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    File: 1788719931381821.jpg (87 KB, 1040x584)
    87 KB JPG
    Whether it's for dungeons, cities, spaceships or continents - regardless of the setting - there are many programs designed to build scenarios, campaigns and even secondary worlds.

    Tell me how you usually build yours; with what (WonderCraft, Campaign Cartographer 3+, pen & paper, et al.), and for what you've used.
    >>
    >>98885797
    The problem with building a milieu is that if it doesnt come from play, it isn't honest unto itself and the campaign as a whole, is all the lesser for it.
    >>
    >>98885809
    That is so, and in order to play one must first construct a place to play it.
    It can be as simple as a tavern for starters (as an example), after your group's pcs are made. After the tavern it can progress into a village, then the nearby woods, and so on.
    >>
    Hijacking this thread to ask: what’s the best tool to build a modern, not medieval, styled city?
    >>
    >>98886069
    I was going to ask something similar.
    What is the overall best tool to build a city?
    >>
    >>98886069
    Relevant to my current interests as well.
    I've seen anons here putting a hex grid ontop of google maps of cities and using that as the basis, either for it being directly that city by name or picking one from far away enough it can be turned into an imaginary city.
    I'm not sure if hexes are the best method for city mapping personally and for the fantastical have preferred pointcrawl like node based cities and m inclined to lift the rules for city travel from Electric Bastionland.
    For generating it I have been looking at Cities Without Number by Sine Nomine, its more cyberpunk than I want but I think it will work out.
    Damnation City for V5 has also been recommended to me so its on the to-read-pile.
    I'm probably going to end up taking a google earth map, running it through a filter and marking it up in paint or something similar but I'm not making battlemaps, mostly want to show districts and their main linkages so I can make notes about the different areas to use easily.
    >>
    File: 140.png (409 KB, 623x515)
    409 KB PNG
    I just bought ProFantasy's bundle.
    What do I think of it?
    >>
    >>98885797
    >Map-making tools
    Here are all the tools you will ever need for this hobby
    >>
    >>98887980
    How is a picture of a pen and paper going to help me make a map?
    >>
    I've been waiting for a thread like this.
    This motherfucker remade remade Revachol from Disco Elysium and I've been fighting the urge to catch his crazy since I first saw it.
    https://medium.com/@corentin_berger/mapping-revachol-reconstructing-the-world-of-disco-elysium-with-gis-9256daf879ff
    He used a program called QGIS which is used for building real-ass geographic datasets, it's even FOSS.
    I haven't found a lot in custom mapping but I found this guy.
    https://youtu.be/VCNMT8yKqw8?si=L0rqiIrnUq8PcvZv
    Someone tell me how bad an idea this is before I start doing it, I have other things to do.
    >>
    >>98888630
    >Someone tell me how bad an idea this is before I start doing it
    I can not and now share your difficulty.
    Cool resource thanks.
    >>
    >>98888630
    That program seems cool but also seems kind of like a huge pain in the ass to use it for making campaign maps. Do you really need that level of granularity for your games?
    >>
    >>98888679
    Admittedly it is overkill for most campaigns, but if you're using the same setting for a long campaign or for multiple campaigns then being able to reuse, re-scale, and re-project the same base map might be useful.
    If I were to ever run a west-marches or try making a module to sell I might use something like this.
    Along with mapmaking for mapmaking's sake.
    >>
    >>98888630
    It's not time waste because you clearly enjoy the process, but it's time consuming so it's a bad idea of you have little time.
    >>
    >>98887720
    I hear their Campaign Cartographer 3 has quite a large learning curve, though the program has had many assets along the years.
    >>
    >>98888166
    You would know, if you were a real boy, bot-kun
    >>
    >>98885797
    For combat maps I make them in Doom Builder and import them into Tabletop Simulator
    >>
    File: 1763840546388594.png (6.4 MB, 2399x1152)
    6.4 MB PNG
    >>98891037
    For worldmaps, I make them in photoshop or draw them directly
    >>
    >>98891037
    exceptionally based. i hate that TTS only accepts .obj and fucks up any shaders i use
    >>
    >>98894380
    Yeah, that's a problem for the doom maps also. I had to put together a whole workflow of converting the map obj to fbx, importing into unity, fixing shaders, and baking it as a uasset instead; otherwise I could only use one texture on the map at a time
    >>
    >>98894380
    You can make a unity asset package can't you?
    >>
    >>98886069
    google 'line art city map' to find a number of programs that turn real cities into roadmap skeletons. These are really useful for making city maps, you just color districts and add some points of interest. Works really easily in my experience and players tend to latch onto it very quickly.
    >>
    >>98895095
    Have you tried blender? Baking it all to a single texture ought to be pretty simple there and you can re-export it from the same program
    >>
    >>98897575
    Blender is what I use to make the fbx. You'd think it'd be simple to bake one uv map from materials, but when I had tried it, the process was rather asinine and it came out blurry at that.
    >>
    >>98897735
    im trying to see if there's an easier fix
    creating a larger texture that collages all the smaller ones, then just picking each material out seperately and scaling it's UVs to a different part of the new larger texture?
    >>
    >>98885797
    I have been DMing for over a decade now and the only map or directions I've ever sent my players on is UP and TO THE LEFT.
    >>
    >>98899243
    >the only map or directions I've ever sent my players on is UP and TO THE LEFT.
    Those poor players.
    >>
    >>98899239
    In theory, yes. However in practice, the geometry of the map would make the textures enormous, even for Doom's 128px and 64px textures. the auto-uv plugins I tried always compressed the result because of that.
    Essentially the current process is this
    >Export to a scaled obj from a particular version of ultimate doom builder that supports "skip" surfaces so that you can reach into the map in-game
    >Use a headless blender python script to convert to fbx
    >Import to unity
    >A unity editor script automatically detects the new fbx, unpacks it's materials, sets their shaders, enables collision, and creates an asset bundle
    >Import the unity asset into TTS
    It's faster than it sounds. The unity scripts are a big help
    >>
    >>98899743
    Eh. They get to where they need to go. Eventually.
    >>
    I draw and it looks like shit
    >>
    >>98901969
    I do too, it's fun. A little hand drawn charm is a good thing unless you ham hand the pencil and scratch at the paper like an ape.
    >>
    >>98891048
    Your map appears to be of the back of a geriatric person's hand.
    >>
    >>98899243
    >>98899743
    He exclusively plays NASCAR RPG
    Those ARE the only directions
    >>
    >>98901978
    Thanks anon you gave me the inspiration to draw mine.
    >>
    >>98902092
    Don't be rude to afghanistan like that
    >>
    >>98887980
    Objectively wrong, and gamelet pilled.
    >>
    >>98887980
    I use a bigger sheet of graph paper and some straight edges, pens, post-its etc but sure.

    >>98902252
    Let us see how it comes out!
    >>
    >>98885962
    Yeah, exactly. It just isn't honest unto itself.
    >>
    >>98885797
    I use DungeonScrawl for 90% of my dungeon maps. It can also do some scifi ships or whatever with a bit of fiddling.
    I technically own DungeonDraft too, but its significantly more fiddly for not a huge upgrade imo.
    I have considered Wonderdraft for world maps though. I never found a good free tool for that.
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