Maps and Graphics
Mapped with CC2

    These files are all made with Campaign Cartographer 2 Pro (CC2) and various add-ons, including City Designer, Dungeon Designer, and more.  I have only recently begun to use custom symbols now that I'm starting to find a need for them and finally learned how to go about making them.  I have occasionally used some symbols from the Forgotten Realms Interactive Atlas too, but by and large everything is done "out of the box".
    These represent a fairly broad range of my efforts with CC2.  These may be very recent or quite old.  I have made a heck of a lot more maps and drawings than what you see here.  For various reason these are simply the ones that I've chosen to make public and available.
    I have avoided making certain maps I've drawn available because they would put intellectual property into publicly available areas that I haven't felt comfortable with doing.  I AM obviously comfortable enough with public display of whatever's here which is why you see so many Judges Guild city maps (and I enjoy doing them).  Even though Judges Guild still sells some of the products they come from (or at least revisions of them) in all these cases either scans of the original maps (or large parts thereof) are already available on the JG website as free downloads, or they have allowed OTHER people to post versions of these maps on their forums, or else the product is actually NOT in print and no one is in danger of losing money (except possibly in E-bay sales) as a result of it being here.  Aside from all that, none of them will replace having all the original material - you can't technically run Tegel Manor or CSIO using ONLY the maps here (you still need a copy of the originals or their updates), though you can run them with MY maps instead of the originals allowing you to keep the valuable originals in better condition.  Spelljammer is out of print, my works are not completely true to the originals, and if anything they would add usefulness to old material that might be purchased rather than preclude sales.
    The thumbnails and associated .png files are mostly just to provide visitors here with an idea of what the actual CC2 file contains before they decide to download the .fcw files which are the real point.  The .png's generally don't do full justice to the actual CC2 file but I don't care to clog up my limited web space with graphic files any larger than I already have here.   If you want to see more details but don't have CC2 I encourage you to download the free CC2 Viewer from Profantasy to view and print the original CC2 files.
    Eventually, I will be migrating to using CC3.  Even though I currently have it, it will certainly be a while before I start making real use of it since I'll need to learn to take advantage of what it can do.  Meanwhile I prefer to continue to use CC2 because I'm more familiar with it and that free viewer has to be easier to obtain and use than the CC3 viewer (which would require inclusion of additional large graphic files in my downloads).

    Comments and criticism are always welcome:  mailto:duanevp@earthlink.net

    NOTE: Some maps I've drawn of Judges Guild Cities from time to time made use of the Mappa Harnica toolkit which uses a custom palette.  Without that custom palette you'll see a lot of hideous purple trees and such when viewing in CC2 or the Viewer.  I stopped using it for that reason, but if you should see that phenomenon - that's why.  The palette is available at http://www.thechmp.com/MappaHarnica/Files.htm.  If you just swap it out that'll fix the issue, but be sure to back up your original palette file.


USS Enterprise, NCC 1701

cc2/zipfiles/enterprise.zip

    I mentioned here that quite some time ago I was contemplating running a Star Trek-based game of some kind.  I never did, but I nonetheless set about drawing the Enterprise from the original series in CC2 Pro based on my old Franz Joseph Designs blueprints.  I discovered that those old blueprints had a number of technical problems as well as simple creativity issues and my searches on the web for solutions only turned up more.  Though virtually nobody else would notice or care I couldn't bring myself to just copy the old blueprints and live with knowing they didn't actually FIT.  To simplify the job for myself I decided to draw a smaller variety of Federation vessel giving me justification for things not matching up to the Enterprise.  I made significant progress though I still didn't have the details I wanted.  I thought of using the 1701-A Enterprise instead, but after drawing a traced top-view of the 1701-A I grew tired of the project.  I set it all aside but posted my top view of the 1701-A here for a while.  Anyway, I eventually got hit with the bug again.  I first went back to my Federation "destroyer", but in doing yet more research I actually found what I had been looking for over a couple of years - an ACCURATE drawing of the original model.

    This was not just scans of drawings or even detailed photos - this was in a CAD format that I could import to CC!  Of course, after importing to CC I found that a fair amount of work then had to be done to the converted file to clean it up, still fix a number of issues, and in general make it more presentable for CC.  After some monkeying around I now have a terrific rendition of the entire Enterprise exterior.  There might still be some tiny, nagging details that only detailed photos of the model will resolve for me but I'm really happy with this.  I hope to eventually do a Type F shuttlecraft (though that has definite issues of scale that can only be arbitrarily resolved) and will likely tinker with interior plans for quite some time as well.

