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SS4 MappingGuide

This document provides an introduction to Symbol Set 4 - Dungeons of Schley, an add-on for Campaign Cartographer 3 software. It describes how to start a new map using the Mike Schley dungeon style symbols and guides the user through placing outside buildings and terrain, then adding underground caves, rooms and corridors.
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0% found this document useful (0 votes)
35 views9 pages

SS4 MappingGuide

This document provides an introduction to Symbol Set 4 - Dungeons of Schley, an add-on for Campaign Cartographer 3 software. It describes how to start a new map using the Mike Schley dungeon style symbols and guides the user through placing outside buildings and terrain, then adding underground caves, rooms and corridors.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Welcome

Welcome to Symbol Set 4


- Dungeons of Schley (SS4),
an add-on to ProFantasy’s
Campaign Cartographer 3
software (CC3). The artwork of
License Agreement
SS4 was created by renowned
Use of this software is
fantasy cartographer Mike Schley. determined by a license
agreement you can view

Contents on the CD.


Technical Support
Introduction................................................................... 2 Support is available
from the Registered
Users area of the
Start a New Map........................................................ 2 ProFantasy website
profantasy.com
Outside Areas ............................................................. 2

Underground Areas....................................................4

Symbols........................................................................... 4

Text Labels ................................................................... 5

Underground Rooms................................................. 6

Lighting........................................................................... 7

Credits
Symbol Set 4: Simon Rogers, Mark Fulford, Ralf Schemmann
Symbols: Mike Schley
Compilation: Ralf Schemmann
Trade Dress: Peter Gifford
Thanks To: Mike Riddle, Beta Testers, The ProFantasy User Community,
The Colonel and Nigel
The Mapping Guide: Ralf Schemmann, Simon Rogers, Lindsay Rye

ProFantasy Software Ltd · Spectrum House · Bromell’s Road ·


London · SW4 0BN · UK
[email protected] · www.profantasy.com

©2014 ProFantasy Software Ltd.


Introduction
Welcome to Symbol Set 4 - Dungeons of Schley (SS4),
a new set of artwork for Campaign Cartographer 3
(CC3). It contains two styles based on the work of
Getting Started fantasy cartographer Mike Schley, one in full color and
The information and tutori- the other in black & white inks.
als contained in the SS4
Mapping Guide assumes a SS4 can be used with or without Dungeon Designer 3
basic knowledge of CC3. If
you have not familiarized (DD3), but having that add-on will give you additional
yourself with CC3, doing so functions that make drawing floorplan layouts easier.
before you start Symbol Set
4 will be beneficial.
While this guide generally assumes you have DD3
installed, any differences in usage without DD3 will be
Mike Schley pointed out in the appropriate places.
Mike Schley is a renowned
game cartographer with Using this Guide
clients such as Wizards of
the Coast, Paizo and Scho- We recommend you follow this guide step-by-step. It
lastic and besides creating
this dungeon style is also
is not a full reference to all symbols and tools of SS4,
working on a complete new but will give you insight on how to approach creating a
overland style for CC3+. map using this style.

Start a New Map


Start a new map
in the Mike Schley
dungeon style by
clicking the New
button. Choose the
map type Dungeon,
Decide your own
settings and click
Next. Then choose
the style SS4
Dungeons of Schley and click Next again.

For this example, we’ll create a small area map, of 160’


by 200’. Set these values for the map size, then click
Finish and save the map.

Outside Areas
Let’s start with a little hut in an outside area, before we
2
proceed into the depths of Rooms without DD3
the dungeon. Click the Add If you don’t have DD3
installed, clicking the Room
Room button, set the floor button will instead offer you
background to the Wood a selection of drawing tools.
Choose Room, Wood Floor,
Floor Pine h fill and the wall Stone Walls for this example.
fill style to Natural Stone 5. A room drawing tool works
Set the Wall width to 0.5. similarly to the Room com-
mand from DD3, it is just
a bit more complicated to
Click OK and draw one or change the floor and wall
two building outlines in the fill styles.
lower half of the map. These
are our outside buildings.

Use the Wall drawing


tools to put some interior
walls into the buildings.

Use the Terrain drawing


tools to draw a grassy area
around the buildings and
some paths leading up to Symbol Shadows
them. Trees would obviously cast
longer shadows than bushes
You can add some and weeds, but if you put
them all on one sheet, one
vegetation symbols from the shadow length will be ap-
Vegetation catalog at this plied to all symbols.
To change that SS4 uses a
point to show trees and bushes, if you like. few alternative sheets to put
symbols on. For example,
Now right-click the Terrain the tree are placed on
drawing tool button and SYMBOLS TREES automati-
cally, with effect presets that
choose the tool Terrain, Hill show a longer shadow.
Background to draw the Similarly SYMBOLS LOW is
used for small weeds and
outline of the underground
SYMBOLS FLAT for anything
area you want to map. that should not be casting a
shadow at all.

3
Underground Areas
Now we can add some underground caves and rooms
to the other half of the map. Use the Cave drawing
tools to create some natural cave areas, and the Floors
drawing tools to add
a few rooms which have
been added by human
(or monster) hand. With
the Walls drawing
tools, add walls to the
man-made rooms and
corridors.
Background Variations
It is generally a good idea Once the underground
to use different Terrain layout is complete use
drawing tools to break up
the background textures. one of the Terrain
Having large swathes of Rock drawing tools to
the background composed
outline the floors below
of the same texture looks
monotonous. ground.
Very useful here are the
textures and tools marked
with a “T” in the name (eg Symbols
Terrain, Sand 1 T). They con-
tain transparent parts that
It’s time to add the details
let the underlying texture to our map in the form
shine through. of symbols. Start out
with the Wall Features
, adding doors and
windows to the buildings
and interior rooms.
The symbols will break
appropriate gaps into the
walls where necessary
when you place them on
top.

