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	<title>gaming &#8211; Designing Maps</title>
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	<link>https://designingmaps.com</link>
	<description>How to make beautiful and compelling maps for your games</description>
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		<title>Designing Maps for Roleplaying Games</title>
		<link>https://designingmaps.com/2018/06/designing-maps-for-roleplaying-games/</link>
					<comments>https://designingmaps.com/2018/06/designing-maps-for-roleplaying-games/#comments</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:45:53 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4048</guid>

					<description><![CDATA[Wherein I describe my love for game maps and teach you how to do it for yourself.]]></description>
										<content:encoded><![CDATA[<p>I love maps and I love gaming and I love making maps for games. I find the processes of understanding cartography and making my own maps to be mentally soothing. I want to help teach you how to make your own maps, and this series of posts will do that, soup-to-nuts.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5567" aria-describedby="caption-attachment-5567" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Terracopia.jpg"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/Terracopia-150x150.jpg" alt="A World Map" width="150" height="150" class="size-thumbnail wp-image-5567" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Terracopia-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/Terracopia-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5567" class="wp-caption-text">A World Map</figcaption></figure><figure id="attachment_5565" aria-describedby="caption-attachment-5565" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Tuscan.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Tuscan-150x150.jpg" alt="An Island Map" width="150" height="150" class="size-thumbnail wp-image-5565" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Tuscan-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/Tuscan-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5565" class="wp-caption-text">An Island Map</figcaption></figure><figure id="attachment_5566" aria-describedby="caption-attachment-5566" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Firenze.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Firenze-150x150.jpg" alt="A City Map" width="150" height="150" class="size-thumbnail wp-image-5566" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Firenze-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/Firenze-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5566" class="wp-caption-text">A City Map</figcaption></figure><figure id="attachment_5568" aria-describedby="caption-attachment-5568" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Underdark.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Underdark-150x150.jpg" alt="An Underdark Map" width="150" height="150" class="size-thumbnail wp-image-5568" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Underdark-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/Underdark-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5568" class="wp-caption-text">An Underdark Map</figcaption></figure>
</div>
<p>This is a set of <i>several</i> blog posts of over 60 thousand words, most of which were published at the same time.  I intend to keep updating this series, and will update this post (and the child posts) with new links whenever needed.</p>
<p>I wrote this because when I started seriously making maps for my games, I found a plethora of tutorials in a zillion places, few of which were cohesive and anymore than cursory explorations into the topic. Most assumed a significant amount of pre-knowledge, either in skills (Photoshop) or in general cartographic practices.  I wanted there to be a place where new enthusiasts could &#8220;one stop shop&#8221; for techniques without having to deal with a complicated interface.  There wasn&#8217;t one, and so I made it.</p>
<p>I have broken my treatise up into several sections, each of which has their own sub-sections and pages.  Posts are intended to provide usable information and skill practice but are no means exhaustive on the subject. They are presented in a rough order, but feel free to jump around.  Even if you know Photoshop backwards and forwards, I urge you to read even the &#8220;beginner&#8221; posts because I describe certain techniques useful for cartography.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5373" aria-describedby="caption-attachment-5373" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-akhr.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-akhr-150x150.jpg" alt="An Isometric Underground City" width="150" height="150" class="size-thumbnail wp-image-5373" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-akhr-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-akhr-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5373" class="wp-caption-text">An Isometric Underground City</figcaption></figure><figure id="attachment_5374" aria-describedby="caption-attachment-5374" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-corlantis.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-corlantis-150x150.jpg" alt="An Isometric Crypt/Museum" width="150" height="150" class="size-thumbnail wp-image-5374" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-corlantis-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-corlantis-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5374" class="wp-caption-text">An Isometric Crypt/Museum</figcaption></figure><figure id="attachment_5570" aria-describedby="caption-attachment-5570" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Airship.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Airship-150x150.jpg" alt="A Ship Battlemap" width="150" height="150" class="size-thumbnail wp-image-5570" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Airship-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/Airship-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5570" class="wp-caption-text">A Ship Battlemap</figcaption></figure><figure id="attachment_5571" aria-describedby="caption-attachment-5571" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/LevelTwo-Interior.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/LevelTwo-Interior-150x150.jpg" alt="Laboratory Battlemap" width="150" height="150" class="size-thumbnail wp-image-5571" srcset="https://designingmaps.com/wp-content/uploads/2018/06/LevelTwo-Interior-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/LevelTwo-Interior-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5571" class="wp-caption-text">Laboratory Battlemap</figcaption></figure>
</div>
<p>You can access a full table of contents from the sidebar (which you can make sticky or not).  If you find value in this, please drop a little something in the <a target="_blank" href="https://www.paypal.com/cgi-bin/webscr?cmd=_donations&#038;business=bharris%40gaijin%2ecom&#038;lc=US&#038;item_name=Cartography%20Series&#038;no_note=0&#038;currency_code=USD&#038;bn=PP%2dDonationsBF%3asocial%2dtipjar%2epng%3aNonHostedGuest" title="Tip Jar">tip jar</a>.  I am also available for commissions.</p>
<h3>General</h3>
<p>This section provides an overview of the various types of maps that are used in fantasy gaming as well as covering several aspects of cartographical best practices and techniques, such as how to label mountains or coastlines.</p>
<ul>
<li><a href="/2018/06/fantasy-map-types/">Fantasy Map Types</a> &#8211; A broad overview of the various styles of fantasy maps.</li>
<li><a href="/2018/06/fantasy-cartography-best-practices/">Fantasy Cartography Best Practices</a> &#8211; Information about general cartographic practices, such as label positioning and fonts.</li>
<li><a href="/2018/06/library-of-patterns/">Library of Patterns</a> &#8211; A collection of all patterns used through the series.</li>
</ul>
<h3>Photoshop Skills</h3>
<p>This section will teach you everything<sup>*</sup> that you need to know about using Photoshop to create maps. You may want to skip this section and come back to it as you need to learn anything.</p>
<ul>
<li><a href="/2018/06/photoshop-basics/">Photoshop Basics</a> &#8211; A quick set of basic tips for Photoshop.</li>
<li><a href="/2018/06/photoshop-shapes-and-the-pen/">Photoshop Shapes and the Pen</a> &#8211; How to use the various shape tools in Photoshop.</li>
<li><a href="/2018/06/photoshop-layer-styles-and-effects/">Photoshop Layer Styles and Effects</a> &#8211; How to make things look cool.</li>
<li><a href="/2018/06/photoshop-blend-modes/">Photoshop Blend Modes</a> &#8211; How to make things look even cooler.</li>
<li><a href="/2018/06/photoshop-typography/">Photoshop Typography</a> &#8211; Managing type and its shapes.</li>
</ul>
<p><span style="font-size: 80%">* Not actually everything.</span></p>
<h3>Map Making</h3>
<p>This section shows you how to apply the photoshop skills you learned in the <i>Photoshop</i> section to the knowledge you gained in the <i>Overview</i> section to make practical and beautiful maps.</p>
<ul>
<li><a href="/2018/06/fantasy-map-design-basics/">Fantasy Map Design Basics</a> &#8211; Tricks and techniques used in the construction of all map types.</li>
<li><a href="/2018/06/designing-fantasy-outdoors-maps/">Designing Fantasy Outdoors Maps</a> &#8211; How to design large-scale maps of outdoor areas.</li>
<li><a href="/2018/06/designing-fantasy-city-maps/">Designing Fantasy City Maps</a> &#8211; Building and designing settlements at a medium scale.</li>
<li><a href="/2018/06/designing-fantasy-blueprint-maps/">Designing Fantasy Blueprint Maps</a> &#8211; How to make classic-style dungeon maps.</li>
<li><a href="/2018/06/designing-fantasy-isometric-maps/">Designing Fantasy Isometric Maps</a> &#8211; Quick and easy ways to make beautiful isometric maps.</li>
<li><a href="/2018/06/designing-fantasy-battlemaps/">Designing Fantasy Battlemaps</a> &#8211; Maps intended for use with miniatures.</li>
<li><a href="/2018/06/randomly-generating-land-mass/">Randomly Generating Landmass</a> &#8211; A technique for automatically creating realistic shorelines.</li>
<li><a href="/2018/06/drawing-mountains/">Drawing Mountains</a> &#8211; Several ways to draw mountains on maps.</li>
<li><a href="/2018/06/drawing-forests/">Drawing Forests</a> &#8211; Several ways to draw forests on maps.</li>
<li><a href="/2018/06/managing-battlemap-assets/">Managing Battlemap Assets</a> &#8211; Obtaining and managing assets for your smallest scale maps.</li>
<li><a href="/2018/06/printing-maps/">Printing Maps</a> &#8211; Crafting professional looking real, physical objects.</li>
</ul>
<h3>Battlemap Techniques</h3>
<p>This section includes an ever-expanding library of techniques to use for creating battlemap assets and elements.</p>
<ul>
<li><a href="/2018/06/battlemap-techniques/">Battlemap Techniques Index</a> &#8211; Links to everything.
