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![]() Hi Folks, It's been a while since I've posted any maps, so I wanted to share my latest: maps for the glades in Thousandbreaths. I know I can't go to scale (the maps would be massive) & there's some errors & bugs in rendering the output for the Nightmare spire, but they give you a good idea of how they look. I'm having to rush the maps as we're gaming weekly at the moment. These maps are small (approx. 1000px), but the full sized maps are approx. 40MB each. I'll get them uploaded sometime down the track when I'm finished & have more time. As for grid size, the full maps are either 35 or 50px per 5 foot. The maps were created in Campaign Cartographer 3+ with the Dungeons of Scheley map pack. For glade B, I played around with watercolor effects in Photoshop. I'm not sure if I'll do the others like that. My thoughts at the time were to make them look like illustrations in a book. So here's the links to the SMALL versions: Enjoy! Cheers,
Edit: PS, there's no grid lines as I use d20Pro to generate the grids. ![]()
![]() If you're anything like me, you've been busting your gut waiting for the Player Edition of Realm Works to hit! Finally when my players ask who "Pitax" is, I can tell them to "Check Realm Works"! :) ![]()
![]() Just a quick update that I'm currently working on getting things fixed around Varnhold. When rotating the map from the KM map pack so north faces north, the map is tilted around 45 degrees. But if I align Restov & Pitax over the map from the Inner Sea World Guide, it's around 15 degrees. From a quick inspection, my map looks pretty close to the KM map pack, but there are some minor changes required around Varnhold. I'll tweak the mountain ranges, along with the rivers & roads to match the map pack. Once that's all done, I'll export a few versions of the map (this time with the correct layers showing). It'll also require another change to the hexes I've entered into our Hero Lab kingdom portfolio. Sigh... :) ![]()
![]() Kryx wrote:
I'll try to get a version with no hexes done this week for you. I'm holding off on sharing the CC3 file until I have things as correct as they can be (Varnhold etc) ![]()
![]() Kryx wrote: OldManJim, do you not see the issues I brought up about Varnhold pass? I tried to place the items in the region as best I could, but the geography just doesn't match up. I do recall having to fudge a few things around Varnhold when adding the symbols to my kingdom map. I'll take another look at it & see how I can fix it. Kryx wrote: Also I really love the building icons. Any possibility of sharing them? Will need them especially with the borderless version now. Unfortunately I can't share those symbols as it'd be against the licence for Campaign Cartographer. They're a part of the Campaign Cartographer Annual 2012. ![]()
![]() Kryx wrote: The country division seems quite silly - Surtova for instance only has 24 hexes while Orlovsky has half the country. I actually agree with you there & it has been something on my mind. I based the house borders on the map on page 66 of AP#31 Stolen Land. From there I tried to split the borders along physical barriers, such as rivers. As for House Surtova, it's very limited in size because of House Lodovka to the east & Highdelve to the south is actually a House Garess city. Eagles Watch is the capital of House Orlovsky, so it really is limited in how large it can be. When originally mapping it out, it surprised me how small it really is. As requested by an earlier post, I've uploaded a borderless map without any cities etc: Link. That way you can modify the borders etc any way you wish. IgnusFireSpirit wrote:
Once I'm happy with the map (and I've fixed the layers etc), yes, I do intend on sharing the CC3 file. And thanks to everybody else with the kind comments! ![]()
![]() redcelt32 wrote: I have to say, so far, OldManJim's CC3 map is by far the most comprehensive and cohesive. I had it blown up and laminated today at OfficeMax and we are going to use it for our game in place of the 4 panels set in poster frames we had been using. The fact that my players can calculate travel to a specific point in the Northern River Kingdoms or Brevoy from their capitol one a single map is game changing for us. Here's a link to the map that redcelt is referring to. Be warned, it's a 16.5MB jpg file. It shows what I think are the house borders in Brevoy, along with major towns & my best guestimate at major roads. hewhocaves wrote:
I found similar issues when trying to overlay different versions of the map in Campaign Cartographer. For instance, one map had the eastern border of Mivon a full 2 hexes (24 miles) away from another map. In the end, I settled on the most eastern border as that's what redcelt needed for his game. ![]()
![]() Here's a link to the map of The Stolen Lands / Brevoy / Pitax / Mivon etc. Be warned, it's a 16.5MB jpg file. It shows what I think are the house borders in Brevoy, along with major towns & my best guestimate at major roads. This version of the map should be useable by any GM running Kingmaker without giving any major spoilers, plus the Stolen Lands are left empty (no Fort Drelev / Varnhold) so you can place them differently if you wish. ![]()