Most of the Wall Feature


symbols will be placed on
the sheet SYMBOLS WALLS automatically, except for
the burning torches which go on SYMBOLS TORCHES
instead.

4
Add Cave symbols,
Furniture , Containers
and Treasure , and
whatever else you need to
your map. The symbols are
all scaled to match each
other, so you only need
to manually scale things
where you need custom
sizes.

Text Labels
Change the current layer
to TEXT LABELS and set the current drawing color to
black (color 0). Of course you can choose a different
Text Color
color for your text, but you might need to adjust the The style’s default sheet
color of the Glow effect on the TEXT sheet. effects are set up to support
a dark text color, adding
Label the map as necessary, a white outline to make
labels readable against the
then load the Cartouches background.
catalog via the Symbol If you want to use bright
Catalog Settings and add text instead (eg white),
open the Sheets & Effects
a compass rose and scale dialog and change the color
bar. Note that the scale bar of the Glow effect on the
TEXT sheet to black (color 0)
depicts 100’ (or meters) or another dark color.
and might be too large for a
smaller map. Simply right-
click, manually enter a new
scale and enter the correct
length in feet (or meters)
when prompted when you
place the symbol.

Sheet Effects
Now just turn on sheet effects to see the map in its
final form. Feel free to tweak the effects to your liking.
Perhaps you want a stronger shadow effect on the
symbols or less of a glow on the underground walls. It’s
all easy to change from the Sheets & Effects dialog.

5
Underground Rooms
You might notice that in the map we created the walls
of above ground and underground rooms look the
same. That’s not a problem in itself, but for a very neat
effect, you can give the underground rooms a “sunken”
look. It takes a little extra effort, but the result can
really make your map stand out.

Preparations
First we need walls on the cave areas. Use the Walls
Trace drawing tool Wall, Width 0.5, Natural Stone 5 to outline
After you’ve started a the natural cave area on the map. The trace function of
drawing tool, look at the the drawing tool is very useful here.
command line. If it lists the
“T-Trace” option, you can
hit the t key to start tracing
an existing entity.
Sometimes highly fractalized
entities like a cave floor
can be difficult to trace
because of their many
nodes. If you run into that
problem, use the command
Remove Nodes (REDN) on
the cave floor to reduce the
fractalization.
A trace can be stopped (by
right-clicking) and started
again on the same or a
different entity. That means
you can trace different Then we need to adjust the rock background to match
objects with the same use of the wall fill style. Use Change Properties on the rock
a drawing tool. That’s very
useful when you are tracing background to set its fill style to Natural Stone 5.
different rooms or floors of
a dungeon with walls. Drawing a Wall Mask
To make the following step easier, I recommend hiding
all layers but the layer WALLS. Then click the Walls
drawing tool button and choose the tool Wall, Mask.

Start at the cave entrance, and then trace the existing


wall around our underground area until you reach
the opposite side of the entrance. Stop the trace (but
not the drawing tool) and go back around the rooms,
drawing the mask a little outside the walls. See the
following diagram for the shape you are creating:
6
Turn on sheet effects and
you’ll see the effect of
the wall mask. Effectively
it hides the outside half
of the wall and its bevel,
making it look as if the
rooms were cut out of Lighting
the rocky background. Explaining all the details of
lighting effects is not pos-
sible in this mapping guide.
Lighting I recommend the following
resources if you want to
Another way to make your maps look more impressive learn more about it:
is to add lighting effects. 1. The CC3 help files on the
topic Light Sources.
2. The Annual Vol 2 issue
Preparations Lighted Dungeons.
3. Jean-Michel Bravo’s tuto-
Open the Sheets & Effects dialog, and from the rial article on Light Effects.
effects drop down box choose Dungeons of Schley
Lighted. If you are asked whether to add any missing
sheets, decline that.
7
IF you turn on effects now, you will see that the map
just turns darker. That’s because we haven’t added any
lights yet!

Adding Light Sources


Set the current sheet to
LIGHTS and the current
layer to LIGHT SOURCES. I
also recommend setting the
current line width to 0.5 so
light markers are more visible.
Set the current color to white
(color 15).

From the Light menu choose


Add Light and place a light
just outside the cave entrance.
Give it a radius of 30 and a 360° angle width. When
the light dialog comes up set the Intensity to 100%.

Keep adding lights to the outside


area with the same settings,
or simply use the Copy
command to multiply the first
light. These represent the general
Light Source Markers outside lighting.
The crosses visible in the
map are just representa- Don’t be confused by the crosses
tions of the light source, representing the light sources;
so you know where they
are located and can edit or
we’ll turn these off later.
delete them.
By default CC3 shows these Now start on the
markers when you open a interior lights. To
map, so you need to use
Hide Light Source each
differentiate them
time you re-open the map from the daylight
and want to export it in outside, you can give
some way.
A future update will provide them slightly different
options to toggle this colors and you should
behaviour in general.
reduce the intensity
to something like
75% or 80%. Don’t

8
make them too dim; you still want to be able to see the
details!

Finally, from the Lights menu, choose Hide Light


Symbols to get rid of all the crosses and see the fully
lighted map.

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