<ul>
<li><a href="/2018/06/technique-moss/">Technique: Moss</a> &#8211; How to add realistic looking moss to maps. Also works for lichen.</li>
<li><a href="/2018/06/technique-puddles/">Technique: Puddles</a> &#8211; How to add puddles and create wet surfaces.</li>
<li><a href="/2018/06/technique-stairs/">Technique: Stairs</a> &#8211; How to build sets of stairs.</li>
<li><a href="/2018/06/technique-tree-stumps/">Tree Stumps</a> &#8211; How to indicate trees and their stumps.</li>
<li><a href="/2018/06/technique-water/">Technique: Water</a> &#8211; How to make realistic looking water effects.</li>
<li><a href="/2018/06/technique-windows/">Technique: Windows</a> &#8211; Buildings without windows are dreary.</li>
</ul>
</li>
</ul>
<h4>Special Thanks</h4>
<div class="columned">
<div class="column">
<ul>
<li>Berto Alvaro</li>
<li>Gretchen Anderson</li>
<li>Cary Bass-Deschênes</li>
<li>Jeremy Bornstein</li>
<li>Maynard Demmon</li>
</ul></div>
<div class="column">
<ul>
<li>Lindsay Duff</li>
<li>Tague Griffith</li>
<li>Jessica Kleinerman</li>
<li>Stacey Merrick</li>
<li>Zephir O&#8217;Meara</li>
</ul></div>
<div class="column">
<ul>
<li>Marc-André Pelletier</li>
<li>Liam Speden</li>
<li>Rafaella Studart</li>
<li>Brion Vibber</li>
<li>Andrew Wiles</li>
</ul></div>
</div>
]]></content:encoded>
					
					<wfw:commentRss>https://designingmaps.com/2018/06/designing-maps-for-roleplaying-games/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">4048</post-id>	</item>
		<item>
		<title>Fantasy Map Types</title>
		<link>https://designingmaps.com/2018/06/fantasy-map-types/</link>
					<comments>https://designingmaps.com/2018/06/fantasy-map-types/#comments</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:41:43 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4050</guid>

					<description><![CDATA[Wherein I discuss three and a half basic map types used in roleplaying games.]]></description>
										<content:encoded><![CDATA[<p>I need to talk about the different kinds of maps and the kinds of information they convey.  In nearly all instances, individual elements on a map fall on a scale of accuracy from <i>representational</i> to <i>exact</i>.</p>
<p><i>Representational</i> elements convey limited information about a thing. What it is and its relational location but are rarely accurate with regards to size or shape. Circles to represent cities, square icons to mark doors in a building, X marks the spot.</p>
<p><i>Exact</i> elements convey much more detail about the thing shown. These elements will be accurate to location, size, and shape, and may have more or less detail depending on the map&#8217;s scale.</p>
<p>The distinction matters and the choice as to where an element falls on the scale matters.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_4063" aria-describedby="caption-attachment-4063" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/example-island.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/example-island-150x150.jpg" alt="A Section of an Island Map" width="150" height="150" class="size-thumbnail wp-image-4063" srcset="https://designingmaps.com/wp-content/uploads/2018/05/example-island-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/example-island.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4063" class="wp-caption-text">This is scaled at 10 miles to a hex. No road is that wide.</figcaption></figure>
</div>
<p>Take for example a large-scale map &#8211; a large island.  Here, the locations of coastlines are fairly important and are likely drawn <i>accurately</i> (to the fidelity of the map&#8217;s scale).  However, cities and towns are usually marked <i>representationally</i>, with dots or squares or stars. Their positions on the island are <i>accurate</i>, but you don&#8217;t draw buildings.  Likewise, this map will include major roads, and while the routes they take may be accurate, the marks themselves are representational (roads are typically not wide enough to appear on large scale maps).</p>
<p>I&#8217;ve come up with a handful of broad categories into which I have discovered the types of maps I make fall.</p>
<ul>
<li><b>Outdoors.</b> Large-scale maps that show large areas of land and the geography of an area.</li>
<li><b>Blueprints.</b> Small-scale maps that detail the layout of a building or a dungeon.  They can be <i>overhead</i> or <i>isometric</i> (angled)</li>
<li><b>Battlemaps.</b> Tight-scaled maps that are appropriate for use with gaming miniatures. They often show single rooms.</li>
</ul>
<p><a name="outdoor_maps"></a></p>
<h3>Outdoors Maps</h3>
<p>These are your classical wilderness map. They can have any scale but typically fall into &#8220;world&#8221;, &#8220;continent&#8221;, &#8220;island/region&#8221;, and &#8220;city or town&#8221; scales. The map should scale to be just larger than the entire area it is attempting to display (e.g., if your city is 7 miles by 7 miles, the map should show 8 by 8).</p>
<p>Outdoors maps use hexagon grids and are almost entirely representational. This is likely true no matter what scale you use: you&#8217;re not going to be drawing individual trees, you&#8217;re going to draw the shape of the forest.  City-scale maps rarely need individual buildings; blocks are often sufficient.</p>
<p>Some things will be drawn at radically increased size because they need to appear on the map (because they&#8217;re important, like a major river) but the actual size of the object would be invisible at the scale. For instance, there are no rivers that are 5 miles across, but have to be drawn at that size in order to appear at the map&#8217;s scale.</p>
<p>It&#8217;s easy to try to get too detailed. That&#8217;s a bad path to head down. Zoom in too much and you might as well make a <i>battlemap</i>.  Outdoor maps are mostly about showing <i>geographical relationship</i>.  The city of Florence is located on the River Arno.  The Sierra Nevada mountain range runs along the eastern edge of California.  The business district is south-west of the city capitol.</p>
<p>Note that maps of the underground (or &#8220;underdark&#8221;) fall into this category as well.</p>
<p>There are two tutorials about designing outdoors maps:</p>
<ul>
<li><a href="/2018/06/designing-fantasy-outdoors-maps/">Designing Fantasy Outdoors Maps</a>: A discussion about the design of larger-scale outdoors maps</li>
<li><a href="/2018/06/designing-fantasy-city-maps/">Designing Fantasy City Maps</a>: A discussion about designing smaller-scale outdoors maps</li>
</ul>
<div class="dumbgallery t150">
    <figure id="attachment_4061" aria-describedby="caption-attachment-4061" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/example-world.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/example-world-150x150.jpg" alt="A Section of a World Map" width="150" height="150" class="size-thumbnail wp-image-4061" srcset="https://designingmaps.com/wp-content/uploads/2018/05/example-world-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/example-world-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/example-world-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/example-world-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/example-world-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/example-world.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4061" class="wp-caption-text">A Section of a World Map</figcaption></figure><figure id="attachment_4063" aria-describedby="caption-attachment-4063" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/example-island.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/example-island-150x150.jpg" alt="A Section of an Island Map" width="150" height="150" class="size-thumbnail wp-image-4063" srcset="https://designingmaps.com/wp-content/uploads/2018/05/example-island-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/example-island-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/example-island.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4063" class="wp-caption-text">A Section of an Island Map</figcaption></figure><figure id="attachment_4062" aria-describedby="caption-attachment-4062" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/example-citymap.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/example-citymap-150x150.png" alt="A Section of a City Map" width="150" height="150" class="size-thumbnail wp-image-4062" srcset="https://designingmaps.com/wp-content/uploads/2018/05/example-citymap-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/example-citymap-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/example-citymap-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/example-citymap-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/example-citymap-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/example-citymap.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4062" class="wp-caption-text">A Section of a City Map</figcaption></figure><figure id="attachment_4064" aria-describedby="caption-attachment-4064" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/example-underdark.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/example-underdark-150x150.jpg" alt="A Section of an Underdark Map" width="150" height="150" class="size-thumbnail wp-image-4064" srcset="https://designingmaps.com/wp-content/uploads/2018/05/example-underdark-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/example-underdark-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/example-underdark-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/example-underdark-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/example-underdark-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/example-underdark.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4064" class="wp-caption-text">A Section of an Underdark Map</figcaption></figure>
</div>
<p><a name="blueprint_maps"></a></p>