![]() Just a quick update: yesterday I added all of the farms etc to our kingdom map. I think we're at 70 hexes & the amount of farms needed is insane. Last night I wound up going bonkers & started expanding the map to cover Brevoy & all of Pitax. I started by tracing the map of Brevoy from the Inner Sea World Guide. Turns out my map wasn't too far out of whack with the official map. But since I've just re-entered around 120 hexes into Hero Lab, I won't be changing my map to fix it. I've also drawn a version of Fort Drelev, ready for us to use as a battle map in the city streets this weekend. I'll post them later sometime when I get the chance. ![]()
![]() Here's the link to the new map: Spoiler Free Map. This one doesn't contain any markings except for mountains / regions etc. There's no countries marked either as I know borders / countries will change based on individual campaigns. ![]()
![]() After a couple of nights work, here's a map of the Stolen Lands. This uses the Herwin Wielink Overland style from the Cartographer's Annual 2012. Yellow areas are claimed. Red are explored. You may also spot that the map has been orientated as north being up the page, unlike the Kingmaker Map Folio. Because of the changes to the hexes, I think I've wound up giving the group a couple of free hexes so the map would work. Next up, I'm back into mapping the capital, Stagfell. ![]()
![]() Hi Folks, I thought I'd run a kind of blog here as I re-learn how to use Campaign Cartographer 3 / City Designer 3 to map out the Make Glorious Nation of Stagfell & her capital, Stagfell. Just a quick bit of background, I used to own CC2 / CD2 years ago, but sold it when we stopped playing D&D. Now that we've been into Pathfinder & playing Kingmaker for 18 months, I bit the bullet to repurchase CC3 / CD3 / DD3 again to map our kingdom. I'm also an ex-draftsman & I used AutoCAD / 3D Studio for about 11 years professionally, so I have a grasp on how CAD systems work. First up, I started on the map of the complete Stolen Lands. I found an image from where somebody else drew a properly orientated map in CC (I think it was Leonal???). I imported the image & began to trace the rivers & lakes. But I wasn't happy with how that was looking, using the vanilla CC3 styles. So it got pushed to the side while I went back to playing Elder Scrolls Online for a few days. Yesterday I started thinking about it again & I found that I really liked the styles in the Cartographer's Annual Vol 6 / 2012. Especially the Jon Roberts city style. So I grabbed that & started playing around last night with mapping the city itself. I started with a map 2000' x 1600' to give me plenty of room & traced over a picture of the Stag Lord's Fort to give me a rough size for where the castle will sit. Next up was some random 10' roads to roughly block out where the city blocks would sit (and here was my big mistake, but more on that later). I then focused on a section of 2 blocks (8 lots) & mapped in random 5' roads, followed by the major buildings, such as the breweries, guildhall etc. The rest was random buildings using the built-in street tools. Here's the result: Stagfell 1 Now for the big problem...the scale is totally out of whack. A single lot is supposed to be about 750' square. Mine are nowhere near that. So tonight I'll rip that stuff out & block out a 750' grid then use that to fill out the proper distances. It'll mean there will be lots more buildings, but that works for me. It should look great when it's done. Cheers,
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![]() That is actually how I picture "farms" anyway. I've marked farms on my maps as farming villages, rather than just a peasant shack if you know what I mean. Each village would have it's own town hierarchy with village elders, or mayors & there's always a tavern or pub where the locals gather to drink after a hard day ploughing or shovelling horse poop (things city-slickers like me know next to nothing about :) ). At 64 hexes & over 32,000 people, plus armies, most of the land we've claimed is dedicated to farming & fishing. ![]()
![]() Our group will be taking down Vordakai in the next game, so I've been dabbling with adding 2 Archmage tiers to him. My current plan is that when they kill him, the Occulus will ascend each of the PC's. It will most likely become the source of their mythic powers & they'll have to protect it to keep their powers. ![]()
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![]() Hi Folks, Lately I've had the urge to play around with the Skyrim Creation Kit. I had all sorts of ideas on what to do, when inspiration hit: use the CK to create in-game images for our Kingmaker campaign. I recently upgraded my video card to a GTX770, so I'm running K ENB to get the depth of field & lighting effects. Keep in mind I'm not an artist in any way, shape or form, but I am an ex-draftsman who used to use AutoCAD & 3DSMax for a living, so I have some idea of what I'm doing :) Here's some of the results: (1920x1080p images ahead...) Possible Spoilers:
Hope you like them! Cheers,
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