The December Annual issue is now available from each subscriber’s registration page. This issue completes the trio of drawing styles based in the 1930s Baedeker travel guides: Floorplans, city street maps, and now overland maps.
The 1930s Overland style uses an uncommon (for CC3) method to depict hills and mountains, and in doing so the mapping guide takes a close look at the Symbols Along/Escarpment command in CC3.
While the December entry, this Annual issue is not the last one for this year. We’ll be releasing a bonus issue towards mid-December, expanding on the DeRust overland style.
The latest Annual issue is now available for subscribers from their registration page. The November Annual consists of a new hex mapping style based on the Bitmap Overland style that comes with CC3.
Templates, symbols and tools allow you to create a hex-based setting map in minutes, giving you that old-school explorer feeling with modern graphics! Check out this sample map of “The Warring Isles”:
Check out the freshly released September issue of the Cartographer’s Annual 2013. TJ Vandel, an amazing fantasy cartographer and Cartographer’s Guild regular (user name Schwarzkreuz), created a huge selection of bitmap symbols for your mapping pleasure. We compiled them into this new overland style.
Here’s a little preview of the upcoming July annual by Pär Lindström. Check out his nice black and white style.
You can subscribe to the Cartographer’s Annual 2013 here.
We’ve just released the June issue of the Cartographer’s Annual 2013. Check out the Comic Book look of this vector overland style.
This style has been inspired by the artwork of illustrator James Stowe.
We have released the April issue of the Cartographer’s Annual 2013: The Midgard World overland style. Created in cooperation with Kobold Press and Jonathan Roberts, this style recreates the maps published in the Midgard fantasy campaign setting and the accompanying iPad atlas. You can now add your own regional maps for this setting, or recreate another world in the same mapping style.
Even better, the Midgard World style is compatible with the Jon Roberts overland style from the Annual Vol 5. They can be combined for a greatly enlarged variety of symbols and fill styles.
We’ve just released the March Annual issue: Flavio’s Myrr Overland style is now available as a download for the Annual subscribers.
His beautiful and unique overland style is based on intricate bitmap texture and shaded contours, as you can see from this sample:
You can subscribe to the current Annual here.
[Ed's Note: Let us know if you like this style, and with Flavio's permission, we'll create an Annual from it]
My fiancée recently asked me if it would be OK to make a Viking character for my Al-Qadim campaign. I thought about the role playing possibilities for a moment: Viking gets lost at sea en route to pillage and plunder; Viking gets shipwrecked in hostile desert environment; Viking PC makes for a very interest game indeed. I then thought about where such a Viking would come from in my world and set about creating a map of his home.
Myrr is a semi-arctic region largely inspired by Scandinavia, Iceland, and Alaska. I spent a great deal of time looking over maps of their fjords and river systems in the hope that I could create something similar and believable in my own map. After an hour or two tinkering around with the fractal line tool (adding a river here, indenting land mass there, etc), I finally had a landmass and set of islands I could be happy with.
The next step was to create the mountain range. I first drew the main ridge of the mountain and all the little ridges that branch off of it with the smooth poly tool. This is what the looked like without effects on.
I gave it a rather long and dark wall shadow, a deep edge fade inner (with 75% inner opacity), and a large lighted bevel effect (so that the two sides of the bevel met in the center of the polygon). I then added a Mountain Hills sheet that encircled the range with a smaller edge fade inner and lighted bevel effect. Next, I added a Mountain Base sheet that encircled the Mountain Hills (also with a smaller edge fade inner and lighted bevel effect.) Because I wasn’t thoroughly happy with the colors that were coming out, I finalized it with a Mountain Cover sheet. This shows the details of the effects:
And this is the final mountain range:
As you can see, I also used the Mountain Base sheet to layout my hills. I further added a Hills Base sheet that encircle these hills and had a deep edge fade inner to give the illusion of height. From there I added some forests (very subtle), rivers, text, (about a dozen assorted sheets to get the ocean, landmass and desert looking right) and called it a day. All of the textures came from Herwin Wielink annual and CGtextures.com.
This map was a great deal of fun to make and I learned a new technique for mountains in the process. Of course, the best part is now crafting a history about this region to help fill in the gaps of my fiancée’s character’s back-story. Although I’m far from done, you can check what I have so far (along with a full resolution version of the map) at my blog.
To get more ideas for maps to do I’ve decided to make a fantasy adventure. First of all I need a campaign map of the area where the actual adventure will take place, with that one in place it will be easier to plan the other maps I need to draw.
To make the map I decided to use the style I made for the December issue of the Annuals from Profantasy. The style was made for creating campaign maps for smaller areas, so it will fit very well for this map.
The adventure will take place in the country Armadien, close to a city called Vadsbro (Littlebridge in my Armadien map). Vadsbro is situated close to the Armadien border, next to the Traal infected Skymningsskogen (dusk forest) and the Traal mountains, so there will be a lot of forest in the map.
As soon as I started on the map I realized that I had to improvise a bit with the style. The main feature in the map, except for all the forest, is the river that split up in two rivers closer to the mountains. The rivers in the style aren’t really suited for depicting a main river in this scale, so I decide to use the ocean texture for the rivers. In this way the river will look more like the dominating natural feature in the area.
The river tool however comes in handy to show smaller rivers connecting into the main branches, but I had to change the colour of the rivers to blend in more with the main rivers. When I created the style, which is based on my Truscian map, I wanted the rivers in a darker colour and the ocean in a lighter one. That works very well if you do a more zoomed out map. But if you zoom in closer to an area for a map, and you suddenly want to use the ocean textures as rivers, the colour for the river tools don’t really blend in. So I decided to change them.
It is actually quite funny how a style you’ve created yourself, suddenly needs to be trimmed when you start working with it. But I think you can say that for all styles. At least I always trim the styles so they’ll fit into my way of working.
Now that the map is done it will be easier to decide what more maps I need to do. You can say that I’m making my adventure from the maps, the story I have so far will probably change a bit with every map I make. But that is the fun part of mapping, to weave a story around your maps instead of making maps from your story.
Originally posted on mappingworlds.wordpress.com
We’ve just released the final issue of the Annual 2012, and a fine one it is! Pär Lindström – creator of our popular Fantasy Worlds style – has created a beautiful mapping style for regional maps.
We’ll be releasing information on next year’s Annual soon!