<h3>Blueprints</h3>
<p>These maps show relational space within a structure. They&#8217;re for indoor areas and the classical dungeon map falls into this category.  They can have many scales (really it&#8217;s just the size of the artboard you&#8217;re working with), but there are two major types: <i>overhead</i> and <i>isometric</i>.</p>
<p>Blueprints use square grids.  Accuracy is of importance but excessive detail is not.  For instance, doors <i>must</i> be shown (accuracy) but they should be shown as simple squares (representational).  Drawing wood paneling on doors at this scale is overkill.</p>
<p>A blueprint shows <i>room layouts and building structure</i>.  They should rarely describe room <i>contents</i> unless it&#8217;s important (e.g., a large fountain, statue, or a grand piano) but important structural elements (where the bar is located) may be included.</p>
<p>Blueprint maps are most often &#8220;overhead,&#8221; where the details are shown in a flat two-dimensional plane.  There is another type of blueprint map, <i>isometric</i>.  Isometric maps are useful to show two-dimensional spaces in three-dimensions, and use a diamond-shaped grid.</p>
<p>There are two tutorials about designing blueprint maps:</p>
<ul>
<li><a href="/2018/06/designing-fantasy-blueprint-maps/">Designing Fantasy Blueprint Maps</a>: A discussion about classic-style dungeon and building maps</li>
<li><a href="/2018/06/designing-fantasy-isometric-maps/">Designing Fantasy Isometric Maps</a>: How to work in an isometric view</li>
</ul>
<div class="dumbgallery t150">
    <figure id="attachment_5155" aria-describedby="caption-attachment-5155" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/9.dungeon-classicstyle.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-150x150.png" alt="Classic Style Overhead" width="150" height="150" class="size-thumbnail wp-image-5155" srcset="https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5155" class="wp-caption-text">Classic Style Overhead</figcaption></figure> <figure id="attachment_4052" aria-describedby="caption-attachment-4052" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/overhead-example.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/overhead-example-150x150.png" alt="Overhead Example" width="150" height="150" class="size-thumbnail wp-image-4052" srcset="https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4052" class="wp-caption-text">Overhead Example</figcaption></figure><figure id="attachment_4053" aria-describedby="caption-attachment-4053" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/isometric-example.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/isometric-example-150x150.png" alt="Isometric Example" width="150" height="150" class="size-thumbnail wp-image-4053" srcset="https://designingmaps.com/wp-content/uploads/2018/05/isometric-example-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/isometric-example-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/isometric-example-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/isometric-example-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/isometric-example-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/isometric-example.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4053" class="wp-caption-text">Isometric Example</figcaption></figure><figure id="attachment_5373" aria-describedby="caption-attachment-5373" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-akhr.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-akhr-150x150.jpg" alt="An Isometric Underground City" width="150" height="150" class="size-thumbnail wp-image-5373" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-akhr-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-akhr-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5373" class="wp-caption-text">An Isometric Underground City</figcaption></figure>
</div>
<p><a name="battlemaps"></a></p>
<h3>Battlemaps</h3>
<p>These are highly detailed, zoomed in maps, intended for printing and use during a game session.  Battlemaps can be for indoor or outdoor areas.  These maps are intended to show the objects in the area and their sizes and relationships to each other should be as exact as possible.  Is there a gap in the wall?  It gets drawn.  Show where the road&#8217;s edge is.  Show furniture in rooms.</p>
<p>When you work on a battlemap, you have to be conscious of three dimensions in new ways.  For instance, a tree may be a rough circle 20 feet across when seen absolutely from above, but the players are going to be interacting at the ground level, where the tree trunk may only be 3 feet across.  In this case, you&#8217;d draw the tree&#8217;s trunk.  If you want to get fancy, maybe add in the <i>shadow</i> of the tree, or a rough outline of where its leaves cover, but usually that&#8217;s not necessary.</p>
<p>Because battlemaps have so much detail, it&#8217;s good to draw things realistically.  This can be daunting if you aren&#8217;t possessed of great drawing skills. Never fear! 90% of making a battlemap pretty is handled with Photoshop <a href="/2018/06/photoshop-layer-styles-and-effects/">layer effects</a> and <a href="/2018/06/photoshop-shapes-and-the-pen/">shapes</a>, which are easy and fast to use once you get the hang of them.</p>
<p>There are several tutorials regarding the creation of battlemaps:</p>
<ul>
<li><a href="/2018/06/designing-fantasy-battlemaps/">Designing Fantasy Battlemaps</a>: The master battlemap design tutorial</li>
<li><a href="/2018/06/making-battlemap-assets/">Making Battlemap Assets</a>: A primer about building individual battlemap assets</li>
<li><a href="/2018/06/battlemap-techniques/">Battlemap Techniques</a>: a collection of multiple techniques for building specific battlemap elements, such as stairs, puddles, and moss</li>
</ul>
<div class="dumbgallery t150">
    <figure id="attachment_4058" aria-describedby="caption-attachment-4058" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/example-battlemap-2.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/example-battlemap-2-150x150.jpg" alt="A Section of a Battlemap" width="150" height="150" class="size-thumbnail wp-image-4058" srcset="https://designingmaps.com/wp-content/uploads/2018/05/example-battlemap-2-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlemap-2-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlemap-2-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlemap-2-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlemap-2-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlemap-2.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4058" class="wp-caption-text">A Section of a Battlemap</figcaption></figure><figure id="attachment_4059" aria-describedby="caption-attachment-4059" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/example-battlmap-1.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/example-battlmap-1-150x150.png" alt="A Section of a Battlemap" width="150" height="150" class="size-thumbnail wp-image-4059" srcset="https://designingmaps.com/wp-content/uploads/2018/05/example-battlmap-1-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlmap-1-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlmap-1-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlmap-1-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlmap-1-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/example-battlmap-1.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4059" class="wp-caption-text">A Section of a Battlemap</figcaption></figure><figure id="attachment_4371" aria-describedby="caption-attachment-4371" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/8-inn-final-grid.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/8-inn-final-grid-150x150.jpg" alt="Inn with Final Grid" width="150" height="150" class="size-thumbnail wp-image-4371" srcset="https://designingmaps.com/wp-content/uploads/2018/12/8-inn-final-grid-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/8-inn-final-grid-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4371" class="wp-caption-text">An Inn</figcaption></figure>
</div>
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		<title>Fantasy Cartography Best Practices</title>
		<link>https://designingmaps.com/2018/06/fantasy-cartography-best-practices/</link>
					<comments>https://designingmaps.com/2018/06/fantasy-cartography-best-practices/#comments</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:40:43 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4543</guid>

					<description><![CDATA[Wherein I teach you about best practices in cartography.]]></description>
										<content:encoded><![CDATA[<p>Any fool can make a map.  Whether or not that map is <i>good</i> depends on upon if it is both <i>useful</i> and <i>readable</i>. I want to talk about what makes a map &#8220;good&#8221;, and a big part of that is following some old, well-set cartographical conventions.</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/battle_plans.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/battle_plans.gif" alt="" width="250" class="alignright size-full wp-image-4870" /></a>This post describes several best practices when making fantasy maps.  I put the word &#8220;fantasy&#8221; there because <i>fantasy</i> maps don&#8217;t have to follow a lot of the Great Unbreakable Rules and have built-in audiences and purposes (this is my disclaimer so that Actual Real Cartographers don&#8217;t try to say &#8220;well, actually&#8230;&#8221;).</p>
<p>There are no Photoshop techniques described herein.  Much of this information is repeated within individual &#8220;Creating Maps&#8221; posts, but I wanted to collect it here. Many times, other articles in this series will point you back here (usually about font choice).  Some people may find this information dry or may already know a lot of what&#8217;s here. I&#8217;ll try to be entertaining.</p>
