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CA21 Mapping Guide - Battle Maps

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0% found this document useful (0 votes)
13 views4 pages

CA21 Mapping Guide - Battle Maps

Uploaded by

countzeroasl
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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Mapping Guide: Map Pack "Battle Maps"

Introduction
Welcome to September issue of the
Cartographer’s Annual 2008. With the
rise in popularity of miniatures-based
gaming in recent years, so-called battle
maps – pre-drawn full-color, high-
detail game boards – have become
widespread.
New adventure modules come with
pre-printed versions, you can buy tile
sets and flip mats individually, and
with Campaign Cartographer and
Dungeon Designer you can draw your
own.
This mapping guide tells you how to
quickly create a battle map, how to make it look good and how to print it effectively for
your game. pìÖÖÉëíÉÇ=aáãÉåëáçåë=
pìÖÖÉëíÉÇ=aáãÉåëáçåë=
You will need the add-on Dungeon Designer 3 for Campaign Cartographer for the textures `çåëáÇÉê=ïÜ~í=óçì=åÉÉÇ=Ñçê=
and floorplan symbols used, and I will assume that you have access to an A4- or Letter- óçìê=Ö~ãÉI=Äìí=~äëç=Üçï=
sized color printer. ãìÅÜ=ïçêâ=óçì=ï~åí=íç=éìí=
áåíç=áíK=
1. Starting the Map
^å=^P=éêáåíçìí=ENSñNN=
As always we start a new map from the new ëèì~êÉëF=áë=ê~íÜÉê=íáÖÜí=Ñçê=~=
templates provided. You will find the Annual Battle Ä~ííäÉ=ëÅÉåÉI=Äìí=Å~å=ïçêâ=
Map DD3 template in the New Map Wizard under Ñçê=ëã~ää=ÉåÅçìåíÉêëI=ïÜÉêÉ=
Dungeons. åç=ä~êÖÉ=ÅêÉ~íìêÉë==~êÉ=
The description lists a number of suggested éêÉëÉåíK=lå=~å=^Q=éêáåíÉêI=
dimensions depending on what final size your óçì=åÉÉÇ=íç=éêáåí=O=é~ÖÉë=
battle map is supposed to be. Take a moment to EOñNF=~åÇ=ëíáÅâ=íÜÉã=
consider how large you want it to be and put in the íçÖÉíÜÉêK=
listed dimensions on the next page of the wizard. ^O=EOPñNS=ëèì~êÉëF=áë=ãçêÉ=
ÅçãÑçêí~ÄäÉI=Äìí=óçì=~äëç=
åÉÉÇ=íç=éêáåí=Ñçìê=EOñOF=^Q=
A scale bar and compass rose usually have no place é~ÖÉëK=
on a battle map; so don’t add any. Go to the next ^NJëáòÉÇ=Ä~ííäÉ=ã~éë=EPPñOP=
page of the wizard and consider the background for ëèì~êÉëF=Å~å=ÅçãÑçêí~Ääó=
your map. If you want to depict an outside area, the ÜçäÇ=èìáíÉ=ä~êÖÉ=Ä~ííäÉëI=Äìí=
default Dirt and Grass Bitmap fill is a good choice, éêáåíáåÖ=åáåÉ=é~ÖÉë=EPñPF=çå=
but if you want to map a dungeon scene Dirt Grey 5 ~å=^Q=éêáåíÉê=ïáää=êÉèìáêÉ=~=
Bitmap might be better suited. For an interior castle ÖççÇ=~ãçìåí=çÑ=áåâK=vçì=
map you might want to choose Stone Grey Flat ïáää=~äëç=ÄÉ=Äìëó=Ñçê=~=ïÜáäÉ=
Bitmap, and a scene on the city streets could start ÑáääáåÖ=~=ã~é=çÑ=íÜ~í=ëáòÉ=
with the Cobble Bitmap fill. ïáíÜ=ÇÉí~áäK=
You should also add a Grid Overlay at this point. Dungeons & Dragons™ games use a 5’
square grid without any labels, but other game systems use different grids, so choose the
one you need. Then Finish the drawing wizard and save your map.