    So, I've taken down what I had up here previously and present my completed conversion.  While my own work was reasonably thorough I was leaving out a lot of detail simply because the reference drawings and photos I needed to be more accurate were just not available on the web.  I can't take full credit obviously as it IS based on someone else's work who had apparently had access (or detailed measurements of) the restored original-filming Smithsonian model.  Had I the research resources I wanted I'd have gotten here eventually on my own.

    Oh, you may be wondering why it's "green".  Well, the original model actually HAD a significant green tinge - it just got washed out by the studio lights when filming and gave it a generally gray appearance.  It was also painted with heavy weathering which similarly did not get picked up by the camera.  This drawing is mostly based on the original filming miniature, but with a few changes to reflect the miniatures current state as displayed in the Smithsonian (it's been through a couple of restorations - including restorations to FIX errors of earlier restoration), as well as the CGI rendition made for the HiDef effects revisions of the original series episodes.  Unless you're an EXTREME Trek geek or highly dedicated modeler you wouldn't know the differences even if you saw them.  In any case the colors are just there for the sake of color making the drawings easier on the eye.  If the color bothers you, change it yourself.


The City State of the Invincible Overlord (V3.2)

CSIO v3.2.FCW (zipped)

    This is now Version 3.2.  The biggest change is that I've added all the doors from the original map.  I wanted to continue to keep this to the original style of the map so this required thickening all the building walls before adding simple door blocks over top of them.  The door layer is hidden by default because it looks better that way at maximum zoom so you'll have to unhide it and zoom in to see.  I still have possible additions/improvements that I might undertake in the future such as and adding terrain elevations, but those are mostly just for wasting time.
    This project is a translation of the original map and was done almost entirely by measurement of the original rather than tracing over a bitmap.  I started out doing a trace-over, but since the original map was very orthogonal I realized my way was actually easier than trying to constantly adjust to distorted scans.  It turned out very well with very little needing to be fudged from the original map, and most of the fudging is so minor as to be nearly irrelevant.  You'd probably be hard-pressed to even FIND where I've deviated from the original.  In fact, in some areas I've fixed problems like rooms/buildings with no doors.
    My established method for the JG maps (established, of course, by doing this very project) is to draw a "wireframe" of all the structures and major elements and then proceed from there to add color and details. I at first made the mistake of trying to use the CC2 "house" command without taking time to vary the styles or color or anything.  It sucked.  It didn't look right even when I tried again using various house styles.  The CSIO has unusual architecture where many of the city blocks seems to be made up of strangely, inexplicably interconnected buildings, stairs, rooms, and even isolated alleys in the interior of a city block.  But just using the wireframe of walls wasn't going to be enough either since it lacked the character and cohesion I wanted - a visual improvement over the original maps.  It made this a challenging project at the outset for me because I really had to contemplate the how and why of the design of the city and its graphical representation.
    I hit upon the coded, multi-color idea when I finally tried to put this one aside to try and start another project - TSR's Rock of Bral map for Spelljammer.  It used a technique of having perhaps a half-dozen colors used for buildings.  Although there was no particular rhyme or reason to its use there it made the maps bright, interesting, and imparted a lot more character.  It's a style that was infrequently used by WOTC for various maps but was one that I always liked.  You can see it also in the CC2 map of the City of Greyhawk (found in the download library at Profantasy).  That map again uses color just for the sake of color rather than additional coding purposes.
    When combined with the standard CC2 idea of putting different building types on different CC2 layers I have done some fairly simple color coding.  The colors are on different layers corresponding to the type of building indicated in the color key.  I have decided that I really prefer this kind of use of color over CC2 house symbols for these Judges Guild city maps (though I could mix the two with some effort and possibly achieve even better results).  It helps to distinguish individual buildings/areas in a crowded area, makes finding given types of buildings or occupants easier on hardcopy, allows you to show some interior walls without any real added clutter, and it also has the advantage of making it much faster to refresh since it doesn't have all those symbols to redraw.
    This map also has a layer named "Streetlights" which is hidden by default.  The positions of streetlights were marked on the original map and the layer serves here to show where the dark and dangerous areas are by showing the effective light radius of all the streetlights.


The Rock of Bral


Rock of Bral.fcw (zipped)

    I think this is about as much as NEEDS to be done to this map, though I love to tinker and may be doing more to it eventually.  Just doing the building polys was two long afternoons.  Their placement on the original was fairly haphazard, as was their shape.  Yet even though I still was quite loose in tracing over it took a fair amount of time because there were so many.  I may go back and clean up the "fit" between buildings, but then again I may leave it just as random as it is.  Part of my original plan was to show a lot more elevation data than was on the original map.  I did that but I initially wasn't sure it looked good anywhere but around the lake. I fixed that by changing some of the color scheme I was using to browns for the higher elevations instead of greens.  The grass stands out more and I don't feel a need to try and draw "streets".