<p><a name="information_architecture"></a></p>
<h3>On Information Architecture</h3>
<p><a target="_new" href="https://en.wikipedia.org/wiki/Information_architecture">Information architecture</a> deals with the organization of information.  Whether you&#8217;re aware of it or not, you are exposed to information architecture thoughts all the time. If data (of any kind) is presented to you in an organized fashion, there has been some degree of information architecture applied, even if it is as simple as alphabetizing a list.</p>
<p>Information architecture provides hierarchy to the data.  More important things are called out differently than less important things. Trivial or non-relevant things are omitted entirely.</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/bart.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/bart-300x268.png" alt="" width="300" height="268" class="alignright size-medium wp-image-4861" srcset="https://designingmaps.com/wp-content/uploads/2018/05/bart-300x268.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/bart-1024x913.png 1024w, https://designingmaps.com/wp-content/uploads/2018/05/bart-800x713.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/bart-450x401.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/bart.png 1200w" sizes="(max-width: 300px) 100vw, 300px" /></a>Consider this map of the <a target="_new" href="https://www.bart.gov/">Bay Area Rapid Transit</a> system.  What does it show? What&#8217;s been left out?  What&#8217;s accurate and what is not? The lines, stops, transfer points, and cities are called out, with the lines being the most visible (because they are the most important).</p>
<p>You&#8217;ll notice, though, that the lines themselves aren&#8217;t remotely accurate when it comes to distance or direction &#8211; they&#8217;re scaled to be useful while on the line.  Street roads and highways aren&#8217;t included, nor are any cities where BART doesn&#8217;t stop.</p>
<p>Maps are one of the purest and oldest forms of information architecture that exists.  Every map that you have looked at is telling you something and that something is being presented in a specific, intentional way. Even what is <i>not</i> on the map tells you something.</p>
<p>When designing a map, it is <i>very</i> important to know what the information is that you&#8217;re trying to display.  This information can be derived from the map&#8217;s <i>audience</i> and it&#8217;s <i>purpose</i>.</p>
<p><a name="audiences"></a></p>
<h4>Audiences</h4>
<p>A map&#8217;s <i>audience</i> is the group of people who the map is designed <i>for</i>. This can drive many decisions about what to include or omit. Sometimes it&#8217;s good to think of a map&#8217;s audience as a kind of <i>role</i>.</p>
<p>When working with Fantasy maps, you have three basic audiences and they will often overlap.  Each audience can (and will) be looking for something completely different.</p>
<ul>
<li><b>Players.</b> These are the people playing the game &#8211; your local crew. They <i>actively</i> require information from the map to help them make decisions during play.</li>
<li><b>Gamemasters.</b> These are the people who run and manage games.  Gamemasters need different information than players (usually secret things, like the location of traps, or hidden ruins). They have an <i>active</i> need for information.</li>
<li><b>Enthusiasts.</b> These people enjoy looking at the maps for entertainment purposes. They do not actively require information from the map; in a sense, they are just &#8220;browsing&#8221;.</li>
</ul>
<p><a name="purposes"></a></p>
<h4>Purposes</h4>
<p>A map&#8217;s <i>purpose</i> describes what people are going to use the information it provides <i>for</i>.</p>
<p>A terrain map&#8217;s purpose is to show its audience where mountains and hills are.  A coastline map&#8217;s purpose is to show its audience where shoals and coves are located.  A dungeon map&#8217;s purpose is to show the Gamemaster the layout of the rooms and where the traps are. A battlemap&#8217;s purpose is to show the players the immediate locality.</p>
<p>It&#8217;s okay for maps to have multiple purposes.  For instance, a well-designed battlemap can serve two masters: the <i>players</i> for game-play and <i>enthusiasts</i> who may be enticed to play the game by the map&#8217;s beauty.</p>
<p>(You should always try to think about the Enthusiasts. I know people who buy games just to look at the maps.)</p>
<p>For the most part, though, fantasy maps have a small set of purposes:</p>
<ul>
<li><b>As Illustration</b></li>
<li><b>As Strategic Aids</b></li>
<li><b>As World-Building</b></li>
<li><b>As Story Guides</b></li>
</ul>
<p><a name="illustration"></a></p>
<h4>Illustration</h4>
<p>The primary purpose of all maps is <i>illustration</i>.  Maps show where things are! It&#8217;s that simple.</p>
<p>Players, Gamemasters, and Enthusiasts all use maps as illustration, if only to know where things are in relation to other things.</p>
<p>Hand out maps &#8211; maps that the players pick up along the way, for instance &#8211; share this purpose. They are used to illustrate elements of the game&#8217;s story to the players (this is not the same as <i>Story Guides</i>, below).</p>
<p><a name="strategic_aid"></a></p>
<h4>Strategic Aid</h4>
<p>Players will use maps as <i>strategic aids</i> to plan their activities.</p>
<p>They use outdoors and overland maps to plan journeys (&#8220;we need to get to this city, and there are four roads there, and the short one goes over a pass but the long one looks the safest&#8230;&#8221;) and they use battlemaps to know the immediate terrain so that they can perform well in combat situations.</p>
<p><a name="world_building"></a></p>
<h4>World-Building</h4>
<p>World-building is something that happens naturally when designing maps.  This purpose most often makes itself known during the design phase of a map, usually world-scale maps.</p>
<p>Plop a continent down on somewhere and fill it with jungles and places that have cool names.  No one is going there just yet, but as the world designer you&#8217;re thinking about it.  What exactly <i>is</i> the &#8220;Black Water&#8221;?  What is the &#8220;Wandering City&#8221; or the &#8220;Great Tortoise?&#8221;  Who knows. I just created some cool places.</p>
<p>Put weird things in and eventually you (or your players!) will figure it out.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4863" aria-describedby="caption-attachment-4863" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-black_water.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-black_water-150x150.jpg" alt="The Black Water" width="150" height="150" class="size-thumbnail wp-image-4863" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water.jpg 343w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4863" class="wp-caption-text">The Black Water</figcaption></figure><figure id="attachment_4864" aria-describedby="caption-attachment-4864" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-kchoth.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-kchoth-150x150.jpg" alt="The Wandering City of K&#039;Choth" width="150" height="150" class="size-thumbnail wp-image-4864" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-kchoth-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-kchoth-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-kchoth-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-kchoth.jpg 374w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4864" class="wp-caption-text">The Wandering City of K&#8217;Choth</figcaption></figure><figure id="attachment_4865" aria-describedby="caption-attachment-4865" style="width: 121px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-tortoise.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-tortoise.jpg" alt="The Great Tortoise" width="121" height="121" class="size-full wp-image-4865" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-tortoise.jpg 121w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-tortoise-110x110.jpg 110w" sizes="(max-width: 121px) 100vw, 121px" /></a><figcaption id="caption-attachment-4865" class="wp-caption-text">The Great Tortoise</figcaption></figure><figure id="attachment_4866" aria-describedby="caption-attachment-4866" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-xyrafi.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-xyrafi-150x150.jpg" alt="Xyrafi" width="150" height="150" class="size-thumbnail wp-image-4866" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-xyrafi-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-xyrafi-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-xyrafi.jpg 186w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4866" class="wp-caption-text">Xyrafi</figcaption></figure>
</div>
<p><a name="story_guide"></a></p>
<h4>Story Guide</h4>
<p>The <i>Gamemaster</i> is the only one who uses maps as a <i>Story Guide</i>.  Story maps are specifically purposed and are intended to be kept secret from the Players because they include details that the Players should not (or cannot) know, but that the Gamemaster <i>must</i> know.</p>
<p>The classic dungeon blueprint map is the best example of this kind of map purpose.  Here are the traps, there are the secret doors.  This is how high the water will rise when the trap is sprung.  Those types of things.</p>
<p>Outdoor and wilderness maps can fall into these purposes, too. A Gamemaster may have an additional, secret copy of an island map that shows where ruins of the Lost City of Arretium are located, or the secret cove where the Pirate Kings of Umbria make lair.</p>
<p><a name="titles"></a></p>
<h3>On Titles</h3>
<p>A map&#8217;s <i>title</i> is one of the most meaningful things to show.  The title can provide several key pieces of information to the audience, the most important being <i>what they are looking at.</i> The title reflects its overall purpose.</p>
