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Thread: Aldris Cove

  1. #1
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    Wip Aldris Cove

    This is the first time I've tried to seriously make a village using City Designer 3, so I am still learning. This is a village for a homebrew D&D campaign that I am working on, and things are going to be rushed since I only have a couple of weeks to get something basic/workable for a first game. I do realise that am going to need to resize all of the village buildings, and the trees. What's here was basicly thrown together in about two hours.

    Aldris Cove.PNG

  2. #2
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    I think I have the sizes closer to what they should be now. Just need to decide if anything else needs to be in the village, polish things up, and label it.

    Aldris Cove.PNG

  3. #3
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    Well, I think I have finished the map. It's hard to think of anything else that needs added to it, or fixed/changed.

    Aldris Cove.PNG

  4. #4

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    Hi Grymmly,

    Nice map. Neat and well finished.

    Labels are a bit difficult for me to read but this may have to do with the image resolution. It's especially the case in the bottom right of the map.

    Shadows seem consistent overall but are they reversed on the foundation stones of the keep?

    Very good for such a quick design. Thanks for posting

  5. #5
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    Yes, the problem with the labels is because of the image resolution. I printed a copy off last night, from the actual CC3 file, and everything is crisp and clean.
    Not really sure why the shadows are reversed on the plateau (or whatever you want to call it) beneath the keep. It seems to be something that the program did when beveling the area.

  6. #6

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    Hi Grymmly
    This looks very nice so far.
    Regarding the reversed shading: Have you checked the "inverted" box on the bevel effect?

  7. #7
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    Honestly didn't even know there was one. I've had the program for years, and I'm still only just getting used to it.
    I just checked, and the invert colors is set to 0. Changing it to 1 seems to have fixed the problem. Thanks for the tip.
    Last edited by Grymmly; 07-16-2017 at 12:35 PM.

  8. #8
    Guild Adept Facebook Connected jpstod's Avatar
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    Ahhhhhhhh.... Now this is the size of Town my PCs would feel comfortable in....
    Glad to see a Small town for a change
    The Wayward Traveler
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  9. #9
    Guild Adept Facebook Connected jpstod's Avatar
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    I do see one small thing...you seem to have some grass at your road intersection at building 10/7.....I do that often myself.
    Nothing that distracts from the Map though.
    The Wayward Traveler
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  10. #10
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    Wow, I never even noticed that. And it never should have happened, since I had the roads set to attach.
    This is just a starting village for my Basic D&D campaign. It's good practice before I try mapping out anything larger. It's been years since I've even bothered with trying to create maps of towns, etc, since I just kept running out of ideas. I've been playing/DMing so long, that I ended up suffering from a major case of map burnout. I actually started going through old module pdfs, and grabbing whatever maps I could from them, for everything but regional/world maps. It's pretty sad, really. I'm trying to get myself excited for the two new projects/worlds I'm working on, though. This Basic world, and one that is planned to be a combination of far post=apocalyptic and fantasy.

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