image: what cultures lived there, their society and political organizations. I decided to made the banners of the diferent kingdoms and others political organizations. For it I used the CA15 “Heraldry” from Annual 2008 and exported then as FCW entities to my continent map. I used some symbols found on the Map & Catalog Library in the ProFantasy home page. First I had a lot of dificults to implement the shields because messing with sheets is not very easy, but when you learned what to put where they are a big time saver! For the desert, florest, farmland and scrubland terrain to work on this map I had to rescale then for just 50% of their original size (this tip was gave to me by Simon himself).
[To rescale a bitmap fill style:
1. Click on the Fill Styles Indicator, the Bitmap Fills tab, and find the texture on the Fill Style Name pulldown.
2. Reduce the Scale Width and Height (maybe to 50%) and OK.
3. Try again until it looks right.]
Another point of interest was the underwater setlements (Forte do Sino inside Terras Alagadas and the whole southeast region). I spend a big time with then and in the final I only neded of an Transparency effect. And I think that this is one of the most import aspects of CC3. When you find good effects and know how to create and manage sheets for each of your maps you can achieve very good results.
I hope that you like my map and if have any suggestion talk with me on the community.
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jonasgreenfeather | April 27, 2012 | Cosmographer 3, Design Theory, Science Fiction, Space Opera, Starship Design
When I was 7-ish I walked into the living room where dad was watching a show about space ships, guys in primary colors and aliens, “What’s this?” “Star Trek, it’s about space.” he said, between the dialog. I sat down next to him quietly, completely transfixed, I remember, at the time, feeling really special that he’d share this with me. I’ve been pretty lucky with my parents: Mom gave me my love of all things Fantasy and from dad, Science Fiction. Because of him I’ve always loved drawing starships; exteriors, interiors, odd angles, you name it I’ve put it on paper somewhere. I’d like to share with all of you my process of creating a starship deck plan and elevation cross section, from the initial idea of the pen and ink sketch to the final completed render. I’ll be documenting the good and the bad (and the design dead-ends) with the hope that it inspires others to share their designs as well.
A science fiction cornerstone for any grand space opera, is a well-designed and believable vehicle for your PCs. A good ship design should get an emotional reaction from everyone who sees it.
If some minor planning takes place during the early stages of the design, your players will treat it like another character they encounter in their game: love it, hate it, mourn it when it’s gone. If you ignore a setting where your characters will spend a good portion of their campaign you risk the worst reaction of all: indifference.
Like every NPC, a well designed ship should (figuratively and literally) propel the plot forward while serving as a hub and safe haven; a place your players can catch their breaths and decide what action to take next. But, it should also fit into the story as well: Do you have a galaxy spanning mystery and need the best and brightest to solve it? A ship that encompasses human knowledge and understanding and aids its crew in accomplishing the mission at hand, like the Enterprise, fits the need nicely. What if your players discovered some unspeakable evil and a vehicle is needed to intensify the isolation and paranoia as they try and survive? The Ishimura (Dead Space) or Nostromo (Alien) are great examples of a design that works against the goals of its passengers. In the end, creating a good back story for your starship is as equally important as deciding where the engine and bridge belong.
What’s the need?
When it comes to designing a starship there are 3 basic roles that can describe any ship type you’ll need in your campaign:
1. Ships that carry stuff/people/aliens
2. Ships that look for stuff/people/aliens
3. Ships that want to blow-up stuff/people/aliens
That’s not to say you can’t have a ship that does more than one role (like a spaceship that looks for stuff and blows up stuff) but, by focusing on a single role in the beginning your boat design will be easier to flesh-out. If you look at any modern naval ship, for a contemporary example, you’ll find that these three roles are often mixed; the United States’ Navy’s Wasp class amphibious assault ship performs each of these roles very well:
Move a lot of Marines into battle, quickly (carry people)
It’s a small(ish) aircraft carrier (blow up people/stuff)
Support search and rescue/humanitarian missions (look for stuff)
The original design goal, get Marines on the beach quickly and once there support them so they don’t get killed, defines the need; the secondary roles it.
The first question you should ask yourself is: What will I need this ship to do? I’ve posted some small ships on the forum that already cover the look for stuff / blow up stuff roles and now, for this post I want to try a smaller carry people role troop transport…
What’s the story?
The next step is filling in the back-story of your ship, and this can be as detailed or as sparse as you need and want. Since I know I’ll be designing and building a troop transport, I now have to ask: How will it do that?
The idea of a large box packed full of soldiers slowly de-orbiting and dodging anti-aircraft fire seems to me, representative of a WWI mindset (Just keep charging that trench, boys! Eventually their trigger fingers will cramp, then we got ‘em!). Once again, this is not a bad idea; it’s just not how I want to design this ship. I want a ship that’s more nimble, marginally concerned with passenger comfort and safety, and if some damage is taken, not doom everyone.
I’ll also need to consider how many troops will be carried on board, once I decide this, filling out the remaining ship’s crew will be easier. Since I’ve decided to make this a smaller, company sized, troop carrier (about 140 soldiers) I’ll need to determine how to get them to the battle field.
The final piece of this initial puzzle and the ship I’ll be designing is one that will get the drop ships to where they need to be. The (very rough) sketch to the left shows all the major details of the troop carrier, plus a few detail notes. This drawing shows a four level transport with six drop ships that attach to it along a central corridor.
I like the image of fast entry orbital drop ships leaving trails of super-heated plasma as they tear through the sky, when they get to their LZ, anti-gravity engines kick in slowing their descent, the troops rushing out to meet their fates when they touch down.
I want to avoid the look of a modern aircraft carrier or the BSG, where ships are parked in an enormous internal hanger. If things get bad during an insertion and the hull is breached,… well, all hands lost. Part 2 will have us transfer the drawing into Cosmographer 3 and start to place points of interest like command and control, engineering, and living and work spaces.
Keep Calm
and
Map On
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Clercon | April 16, 2012 | CD3, city, city planning, mapping cities, Par lindstrom
Originally posted on mappingworlds.wordpress.com
We now have the basic layout of the city. Next step is to put in more roads and try to decide where to place the majority of buildings. Sometimes when you create a large city the process of placing all the houses can be overwhelming. To make this easier I try to divide the city into smaller areas. I then place the houses one area at the time. In this way you divide the work into smaller goals that you can reach quite quick. It will make the whole process much easier. In the picture below you can see how I’ve divided the city of lost souls into seven areas to fill it with houses. Make every area interesting by adding a major house, villa or temple in it. It will add some details to your city and will make the end product more fun to look at.