2. Drawing Outside Terrain


dêáÇ=i~ÄÉäë=
dêáÇ=i~ÄÉäë=
Note: If your background bitmap in the new map looks very pixilated at this point, that’s due
to a glitch in the New Drawing Wizard. There’s an easy fix: Open the Display Speed Settings ^ÇÇáåÖ=ä~ÄÉäë=íç=óçìê=ÖêáÇ=
and switch Fixed Bitmap Quality > Very High. Redraw the map once, and then switch Å~å=ÄÉ=ÄÉåÉÑáÅá~ä=áÑ=óçì=~êÉ=
back to Automatic Bitmap Quality. éêáåíáåÖ=~Åêçëë=ëÉîÉê~ä=ëÜÉÉíë=
çÑ=é~éÉêI=~ë=áí=ã~âÉë=
~ëëÉãÄäáåÖ=íÜÉ=éáÉÅÉë=ãìÅÜ=
É~ëáÉêK==

1
Now use the Water and Terrain drawing tools
to generate the general layout of your map. Don’t
^=_ÉííÉêJ
^=_ÉííÉêJéêáåíáåÖ=dêáÇ=
éêáåíáåÖ=dêáÇ=
fret about details, you will always be able to come
back later to add and edit stuff.
qÜÉ=ÇÉÑ~ìäí=ÖêáÇ=``P=~ÇÇë=
Make use of the drawing tools that have a ‘T’ (for
íç=~=ã~é=íÜêçìÖÜ=íÜÉ=åÉï=
transparent) in their name like Terrain, Dirt Brown 4
Çê~ïáåÖ=ïáò~êÇ=Ü~ë=~=äáåÉ=
ïáÇíÜ=çÑ=òÉêçI=ãÉ~åáåÖ=áí= T, Curved.
Curved They use partially transparent bitmap
ïáää=~äï~óë=ÄÉ=Çáëéä~óÉÇ=çê= fills, which can break up monotony in the
éêáåíÉÇ=~í=íÜÉ=ëã~ääÉëí= background fill.
éçëëáÄäÉ=ïáÇíÜ=EçåÉ=éáñÉä=çê=
ÇçíFK=
tÜáäÉ=íÜáë=äççâë=ÖççÇ=çå= A common trick I use is to draw polygon of a
ëÅêÉÉåI=áí=ã~ó=ã~âÉ=íÜÉ=ÖêáÇ= non-transparent fill, and then add a slightly larger
Ü~êÇ=íç=ëÉÉ=çå=íÜÉ=éêáåíK= polygon with the transparent version of the same
qç=ã~âÉ=íÜÉ=ÖêáÇ=ãçêÉ= fill (or a shade lighter or darker) on top of it. That
îáëáÄäÉI=ëáãéäó=ÖáîÉ=áí=~=äáåÉ= makes the whole shape blend in nicely with its
ïáÇíÜ=ÖêÉ~íÉê=íÜ~å=òÉêçK=rëÉ= surroundings.
íÜÉ=`Ü~åÖÉ=
`Ü~åÖÉ=mêçéÉêíáÉë
`Ü~åÖÉ=mêçéÉêíáÉë=
mêçéÉêíáÉë=
Åçãã~åÇI=ëÉäÉÅí=íÜÉ=dêáÇI== 3. Rooms, Walls and Corridors
êáÖÜíJÅäáÅâI=aç=fíI=~åÇ= If you want any interior areas in your map, eg the
ÅÜ~åÖÉ=íÜÉ=cáää=píóäÉ=íç=pçäáÇ= inside of houses or a dungeon layout, it is
~åÇ=íóéÉ=áå=~=åÉï=äáåÉ=
time to add their layout now. Use the
ïáÇíÜK=f=ÑáåÇ=íÜ~í=MKMR=ïçêâë=
ïÉää=çå=ãçëí=éêáåíçìíëK=
Room and Corridor tools to create the
shape of the interior areas. Choosing
good-looking bitmap fills for both the
floors and the walls is mostly a matter of
taste, but I recommend Stonework Cobble
Bitmap for the walls, and any Wood Floor
or Stone Grey/Brown bitmap fills for the
floors. The floor fill shouldn’t be too busy
since you still want to recognize the
symbols on top of it.
jìäíáJ
jìäíáJäÉîÉä=cäççêë=
äÉîÉä=cäççêë=
If you are drawing the interior of
fÑ=óçì=~êÉ=Çê~ïáåÖ=~=ä~óçìí= individual houses, I recommend drawing
íÜ~í=Ü~ë=ãìäíáéäÉ=äÉîÉäëI= the whole house shape in one go (using
Çê~ï=~åó=Ñäççêë=~í=~=ÜáÖÜÉê=
the polygonal shape of the room tool) and then adding interior walls with the Wall
ÉäÉî~íáçå=çå=íÜÉ=cillop=
drawing tools.
ibsbi=N=ëÜÉÉíK=fí=Ü~ë=ÉÑÑÉÅíë=
~íí~ÅÜÉÇI=ïÜáÅÜ=ã~âÉ=íÜÉ= Load the DD3 Wall Features catalog and add door and window symbols to your walls
Ñäççê=~ééÉ~ê=ÉäÉî~íÉÇK= where necessary. The symbols will automatically break matching gaps into the walls.
fÑ=óçì=ï~åí=íç=~ÇÇ=ãçêÉ=
ÉäÉî~íáçåëI=óçì=Å~å=~ÇÇ=
4. Adding Symbol Detail
~ÇÇáíáçå~ä=cillop=ibsbi=G= Now it’s time to go wild and put a lot of symbol detail on the map. There are only a few
ëÜÉÉíëK=páãéäó=ÖáîÉ=íÜÉã=íÜÉ= things to consider.
ë~ãÉ=ÉÑÑÉÅíë=~ë=cillop=
No Shadow Symbols
ibsbi=NK=
If you place a symbol consider whether it should be casting a significant shadow. If not, it
should go on the SYMBOLS FLAT sheet, which you need to set manually. If you don’t
symbols automatically go on the SYMBOLS sheet. For example small pebbles, mushrooms,
carpets, small broken bones, etc. should all cast no shadow (because they are so low on the
ground) and be placed on SYMBOLS FLAT.
Normal Shadow Symbols
Most symbols should cast a normal shadow and go on the SYMBOLS sheet. This will happen
automatically, as long as you don’t set another sheet that starts with SYMBOLS in the name.

