| Post/Author/DateTime | Post |
|---|---|
| #1vikiFeb 07, 2009 9:29:33 | I've got around half a year to create a well designed campaign (which I'm hoping to eventually get published), one problem that I've encountered is that the D&D Insider Dungeon Builder is still not available. I'm no artist so find it difficult designing my own then bringing it to the digital world, this is the same for anything really. Anyway I've got a rough idea for a world map and want to design it on my Mac. Not sure how I'd even start doing that though. Any help? |
| #2araesFeb 07, 2009 14:01:51 | Alright, I'm a bit confused, as I'm not sure if you're trying to make a campaign, or a map. Perhaps a campaign and you just happen to be starting with the map? Either way, for campaign design, there are links in my sig for some of that information, and I'll speak directly to the mapping question. First off, if you haven't done so, trying to figure out a quick, 10 second or so description for your campaign world can help give you a bit of focus. IE: What's the core idea, and are there terrain features that need to exist for it to work. (A swashbuckling setting with vast oceans, a gritty noir game dominated by city interactions, a classic Conan style world with vast open wilderness, ect...) You don't necessarily need to stereotype your world, but it helps to have an idea of where you're going. Second, how realistic are you going to be? Ranges can be anywhere from total fancy with skies of bubblegum and continents made of giant platters, to utter realism with accurate wind patterns, biomes, wildlife, demographics, all that. Many people, particularly first-timers, aim for somewhere in the middle. Reasonable looking but not over the top in either direction. Third, like with campaign design, decide on a big to small progression, or the inverse. Fourth, figure out a rough scale for the overall size of the setting. From edge to edge of the map, how much do you have to work with? Are you mapping out a globe sized area, a continent sized area, mainland Europe, a country, a region, smaller? Perhaps lilliputian in size? Fifth, based on these parameters, make a starting point and begin drawing. Fractally add detail progressing in the direction you chose in step 3. As an example, lets say:
Anyhow, I don't know what the particular programs are that you have access to, but that should give you at least a rough idea of how to progress. |
| #3Rhineglade_Feb 07, 2009 14:48:30 | The easiest thing to do would be to just drawn it freehand if that is how you like doing it, and then scan it in as a .jpg file. I've seen lots of DMs do it that way and it is just as successful I've thought. The other option would be to invest in a drawing progam or map-making program. Prices very widely depending on how sophisticated the application it and the difficulty of the learning curve. I myself use "Campaign Cartographer" from www.profantasy.com. This does take a bit of time to get to know but you can develop fairly sophisticated maps and in color. MS Illustrator can also be useful. I've even seen some people use Paint. |
| #4VatrasFeb 07, 2009 20:38:01 | I went from watercolor and pencil maps to the Campaign Cartographer from Pro Fantasy. The main reason was that it is better to have a file, which you can reproduce as often as you like (and alter where needed) instead of an unique original (which often loses on clarity when being copied). The downside of the drawing programs is that they require a lot of work before you get a useful map out of it. They are definitely not for people who only want to make a single map or two, but for those who constantly draw maps and floorplans. It takes definitely longer to make a map with a program than drawing it by hand. The advantage is that such maps can be changed easily, and you can turn the layers on and off to make a map for you and one for the players (without the DM infos on it). The Campaign Cartographer can also link files and subdrawings to a map, if you want to make an interactive map (this is a lot of work, though). You could call up the map of Aquilonia, click on Tarantia and get a submap of the city. Clicking on the palace gets you a floorplan with a rough description (you can find examples on their homepage). Araes already put it better than I could on how to draft a campaign map ![]() |
| #5pboyerFeb 07, 2009 20:48:55 | This is cheating, but it works VERY well; feel free to copy from a world atlas and modify to suit your needs. No one ever needs to know. ;) |
| #6collycauseschaosFeb 07, 2009 23:57:03 | That's sick, leich! I have photoshop, but I have never used it to make maps like that. Do you mind giving me some tips? |
| #7vikiFeb 08, 2009 4:40:14 | I've got Adobe Photoshop CS4, I'd love to know how to create maps like yours, it's very inspiring. |
| #8indyjoeFeb 08, 2009 4:55:56 | I put together a number of hex map brushes for GIMP. So you could download GIMP (which is a pretty rich image editor for free) for your mac (a search should give you a link to that.) Then if you've never used that or photoshop before, I'd look for a few on-line tutorials and spend maybe an hour to half a day learning GIMP because it is pretty rich. But the time investment is worth it because you'll be able to make the maps and other images pretty quickly. Then download the GIMP brushes I created, install them and make you map following the instructions at this page: http://inkwellideas.com/?page_id=9 There's also an example there that will show you the style of map you can create with these brushes (late 80s-early 90s TSR maps). Good luck! P.S. And I have written a couple of worldbuilding articles on other topics when you get to them. See the right sidebar on the linked website. |
| #9vikiFeb 08, 2009 9:19:06 | Got stuck with creating the 'Alpha1' path. |
| #10collycauseschaosFeb 08, 2009 18:02:39 | I got stuck as well. I went over from the layers palette to the paths palette, and created a new path, but couldn't copy/paste the black and white layer into it. Was I supposed to do this in the channel palette instead? |
