SS4 MappingGuide
SS4 MappingGuide
Underground Areas....................................................4
Symbols........................................................................... 4
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
Outside Areas
Let’s start with a little hut in an outside area, before we
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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.
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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.
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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.
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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.
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make them too dim; you still want to be able to see the
details!