<p>For general area maps, simply give it the name of the area (&#8220;The Island of Atlantis&#8221;, &#8220;The Free City of Firenze&#8221;, or &#8220;The Secret Temple of the Dread God Dyoig-Notho&#8221;).  However, maps with specialized information should call that out (&#8220;Trade Routes of Western Terracopia&#8221;, &#8220;Sewers Under the City of Napoli&#8221;, or &#8220;Occurrences of Wild Magick Blights between 1200 and 1300 Common Reckoning&#8221;).</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/large_and_in_charge.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/large_and_in_charge.gif" alt="" width="250" class="alignright size-full wp-image-4872" /></a>The map&#8217;s title should be large and in charge.  It should usually be placed towards the &#8220;top&#8221; of the map but if space or detail prevents this it can be moved to the bottom.</p>
<p>Additional details that should go into the map&#8217;s title can include when it was made (&#8220;Drafted in 1345 Common Reckoning&#8221;) and any caveats about the information presented (&#8220;As Known to the Macedonian Navy&#8221;).</p>
<p>(You don&#8217;t have to put titles on <a href="/2018/06/designing-fantasy-battlemaps/">battlemaps</a> and in fact this is discouraged.)</p>
<p><a name="labels"></a></p>
<h3>On Labels</h3>
<p>Labels on maps show the audience what a location or object is. How a thing is labeled depends on what it is: road, city, mountain range, river?  Desert or sea?</p>
<p>An element&#8217;s label, position, and design can reveal additional information to the audience.  There are some best practices for this.</p>
<p><a name="fonts"></a></p>
<h4>Fonts</h4>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-fonts.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-fonts-300x300.jpg" alt="Font Dos and Don&#039;ts." width="300" height="300" class="alignright size-medium wp-image-4862" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-fonts-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ex-fonts-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-fonts-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ex-fonts-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/ex-fonts-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/ex-fonts.jpg 1000w" sizes="(max-width: 300px) 100vw, 300px" /></a>The choice of a label&#8217;s <i>font</i> is very important.  Fonts should be readable. You&#8217;re trying to impart information here. Some fonts that are great for websites (<i>Helvetica Neue</i>) are not so great for fantasy maps, while others (<i>Luminari</i>) feel right at home.  You don&#8217;t want big, thick, or complicated fonts (<i>Cloister Black</i>) for labels, and if you use <i>Papyrus</i> or <i>Comic Sans</i> <span style="background-color:#cc0000;color:#fff;border:1px solid #222">I will hunt you down and drink your blood</span>.</p>
<p>Note that for one-off, very large labels (like the map title) you can use the complicated fonts<sup>*</sup>.</p>
<p><span style="font-size: 80%"><sup>*</sup> Except <i>Papyrus</i>. Never, <i>ever</i> use <i>Papyrus</i>.</span></p>
<p><a name="serif_sans_serif"></a></p>
<h5>Serif and Sans-Serif Fonts</h5>
<p>The word <i>Serif</i> means &#8220;feet&#8221;.  Serif fonts are those whose characters have little feet on them.  Sans-serif (literally, &#8220;without feet&#8221;) fonts do not.  Modern fonts, especially on websites, tend to be sans-serif.  Typewriter fonts are serifed.  Most old-timey fonts are going to be serif fonts.</p>
<p>This is important as the distinction between serif and sans-serif is immediately obvious to the audience and helps them make mental connections between similarly labeled elements easier.</p>
<p><a name="typefaces"></a></p>
<h5>Typefaces</h5>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/playing_with_fonts.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/playing_with_fonts.gif" alt="" width="250" class="alignright size-full wp-image-4877" /></a>A <i>typeface</i> (or a &#8220;font family&#8221;, depending) is a collection of fonts that are similar. The distinction between a typeface and an individual font can be messy to the layman. Individual fonts (&#8220;Times New Roman Italic&#8221; or &#8220;Times New Roman Regular&#8221;) are part of the greater font family (&#8220;Times New Roman&#8221;).  Most typefaces have four members: regular, italic, bold, and bold italic, but some have many, many more.</p>
<p>When you select a font from a drop down, you&#8217;re actually selecting a <i>Typeface</i>. This is usually the &#8220;regular&#8221; version of the font.  When you set it to italic, you&#8217;re selecting the &#8220;italic&#8221; version of the font.</p>
<p>As a general rule, you should have no more than three <i>Typefaces</i> on your map. This does not include capitalization, bolding, or italic treatments, nor does it include things like font stroke or color<sup>*</sup> (I usually stick with <i>Trattatello</i>, <i>Crimson</i>, and <i>Copperplate Gothic</i>).</p>
<p><span style="font-size: 80%"><sup>*</sup>You can make an exception for the map&#8217;s title. Title fonts don&#8217;t count against your font count.</span></p>
<p><a name="capitalization"></a></p>
<h5>Capitalization</h5>
<p>You can choose to use ALL CAPITALS when defining a label style.  This makes that style distinct.  Capitalized labels are generally used for large or ethereal things (the labels for states or nations, for instance), to indicate hierarchy (ward names and districts), or relative importance (major thoroughfares vs. alleys).</p>
<p><a name="alternate_ligatures"></a></p>
<h5>Alternate Ligatures</h5>
<p>Some fonts (like <i>Trattatello</i>) have additional alternate <i>ligatures</i>. Think different versions of specific characters that may have additional swoops or lines or can connect to other letters differently.</p>
<p>These variants are great for adding flavor to your maps and make them pop. Feel free to use them but don&#8217;t go overboard.</p>
<p>I&#8217;ll discuss how to use them in <a href="/2018/06/photoshop-typography/#alternate_ligatures">Photoshop Typography</a> but you should be aware that they exist.</p>
<p><a name="label_positions"></a></p>
<h4>Positions</h4>
<p>Hoo-boy. Label positioning.</p>
<p>How labels are positioned depends on the kind of element. In many cases (forests and lakes) the labels should be centered inside the area.  For others, the label should be spread and rotated over the element.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4758" aria-describedby="caption-attachment-4758" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-mountains-drawn.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-mountains-drawn-150x150.png" alt="Drawn Mountains with a Light Label and Stroke" width="150" height="150" class="size-thumbnail wp-image-4758" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4758" class="wp-caption-text">Mountains</figcaption></figure><figure id="attachment_4849" aria-describedby="caption-attachment-4849" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-plateau.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-plateau-150x150.jpg" alt="Label on a Verdant Area" width="150" height="150" class="size-thumbnail wp-image-4849" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-plateau-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-plateau-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4849" class="wp-caption-text">A Plateau</figcaption></figure><figure id="attachment_4805" aria-describedby="caption-attachment-4805" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-water-river.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-water-river-150x150.jpg" alt="Labeling a River" width="150" height="150" class="size-thumbnail wp-image-4805" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river.jpg 318w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4805" class="wp-caption-text">A River</figcaption></figure><figure id="attachment_4804" aria-describedby="caption-attachment-4804" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-water-lake.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-water-lake-150x150.jpg" alt="Labeling a Lake" width="150" height="150" class="size-thumbnail wp-image-4804" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-lake-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-lake-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-lake.jpg 285w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4804" class="wp-caption-text">A Lake</figcaption></figure><figure id="attachment_4806" aria-describedby="caption-attachment-4806" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-water-sea.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-water-sea-150x150.jpg" alt="Labeling a Sea" width="150" height="150" class="size-thumbnail wp-image-4806" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-sea-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-sea-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4806" class="wp-caption-text">A Sea</figcaption></figure><figure id="attachment_4753" aria-describedby="caption-attachment-4753" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-forest-simple.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-forest-simple-150x150.jpg" alt="Label on a Simple Block Forest" width="150" height="150" class="size-thumbnail wp-image-4753" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-simple-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-simple-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4753" class="wp-caption-text">A Forest</figcaption></figure>
</div>
<p>Settlement labels use special rules and have a hierarchy:</p>
<ul>
<li>Settlement labels should <i>never</i> cross a shoreline, river, or boundary line.