2
Large Shadow Symbols
Some symbols represent objects that are
`~êí=qê~Åâë=
`~êí=qê~Åâë=
very tall and therefore cast a long
shadow. Trees are the most common cçê=ãìÇÇó=é~íÜë=çê=êç~Çë=áí=
symbol of this type. Place them on the çÑíÉå=äççâë=åáÅÉ=íç=~ÇÇ=
SYMBOLS TREES sheet to make their ëçãÉ=Å~êí=íê~Åâë=íç=íÜÉ=ã~éK==
shadows larger and longer than those of f=Ü~îÉ=áåÅäìÇÉÇ=~=ÑÉï=ëáãéäÉ=
other symbols. Çê~ïáåÖ=íççäë=ïáíÜ=íÜáë=
Adding lots of little flavorful detail is a ^ååì~ä=áëëìÉ=E~åÇ=~=
key to a good-looking battle map. Shrubs ã~íÅÜáåÖ=ëÜÉÉí=çå=íÜÉ=
and weeds in outside areas and along íÉãéä~íÉFI=ïÜáÅÜ=Å~å=ÄÉ=
streets, pebbles and stones in dungeons, ìëÉÇ=Ñçê=íÜÉëÉK==
scrap and trash in creature dwellings – all m~íÜI=
páãéäó=ëí~êí=çåÉ=çÑ=íÜÉ=m~íÜI=
these combine to make the map look `~êí=qê~ÅâG=
`~êí=qê~Å âG=Çê~ïáåÖ=íççäë=
âG=
believable. ~åÇ=Çê~ï=çåÉ=ëáÇÉ=çÑ=óçìê=
íê~Åâ=~äçåÖ=íÜÉ=êç~ÇK=qÜÉå=
Symbol Markers ëáãéäó=ìëÉ=`çéó
`çéó=çå=íÜÉ=
`çéó
It can be useful to have squares on the map labeled according to their terrain type, eg if Çê~ïå=é~íÜ=íç=ÅêÉ~íÉ=íÜÉ=
difficult terrain imposes a movement penalty in your game. The catalog CA21 Markers.FSC çíÜÉê=ëáÇÉ=çÑ=íÜÉ=íê~ÅâK=
(found in /Symbols/Dungeons/) contains a number of different shapes that can be used for
this purpose.
The same catalog also contains
templates for a variety of possible game
effects, that can be applied to the map to
measure distances, judge area of effect,
and so on.