    To go along with Bral I did the Spelljammer logo.  Enjoy.

sjlogo.fcw


Spelljammer Ships

 Spelljammers fcw Zip

   The pictures are individual but the seven .fcw's are all zipped into one file.  In order, here are an Eel, Flitter, Hammership, Man-O-War, Nautiloid, Tetra (based on the Quad), and Viper.  The Tetra is meant to have a slightly more genie-bottle look to it but they all have differences from the original deck plans to some degree.  Use them as you wish.


Torsh

Torsh.fcw Zip

    This is the island of Torsh from the old Judges Guild module "The Portals of Torsh".  It's a very plain map with few details - especially considering the scale.  The original map is supposed to be 15 miles per hex which makes it a place where, despite having an adventure taking place on the island, it is mostly just somewhere that the PC's would walk around the wilderness getting jumped by random encounters.  No, it wasn't a very good module.  The only reason I actually did the map is I'm still experimenting with the template.  Since all the wider area maps for JG products use hexes, as I translate them to CC2 it only makes sense to use hexes and I intend to translate the entire set of new Wilderlands maps to nice, color, CC2 maps.  I also intend to use ONE thing from this module and that is the portal system (with a bit of updating mind you.)  So, as a one-day test/practice map I did this one since it was handy.  Who knows, I may even use it someday.

    Most of the REAL work on it was on getting the ocean offsets working since my Wilderlands maps will need to include both depth and "difficulty" layers.  Thanks to mucking about with this map I have a better idea how I'm going to go about it.  I also tried a few things with labels since the encounter numbers disappear against the background.  The star-shape labels are just the last thing I tried before calling it a day.


Tegel Manor and Tegel Village
tegelmanor.png (40211 bytes)tegel_village.png (80863 bytes)

Tegel fcw Zip    Tegel Village.fcw Zip

    With Tegel Manor I first, rather foolishly, put the whole thing in one file with each floor on a seperate layer - including one layer with side elevations.  I've long since redone that, including some of the "additions" I'd made, but there is still some minor modification and interpretation to the original.   I finished it up with the appropriate labels from the original map.  I also tried something a little different for representing the doors and windows; something closer to a color rendition of how the original JG maps handled doors and windows.  There's also a color code layer that visually sections the labeled areas alphabetically so you can see at a glance where section 'E' is at so you can limit your hunt for room 'E-7' to that area.
    Tegel Village is a map of the area surrounding the manor.  I tried a few slightly different things on it because it actually had a few details that weren't on the previous JG maps I did.  It had "ridge lines" that sort of doubled as countours, and in addition some actual cliffs.  The original map simply did not do a good job of clarifying whether the various parts were actual cliffs, ridges, mere contour lines, etc.  I did my best to interpret what was supposed to be what.   There's probably a few REALLY small details that could be cleaned up although it does feel like there's just something missing - something that needs to be changed but I'm not sure what.  Fewer trees maybe... and delete the "shadow" under them, then sprinkle a bit more around to fill the blank spaces?  Or maybe it's the original map itself.  These maps DO change rather dramatically when done up in color like this.  Details that were virtually invisible on a monochrome, sepia/tan map just POP when you put things in color.  One of the reasons I like this style.  As it was there was a lot of blank space once I'd laid out the basic vegetation so I added a few scattered shrubs and grass symbols.


Modron
modron.png (58494 bytes)

Modron.fcw

    The small size and simplicity of this map made it quite fast to draw; it took only a few afternoons, maybe 8hrs total.  It also helped that I've practically got this mapping style down to a system.


Thunderhold
thunderhold.png (59856 bytes)

Thunderhold fcw Zip

    One more old Judges Guild map.  This one was a simple trace/measured translation from a scan of the original map.  Very little modification from the original.   Unlike CSIO or Tegel, Thunderhold was done primarily by tracing over a .bmp.   It just wasn't as old-school orthogonal in design, so required slightly different technique.  The Sunstone cave entrance and escarpment don't look very good in this one but I don't have a reason to embellish it anymore than you see here.  The caves should really be well off the map anyway.  Their position just outside the city walls never made much sense to me.  It's an old-school anachronism.  I've included it here more out of a sense of tradition/accuracy to the original than a belief that it ever really belonged there.