<ul>
<li>If the boundary is to the left of the settlement, the label goes on the right.</li>
<li>If the boundary is to the right of the settlement, the label goes on the left.</li>
</ul>
</li>
<li>Settlement labels should almost always be horizontal. <i>Never</i> curve a settlement name.
<ul>
<li>An exception is for highly detailed, zoomed maps where labels can be placed at angles if the situation requires it.</li>
</ul>
</li>
<li>For settlements inside the land, the label should be placed in the following order, given available space:
<ul>
<li>Top right, left aligned</li>
<li>Right, left aligned</li>
<li>Top left, left aligned</li>
<li>Bottom left, left aligned</li>
<li>Bottom left, right aligned</li>
<li>Left, right aligned</li>
</ul>
</li>
<li>For coastline settlements, the label should be located in the water, and to the top or bottom corner as makes sense given the coastline.</li>
</ul>
<div class="dumbgallery t150">
    <figure id="attachment_4833" aria-describedby="caption-attachment-4833" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-top-right.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-top-right-150x150.jpg" alt="Top Right, Left Aligned" width="150" height="150" class="size-thumbnail wp-image-4833" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-right-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-right-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4833" class="wp-caption-text">Top Right, Left Aligned</figcaption></figure><figure id="attachment_4831" aria-describedby="caption-attachment-4831" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-right.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-right-150x150.jpg" alt="Right" width="150" height="150" class="size-thumbnail wp-image-4831" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-right-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-right-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4831" class="wp-caption-text">Right</figcaption></figure><figure id="attachment_4832" aria-describedby="caption-attachment-4832" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned-150x150.jpg" alt="Top Left, Left Aligned" width="150" height="150" class="size-thumbnail wp-image-4832" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4832" class="wp-caption-text">Top Left, Left Aligned</figcaption></figure><figure id="attachment_4826" aria-describedby="caption-attachment-4826" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned-150x150.jpg" alt="Bottom Left, Left Aligned" width="150" height="150" class="size-thumbnail wp-image-4826" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4826" class="wp-caption-text">Bottom Left, Left Aligned</figcaption></figure><figure id="attachment_4827" aria-describedby="caption-attachment-4827" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned-150x150.jpg" alt="Bottom Left, Right Aligned" width="150" height="150" class="size-thumbnail wp-image-4827" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4827" class="wp-caption-text">Bottom Left, Right Aligned</figcaption></figure><figure id="attachment_4829" aria-describedby="caption-attachment-4829" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-left.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-left-150x150.jpg" alt="Left" width="150" height="150" class="size-thumbnail wp-image-4829" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-left-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-left-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4829" class="wp-caption-text">Left</figcaption></figure><figure id="attachment_4828" aria-describedby="caption-attachment-4828" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-coastal.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-coastal-150x150.jpg" alt="Coastal" width="150" height="150" class="size-thumbnail wp-image-4828" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-coastal-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-coastal-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4828" class="wp-caption-text">Coastal</figcaption></figure><figure id="attachment_4830" aria-describedby="caption-attachment-4830" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-never.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-settlement-never-150x150.jpg" alt="BAD: Crossing coast object" width="150" height="150" class="size-thumbnail wp-image-4830" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-never-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-never-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4830" class="wp-caption-text">BAD: Crossing coast object</figcaption></figure>
</div>
<p><a name="font_size"></a></p>
<h4>Sizing</h4>
<p>Labels for elements should be sized according to their relative importance.  Larger cities or islands should get larger font sizes.  Seas and oceans should have very large fonts.</p>
<p>It&#8217;s best to pick the <i>smallest</i> font that you&#8217;ll be using and work upwards.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4811" aria-describedby="caption-attachment-4811" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-islands.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-islands-150x150.jpg" alt="Island Labels" width="150" height="150" class="size-thumbnail wp-image-4811" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4811" class="wp-caption-text">Island Labels</figcaption></figure><figure id="attachment_4810" aria-describedby="caption-attachment-4810" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-islands-several.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-islands-several-150x150.jpg" alt="Island Labels Showing Relative Size" width="150" height="150" class="size-thumbnail wp-image-4810" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-several-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-several-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4810" class="wp-caption-text">Island Labels Showing Relative Size</figcaption></figure>
</div>
<p><a name="font_curves_and_spread"></a></p>
<h4>Curves and Spreading</h4>
<p>Labels can and should be curved and spread to follow along an element on the map if the element warrants it.</p>
<ul>
<li>Labels for <i>Roads</i> should not be spread out but should follow the path of the road.</li>
<li><i>River</i> labels should curve and spread along the river. Do not spread the label over the river&#8217;s entire length; instead use multiple labels.</li>
<li><i>Mountain Range</i> labels should curve and spread along the length of the range, if possible.</li>
<li><i>Sea</i> and <i>Ocean</i> labels should be large and spread out to as much space is allowed. The size and position of the label should give a rough indication of its area.</li>
</ul>
<p><a name="direction"></a></p>
<h4>Direction</h4>
<p>In nearly every case labels should be read left-to-right (or right-to-left in languages like Hebrew or Farsi).  The main exceptions to this rule are for rivers, seas, and mountain ranges, but also for some things like plateaus. <i>Rivers have special rules; see below.</i></p>
<p>In the case of mountain ranges, seas, and plateaus, the label direction should be as much as &#8220;left-to-right&#8221; as possible. This may mean rotating the text in one degree or the other. The text should not be &#8220;upside down&#8221;; you should still be able to read it (this may be unavoidable, though, so be kind to yourself). Consider the center of your map and rotate around that.</p>
<p>The exception to this rule is for rivers and other running water.  With rivers, the direction the text flows imparts additional information: the direction the water runs.  The start of the text should be towards the river&#8217;s <i>source</i> (e.g., the mountains) and run towards its mouth (usually the sea).</p>
<p><a name="font_color"></a></p>
<h4>Color</h4>
<p>You&#8217;ll define the color of your labels when you define the style of them. Colors should be readable.  If there is a chance it won&#8217;t be, add a stroke to it.</p>
<p>Use the same color for the same types of elements.  If you pick <color>#222222</color> for settlement labels, then all settlements should use that color. This is not a hard and fast rule; for instance, settlement labels on land can be dark, but over water maybe you want to use <color>#dddddd</color>.  Consistency is the key: if you make a change, make sure it&#8217;s applied everywhere (e.g., don&#8217;t set all of your labels over water to a light color except one).</p>
<p><a name="natural_v_created"></a></p>
<h4>Natural vs. Created Elements</h4>
<p>It is important to understand the distinction between <i>natural</i> elements and <i>created</i> elements.  Your font treatment should be different between the two <i>and</i> consistent within the type.</p>
<ul>
<li><i>Natural</i> elements are those that were not created by human (or dwarf, or elf) hands. Forests, mountains, islands, rivers, seas, deserts, lakes, and the like. Lakes created by dams also fall into this category.</li>
<li><i>Created</i> elements are those built by people. They did not come into existence naturally.  Cities, buildings, ruins, roads, and bridges all fall into this category.</li>
</ul>
<p>Classically, <i>natural</i> phenomena are labeled with <i>italic</i> fonts and <i>created</i> elements are labeled with non-italic fonts. This has blurred a lot in modern times, so that specific rule doesn&#8217;t apply. That doesn&#8217;t mean you are off the hook, however.</p>
<p>What you should do is pick one of your font families for each type. The font families should not be similar; they should be obviously distinct.  You can (and should) use different treatments (italics, bold, all caps, etc.) for different things as well.</p>