| #11vikiFeb 08, 2009 18:06:28 | I went over from the layers palette to the paths palette, and created a new path, but couldn't copy/paste the black and white layer into it. Was I supposed to do this in the channel palette instead? This is the part I got stuck on too. Never realised creating a map would be so difficult. |
| #12collycauseschaosFeb 08, 2009 21:03:00 | Okay okay, I just need to do the trees, but could I have more detail? The trees seem very small, and on your map, some look very bright. Anything else I should know or do I just play until I get something? By the way, thanks a WHOLE lot! It's looking fairly good, I'll post it when I get it done, which should be very soon. |
| #13collycauseschaosFeb 08, 2009 22:05:39 | Mostly finished! |
| #14VatrasFeb 09, 2009 5:38:38 | Looks good enough ![]() You can maybe find symbol libraries on the web to ease your burden of fleshing out the map (town symbols, plants, compass rose, etc.). |
| #15collycauseschaosFeb 09, 2009 10:35:21 | I tried, originally, to make the coastline a dark green, then gaussian blur it so that it looked more natural, and organic than a black line, but I ended up just using dark dark blue I think, then blurring it very slightly, to create a sort of shadow effect, so it would stand out more. I think that the different strokes need to be balanced. In your first image, the stroke was very pronounced, and made the water look like it was above the land. The second one, however, seems like the difference between land and sea is less pronounced. I think if the stroke was a bit darker, maybe blurred, it might find a better balance. This is just a hunch. I couldn't get that idea to work effectively in my own, so maybe you could. OH! How about a brown blurred coastline? After my class today, I'll experiment with that idea. As far as the cartographer's guild is concerned, I may very well head over there, but I want to make sure I get this map finished for good. Also, thank you vatras for the symbol-pack idea, that will definitely help. |
| #16vikiFeb 09, 2009 14:28:48 | After following the link to the tutorials (because I love using screen grabs to help), I was amazed at the outcome and will post my map once finished. Your work has been much appreciated. |
| #17ThoughtFeb 09, 2009 15:50:49 | Wow, this thread is incredibly useful. Thanks for all the info, Leichen; those maps look amazing and I'm quite eager to get a few free hours to try that process out. And considering how often the Cartographers Guild comes up, I really should look into it. |
| #18quiterjon_dupFeb 09, 2009 17:38:48 | Butch has some nice youtube vids up for people to watch, has like 18 in the series, each around 7-9 minutes. |
| #19tempestofthewestFeb 09, 2009 19:22:42 | I'm printing off a large chunk of this topic. |
| #20lord_shonusFeb 10, 2009 1:24:40 | NOTE: Everything in this post is a suggestion only. Your towns and settlements seem rather haphazard. That's perfectly fine, but I find it a lot easier to make a believeble world if I develop the cities "organically", that is to say I try to take terrain, trade, and borders into account. By doing so, I have a large chunk of a city's flavour already done, just by placing the locations thus. On your map, for example, the dot labeled "Djarnor's pass" would make the most sense as a military-oriented town. Because the terrain narrows considerably at that point, any force wanting to travel between the mainland and the large peninsula would either have to control that location or travel by boat, which is always a risky way to move an army. Weather you decide to make it a purely military post (a stout fortification with only enough town to support the garrison) or a thriving metropolis, it would only be in that location if it started out as a defensive measure. Now, given the nature of your terrain, water will be the primary means of commerce. (Not only are there large bays and coves, but there is a large river network reaching deeply inland.) Your cities seem to have taken this into accounts to a limited degree so far. Assuming that the larger the dot, the larger the city, the dot labled Merrywine is in an excellent position, and should be one of the largest cities on the map. The narrow spot it's placed on effectively divides the available water routes in half. (In other words, half of your map can't ship goods by water to the other half without passing Merrywine). Because it is in such an ideal location, most traffic would stop there for resupply and repairs, and a great deal of cargo would change hands there (they might haul it from the river towns in small coastal craft, and load it onto larger, more seaworhty craft at Merryeine for the long journey, for example At present, you have several large dots deep inside forest with little means of access. Unless you intend to add roads, you'll either want to move them, or explain why they're so isolated. That's pretty much all the advice I can give you without knowing more about your campaign world. (how many countries there are, what the siplomatic status is, etc.), but I can give you two general observations. 1. This map is very sparsely settled. Is this deliberate? 2. The northernmost dot is in an interesting position. While too isolated for trade relations, it's in an ideal spot for a pirate base. |
| #21vikiFeb 10, 2009 12:00:59 | Don't think I've done it correctly, perhaps I've missed something, or done something incorrectly, here are my attempts. http://www.wizardsdnd.com/shared/B&W.jpg http://www.wizardsdnd.com/shared/Colour.jpg |
| #22vikiFeb 10, 2009 13:58:28 | Okay I toyed around for half an hour, and came up with the following: |
| #23vikiFeb 10, 2009 14:30:52 | Just downloaded yours, would not open (the JAR file). Anyway, just clarify, the web application I wanted to develop was purely that, web based, no downloads (except plug-ins) and primarily for during a D&D Session. |
| #24pboyerFeb 10, 2009 23:09:28 | Here is the result of my work! My friend was able to clarify some steps and offer advice. Also, the tutorialthat Leichenreiter referenced was very helpful. However, I take full credit for choosing the texture. ![]() Without further ado, |