At this stage I also try to locate where the major squares will be, naturally they will be situated where the large roads meet up. I also like to add some smaller squares in front of the gates, usually this is where people have to wait to get in and out of the city. You also have to decide what density your city will have. Nearly all cities have some sort of park or green area, older cities could actually have quite a lot of farmland inside the walls. In this case how ever the farmlands are outside the city walls.
When I start to place the houses I zoom in and out to quite a lot to check the progress of the area I’m doing to make sure that the network of roads and houses looks natural. A good thing to think about is if the area you’re making is planned or if it has grown over time. To understand the difference in how a planned city looks compared to one that has grown over time you can look at some modern cities in USA (for example New York) and compare it to some older ones in Europe (for example Venice). The planned ones tend to have straight roads in squares and the grown ones usually have roads and city blocks in all kind of versions. At first you can’t really see any logic in the city construction, but after a while you will start to see that roads lead between squares and larger empty areas usually consist of an important building and its surroundings.
When I start to map an area I always start with the roads. First I add in some larger main roads, I then switch to a smaller road to make intersections between the larger roads. In the picture below you can see a nearly finished inner part of the city. I’m working on the last area and have put in the roads and squares. The squares I try to place in areas that feel natural. Also try to have some space between squares, a square is a place to meet and trade, so they will be evenly spread out in the city.

When I add houses to a city or town I always start by using the Random street tool. The ability to quickly add all houses on a street is one of City Designer 3′s best advantages. When you’ve added a lot of streets it isn’t always possible to use the Random street tool everywhere, in those cases I add the houses one by one. Sometimes you also have to go back after adding houses with the Random street tool and delete houses that don’t fit in for one reason or another.
When I use the Ramdom street tool I try to make the houses come as close to each other as possible. To do that you have to change the settings a bit. Right click on the Random street tool icon and in the street option window you click the Street settings button. The settings I used for the map you can see in the picture below.

The most important setting is the Distance between houses that I always set to 1, both as Min and Max value. In this way you will get the houses as close as possible togehther. The other values depend on the scale of the map that you’re doing. You have to try some different settings here and see what works out.
When you’ve added houses to all your areas in the town you are done with the central parts of your city. Don’t forget to zoom out once in a while and check that the streets look good. I often have to go back and add some more roads to make the city more crowded. In the next post we will start on the outskirts of the city, farmlands and ruins.
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ralf | April 12, 2012 | Annual, djekspek, dungeon, herwin wielink, isometric, perspectives
Here’s a little sneak preview of the June Annual: Isometric Dungeon by Herwin Wielink:

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