<p>I label my natural elements using <i>Trattatello</i> (a handwritten style font) and my created elements with <i>Crimson</i> (a good serif font).  I label settlements in <i>Crimson Semibold Italic</i>, while roads are labeled with <i>Crimson Roman</i>.  Both fonts are in the <i>Crimson</i> family, but one is a fleshy oblique font and the other reads more like a typewriter font.</p>
<p>You may be asking yourself, &#8220;Self, I&#8217;m allowed three font families, but he&#8217;s only described using two! Where&#8217;s the third?&#8221;  Good question!</p>
<p>Use the third font family for ethereal, informative things that do not have specific locations.  Things like state or nation names (This is where I use <i>Copperplate Gothic</i>).</p>
<p><a name="alternate_names"></a></p>
<h4>Alternate Names</h4>
<p>Some places have multiple or alternate names.  This is most common when a place is known commonly in one language by one group of people and in another language by others. These are called &#8220;Alternate Names&#8221;.</p>
<p>Alternate names should be placed below the main label and de-emphasized. They are usually surrounded by parenthesis or brackets.  You can de-emphasize an alternate name in several ways (or multiple ways):</p>
<ul>
<li><i>Using a Smaller Font</i></li>
<li><i>Reduced Opacity</i> (tricky with the <i>Type</i> tool; you&#8217;ll have to make two labels)</li>
<li><i>Using a Different Color</i></li>
<li><i>Using a Different Font</i></li>
<li><i>Using Different Layer Effects</i> (tricky; you&#8217;ll have to make two labels)</li>
</ul>
<div class="dumbgallery t150">
    <figure id="attachment_4753" aria-describedby="caption-attachment-4753" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-forest-simple.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-forest-simple-150x150.jpg" alt="Label on a Simple Block Forest" width="150" height="150" class="size-thumbnail wp-image-4753" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-simple-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-simple-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4753" class="wp-caption-text">A Forest with an Alternate Name</figcaption></figure><figure id="attachment_4863" aria-describedby="caption-attachment-4863" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-black_water.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ov-ex-black_water-150x150.jpg" alt="The Black Water" width="150" height="150" class="size-thumbnail wp-image-4863" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ov-ex-black_water.jpg 343w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4863" class="wp-caption-text">The Black Water with an Alternate Name</figcaption></figure><figure id="attachment_4847" aria-describedby="caption-attachment-4847" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/labels-desert-rub-al-khali.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/labels-desert-rub-al-khali-150x150.jpg" alt="Label with Alternate Name on a Desert" width="150" height="150" class="size-thumbnail wp-image-4847" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-rub-al-khali-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-rub-al-khali-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4847" class="wp-caption-text">A Desert with an Alternate Name</figcaption></figure>
</div>
<p><a name="compass_roses"></a></p>
<h3>On Compass Roses</h3>
<p>A <i>compass rose</i> is that part of the map that shows which direction to orient the map. They are incredibly important for all maps except battlemaps (which don&#8217;t need one).</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/orient_map.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/orient_map.gif" alt="" width="250" class="alignright size-full wp-image-4876" /></a>Like everything else on a map, the compass roses should provide meaningful information.  The most minimal bit of this what direction to orient the map.</p>
<p>Compass roses also point to the <i>principal winds</i> or directions (North, North-East, East, South-East, South, South-West, West, and North-West) using color and size on the points to differentiate between major and minor winds (some societies used different names or had many, many more winds). Advanced roses can show the difference between true north and magnetic north.</p>
<p>Compass roses can take many forms.  The most basic of them simply point to the North.  A single north pointer is sufficient for blueprints and battlemaps, but you may want to get more elaborate when it comes to outdoors maps.</p>
<p>Compass roses can be part of your mythology.  The one I designed for my <a target="_new" href="https://terracopia.gaijin.com/">Terracopia</a> fantasy setting includes hints to some of the deeper secrets of the setting in its design, for instance (a style choice that required a significant simplification of the rose).  Other times, you&#8217;ll want a more &#8220;standard&#8221;, multi-point star.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4297" aria-describedby="caption-attachment-4297" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-old.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-old-150x150.jpg" alt="An Elaborate Compass Rose" width="150" height="150" class="size-thumbnail wp-image-4297" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-old-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-old-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4297" class="wp-caption-text">An Elaborate Compass Rose</figcaption></figure><figure id="attachment_4298" aria-describedby="caption-attachment-4298" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-new.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-new-150x150.jpg" alt="A Stylized Compass Rose Used in the Terracopia Setting" width="150" height="150" class="size-thumbnail wp-image-4298" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-new-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-new-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4298" class="wp-caption-text">A Stylized Compass Rose Used in the Terracopia Setting</figcaption></figure>
</div>
<p><a name="key_maps"></a></p>
<h3>On Key Maps</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5025" aria-describedby="caption-attachment-5025" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/keymap-tuscan.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/keymap-tuscan-150x150.jpg" alt="An Example of a Key Map" width="150" height="150" class="size-thumbnail wp-image-5025" srcset="https://designingmaps.com/wp-content/uploads/2018/05/keymap-tuscan-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/keymap-tuscan-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5025" class="wp-caption-text">An Example of a Key Map</figcaption></figure>
</div>
<p>A <i>key map</i> is a map-within-the-map.  Key maps are useful to provide a greater context for the map&#8217;s audience.  They show a larger scale map with the area of the current map highlighted for context.</p>
<p>Key maps are most often used for sections of a larger world map.  They are of negative value with battlemaps, so don&#8217;t use them there.</p>
]]></content:encoded>
					
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		<title>Fantasy Map Design Basics</title>
		<link>https://designingmaps.com/2018/06/fantasy-map-design-basics/</link>
					<comments>https://designingmaps.com/2018/06/fantasy-map-design-basics/#respond</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:26:26 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4257</guid>

					<description><![CDATA[Wherein I discuss some basics about map making in Photoshop]]></description>
										<content:encoded><![CDATA[<p>While different map types have different needs, there are a few basic things that apply to all types of maps.</p>
<p>This article discusses some basics that apply to all maps types.  Where there are deviations, they will be noted in the individual &#8220;Creating Maps&#8221; articles.</p>
<p><a name="resolutions_and_dimensions"></a></p>
<h3>On File Resolutions and Dimensions</h3>
<p>The size and resolution of your map drive many things.  It is important to understand these two concepts and how they relate to one another.  First, let&#8217;s talk about <i>resolution</i>.</p>
<p><a name="resolutions"></a></p>
<h4>On Resolutions</h4>
<p>The <i>resolution</i> (or dpi) is the number of pixels that appear per inch in the document (&#8220;dpi&#8221; stands for &#8220;dots per inch&#8221;). There are two common resolutions for images:  72dpi and 300dpi. 72dpi images are intended for viewing on screens: televisions, computers, phones, etc.  300dpi images are intended for printing.</p>
<p>There is a paradox here, in that 72dpi images are rarely shown at 72 pixels per inch; the concept of an &#8220;inch&#8221; doesn&#8217;t mean a lot with computers anymore.  However, 300dpi for printing <i>absolutely</i> means a lot. When you work for print, you know exactly what&#8217;s going to print and where.</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/anymore_pixels.jpg"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/anymore_pixels.jpg" alt="" width="250" class="alignright size-full wp-image-5427" srcset="https://designingmaps.com/wp-content/uploads/2018/06/anymore_pixels.jpg 750w, https://designingmaps.com/wp-content/uploads/2018/06/anymore_pixels-300x270.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/anymore_pixels-450x406.jpg 450w" sizes="(max-width: 750px) 100vw, 750px" /></a>Have you ever found an old digital photograph, or a graphic on the web and then printed it out?  It probably came out either really, really small (a 72dpi image printed a a 1:1 pixel ratio) or it came out really blurry and pixelated (a 72dpi image that was automatically scaled up to 300dpi). Scaling images &#8211; pixel images, that is, which is what gets sent to a printer &#8211; will <i>always</i> result in blurring.  This is true whether you&#8217;re printing it or re-scaling it inside of Photoshop itself.</p>