Various Campaign Calendars

calendar_wilderlands.png (18187 bytes)calendar_gregorian.png (25002 bytes)calendar_realms.png (24033 bytes)calendar_eberron.png (22195 bytes)

Calendars.zip

    The first is the "official" Wilderlands calendar, which has 18 months of 20 days in 5-day weeks, with a week-long "festival" at years end.  It also includes lunar phases for which I had to make a few assumptions, such as that it is a 28 day cycle and that New Years Eve of 4432/4433 was a full moon.  The only difficulty with that is that in a 365-day year you can't get evenly divisible lunar cycles so every years calendar would have to be edited to arrange the lunar layer properly.  If you don't care for that idea you can either just turn off the "Lunar" layer or edit it to fit your own assumptions (something Judges Guild as well as myself would encourage you to do anyway!)  Note also that this calendar begins on the first day of spring, not in the middle of winter.
    The second is a compromise calendar closer to the Gregorian calendar of the modern day western world.  It has 12 months with varying periods of 30 and 31 days. January, April, July and October have 31 days, the rest have 30. That makes for a 364 day year, meaning that 7-day weeks and a variety of lunar cycles are evenly divisible.  If you feel you have to have 365 days then shoehorn a "festival" day into it anywhere you like, or you can rearrange it to a slight degree by adding another day to one of the months that only have 30.
    The advantages of this calendar are that it's very regular, predicatable and enough like the real-world calendar not to cause confusion and consternation among players who, in my experience, just don't need or want a really wierd calendar.  It also makes campaign time records easy to follow because there aren't any days that fall outside of a month as happens with having lots of "festival" or "holiday" weeks as filler trying to equal a 365-day year.  I'll ask the players if they give a flying fish one way or the other about the calendar.  If they don't I'll use the second calendar, but if they express any interest at all in a more unique calendar when I tell them I've got several available then I'll use the "official" Wilderlands Calendar because of the minimal amount of out-of-month dates.
    Next, the Forgotten Realms calendar.  It may throw you but don't "read" this one left to right then top to bottom, read it top to bottom THEN left to right.  It was necessary to arrange it this way to get it to fit decently on the screen.  The lunar phases of the Realms are actually a little "iffy" to represent on the calendar because the timing of the full moon does slide forward with each cycle until every fourth year the Shieldmeet is added to re-synchronize the lunar calendar.  It's otherwise 12 months of 30 days each in 10-day long weeks, with 5 added "holidays" for a typical 365-day year.
    Greyhawk, the fourth calendar shown, is on a more straightforward, clockwork basis every year for its lunar cycles.  It has 12 months of 28 days in 7-day weeks, with four additional 7-day "festival" weeks adding another 28 days for a 364-day year.  The .png actually has correct season colors, the .fcw doesn't.  I'm not sure what I had done on the .fcw (I must've had something in mind) but I'll let you correct that for yourself.
    Last is the Eberron calendar which is probably the simplest game world calendar you'll find.  12 months of 28 days in 7-day weeks for a short 336-day year.   No festival weeks, no complex coordination (or lack thereof) between solar and lunar calendars.  Actually, the lunar layer of the .fcw for Eberron is hidden, left for anyone to toy with if desired, but officially is irrelevant.  Eberron has 12 moons and each month corresponds to the perigee of one of these moons, but nothing was stated about the phases of these various moons, if any.  I could simply speculate (and if running my own campaign I would), but the typical wall calendar format doesn't lend itself to charting more than a few moons at best, so it seems pointless to bother detailing.


Daily Event Calendar

monthlytracker.zip

    This is something that I've seen people ask for a few times on message boards - a log of sorts to record daily events in a campaign.  Since I just saw yet another such request I threw this together for grins.  Dragon magazine many years ago published an article that had several pages of this sort - monthly, daily, and (given the rules at the time) even round- and TURN-based charts.  The only one I ever could see a use for (and in fact did use to good effect for some time) was the one like this.  It's intended for a Gregorian calendar, obviously, but can be used for others as well up to 35 days.  The smallest boxes would of course be used to number of the day in the month which with each month the first day of the month changes as to which weekday it begins on.  This sort of thing is just mind-numbingly easy to put together in CC2 and can be adjusted to specifically conform to any fantasy calendar.  The alternative, of course, is to simply use regular notebook paper or legal pads to keep the game records but where's the fun in that?

    There isn't a lot of room to write on any given day, but then it isn't for recording in-depth description either.  It's unlikely that EVERY day is going to packed with events that you'll need to record so you can spill over and not feel confined to stay within the lines - and then there's also always the simple legal pad.


Castle Ravenloft

Ravenloft.fcw

    Argh.  Nice thumbnail, isn't it?  I'd done a rendition of Ravenloft a couple years ago now.  I just picked up Expedition to Castle Ravenloft so I decided to revisit it.  It has only a few minor alterations to make it a little easier to map in a few spots.  But as one of the final touches I decided to add a nice border to the 10 maps and in outputting the .png for the web page here I see them danged leaking multipolys that didn't show up in cc2.  I tried redoing the whole border from scratch to fix it but kept getting similar glitches.  I decided to put the whole thing up here anyway.  In addition to the map border issue, I also seem to have forgotten to finish the labeling.  Do what you like with it in the meanwhile. 


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