5. Sheet Effects
The Annual Battle Map DD3
template is fully set up with
effects to give your map
shadows, transparencies,
glows, etc. If you want to
tweak these, simply open
the Sheet and Effects settings and edit them to your heart’s content.
If you simply want to change the directions of all the shadows in the
map, i.e. the angle the sun is shining from, you can do that from the
Global Sun dialog. Right-click the Display Speed Settings button to
access it and adjust the Azimuth setting.

6. Printing
Now that we’ve finished the map itself, it’s time to look at printing it for the gaming table.
By default the battle map template is set up to print
an A3-sized battlemat (16x12 grid squares) on two
sheets of letter- or A4-sized paper at a scale of 5’ to
the inch.
• If you want to print larger maps, simply
increase the #Horiz and #Vert Tiling
numbers in the print dialog. This will spread
the map across more pieces of paper. Do a
Preview to see whether your whole map fits
on the selected number of tiles.
• If you have a larger sized printer, you can
reduce the Tiling numbers accordingly.
Don’t change the other settings unless you want to
print at a different scale.

3
• If your battle maps use a different scale than 5’ to the inch (0.08333 of a foot), you
need to adjust the Scale factor accordingly. You can type in value like 10’ and1” in
the fields, so if your map uses a 10 feet to the inch scale, put 1” into the Paper
distance field and 10’ into the Drawing distance field.
• If you want to print the whole map to only one page – say for reference – simply
switch the Scaling to Fit to page.
Printing to PDF
If you want to see how your map spreads out across different pages, but don’t want to use
up precious ink, simply print the map to pdf format. There are a number of free pdf printers
available that work just like any actual Windows printer. Install any one of these, and it will
show up in your printer list:
• CutePDF – http://www.cutepdf.com/
• Pdf995 – http://www.pdf995.com/
• PdfCreator – http://sourceforge.net/projects/pdfcreator/
Printing to pdf is also very useful if you want to have your battle maps printed by any offline
or online print service. Any printer service will be equipped to handle pdf. Simply upload or
mail it to an online service or take it with you on an USD stick or CD-ROM to a print shop.
Saving Ink
Last but not least you might want to consider options to go easy on the ink- or toner-usage
of your printer. Full-bitmap prints can use up a lot of ink or toner.
Apart from user lower-quality settings on your printer, you can also tweak the maps in CC3
to be a bit cheaper in printing.
From the Sheet and Effects settings, you
can add a RGB Matrix Process effect to
the Whole Drawing. Load the
lighten.ColorMatrix file from the effect’s
details, and it will lighten the overall
map, reducing the ink needed to print it.
Consider printing the maps to a slightly
smaller scale, say 7’ or 8’ to the inch. It
will save ink, space on your table, and
most miniatures will still fit the grid
adequately.

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