<p>The inverse is not so true: scaling an image <i>down</i> in size will cause pixels to merge and become smaller. If you have a 20&#215;20 pixel white square, if you size it down by 50% you&#8217;ll have a 10&#215;10 pixel square. Pixels get merged: not just left-and-right but also top-and-bottom.  Downscaling by evenly divisible amounts always works better than odd amounts, and clearly scaling in 50% increments works best.</p>
<p>When creating new maps, <i>always</i> use 300dpi, even if you don&#8217;t think you&#8217;re going to print it.  It costs you nothing and you will regret it if you ever have to upscale.</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/dont_put_evil_on_me.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/dont_put_evil_on_me.gif" alt="" width="250" class="alignright size-full wp-image-4529" /></a>With most maps, altering the size and resolution can be done after the fact.  You want to add more detail to your island? Up the scale, clean some edges, no problem.  However, with <a href="/2018/06/designing-fantasy-battlemaps/">battlemaps</a>, it is important to <i>start</i> knowing the size of the map.  Battlemaps must always be made at 300dpi. Don&#8217;t make me come after you. If you set battlemaps to lower resolution, it&#8217;s not my fault, and you can&#8217;t blame me.</p>
<p><a name="dimensions"></a></p>
<h4>On Dimensions</h4>
<p>When choosing the actual starting size of your map&#8217;s canvas, it helps to know if you&#8217;re going to be printing it or not.  I suggest that you always assume the answer to that question is &#8220;yes&#8221; because if you decide <i>not</i> to print it, you&#8217;re out nothing. It costs no extra time or effort to work with a file that is prepared for printing versus one that isn&#8217;t, and if you ever decide to print a non-print ready file, you&#8217;ve got some problems.</p>
<p>Trust me on this.</p>
<p>Accordingly, you should always set you file size to match.  Now, the actual <i>size</i> (x by y pixels) is not as important as the <i>relative dimensions</i> of the file (the x to y ratio).  A file that is 2400 x 3600 pixels in size has dimensions of 2 by 3.  <b>2 by 3 is the magic ratio so always use that.</b></p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/12/illus-8x11.5.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/illus-8x11.5-300x186.png" alt="" width="300" height="186" class="alignright size-medium wp-image-4143" srcset="https://designingmaps.com/wp-content/uploads/2018/12/illus-8x11.5-300x186.png 300w, https://designingmaps.com/wp-content/uploads/2018/12/illus-8x11.5-450x278.png 450w, https://designingmaps.com/wp-content/uploads/2018/12/illus-8x11.5.png 671w" sizes="(max-width: 300px) 100vw, 300px" /></a>I always like to print my maps out to posters at 24 inches by 36 inches.  However, you&#8217;re not dealing with super-accuracy, so you can select smaller canvas sizes (indeed, I suggest this because working with large documents can become slow).  For large, world-size maps, I select 4000 by 6000 pixels but for most others I stay with 2400 by 3600 pixels.  I find that they print just fine scaled up or down with that.</p>
<p><b>Note:</b> With a <i>battlemap</i>, you <i>must</i> know ahead of time how big you plan to <i>print</i> it and set your canvas size to that exactly.  If you&#8217;re going to print at 11&#8243; by 14&#8243;, set the canvas size to 11 inches by 14 inches, with a display resolution of 300dpi.  More information about battlemap sizing strategies can be found in <a href="/2018/06/designing-fantasy-battlemaps/">Designing Fantasy Battlemaps</a> (see, it&#8217;s so important that I&#8217;m repeating myself already).</p>
<p>Photoshop has some default canvas sizes you can pick from that may meet your needs but honestly just create a new document of any size and then resize it immediately.</p>
<p><a name="scaling_grids"></a></p>
<h3>Scaling Grids</h3>
<p>Nearly every map will want to have a <i>Scaling Grid</i> grid. This is an overlay layer that displays a grid of hexes or squares, where it is known that the distance between the two sides is consistent. Spoiler alert: This tells the viewer the scale of the map.</p>
<ul>
<li><i>Outdoors</i> maps use hexes</li>
<li><i>Overhead Blueprint</i> maps use squares</li>
<li><i>Isometric Blueprint</i> maps use diamonds</li>
<li><i>Battlemaps</i> can use squares or hexagons, depending on the game</li>
</ul>
<p>You may be asking yourself, &#8220;Self, why do some maps use hexes and others squares?&#8221; Go you! You should congratulate yourself for making such an astute observation. The answer depends on the purpose of the map and the most useful way to display distance.</p>
<p>A <i>Hexagon</i> is the same distance from edge to edge on six sides and give a much more accurate depiction of distance within a 360 degree arc (a total of 6 directions are accurate). However, while hexagons stack very neatly, they are not as useful for defining architecture (no truly &#8220;straight&#8221; lines to follow) and they&#8217;re impossible for use with a grid coordinate system.</p>
<p>A <i>Square</i> is the same distance from edge to edge on four sides and gives only 4 directions of accurate distance. This is extremely useful for blueprints.  They stack neatly, but diagonal distance is almost impossible to calculate easily.  They are very useful for defining architecture, and are perfect for coordinate systems.</p>
<p>Basically you want to use hexagons when the fidelity of distance must be preserved over larger areas (islands) and squares when the fidelity is important over small areas (rooms and buildings). For accuracy&#8217;s sake, in the really real world, distance between places on maps was determined by using a protractor and if a map had a grid, it was a square grid with lookup entries.  But games do not require perfect fidelity.</p>
<p>In some games, especially those that use miniatures, the game&#8217;s &#8220;playing field&#8221; is defined by the use of hexes over squares or vice versa.  If your miniatures rules use hexagons, use hexagons even if squares make more sense.</p>
<p>When using hexagons, you have to make a choice to use vertically stacking or horizontally stacking hexagons.  It doesn&#8217;t really make much difference but the choice determines the initial hex layouts.</p>
<p>Here are several grid patterns (1 each at 1000, 500, 300, and 100 pixels). They are a default grey in color.  If you want different colors, there are ways to do that with color overlays (which I&#8217;ll explain later) or you can save them off and change the colors manually and re-import them.</p>
<div class="instructions">
<div class="ih">How to Save Grid Patterns</div>
<div class="bi">For each pattern you intend to save:</div>
<ol>
<li>Click on each to open the full resolution image. Save them to your desktop and then open each in Photoshop.</li>
<li>For each one, type <span class="command">&lt;command&gt;a</span> to select all pixels.</li>
<li>Go <span class="command">Edit -&gt; Define Pattern</span> and give each one an appropriate name (for example, I use &#8220;Hex &#8211; Vertical &#8211; 300px&#8221;, &#8220;Hex &#8211; Horizontal &#8211; 300px&#8221;, and &#8220;Square &#8211; 300px&#8221;).</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5138" aria-describedby="caption-attachment-5138" style="width: 10px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/Square-10px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/Square-10px.png" alt="Square - 10px" width="10" height="10" class="size-full wp-image-5138" /></a><figcaption id="caption-attachment-5138" class="wp-caption-text">10px</figcaption></figure><figure id="attachment_5140" aria-describedby="caption-attachment-5140" style="width: 25px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/Square-25px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/Square-25px.png" alt="Square - 25px" width="25" height="25" class="size-full wp-image-5140" /></a><figcaption id="caption-attachment-5140" class="wp-caption-text">25px</figcaption></figure><figure id="attachment_5139" aria-describedby="caption-attachment-5139" style="width: 50px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/Square-50px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/Square-50px.png" alt="Square - 50px" width="50" height="50" class="size-full wp-image-5139" /></a><figcaption id="caption-attachment-5139" class="wp-caption-text">50px</figcaption></figure><figure id="attachment_4267" aria-describedby="caption-attachment-4267" style="width: 100px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/square-100px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/square-100px.png" alt="Square, 100px" width="100" height="100" class="size-full wp-image-4267" /></a><figcaption id="caption-attachment-4267" class="wp-caption-text">Square &#8211; 100px</figcaption></figure><figure id="attachment_4268" aria-describedby="caption-attachment-4268" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/square-300px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/square-300px-150x150.png" alt="Square, 300px" width="150" height="150" class="size-thumbnail wp-image-4268" srcset="https://designingmaps.com/wp-content/uploads/2018/05/square-300px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/square-300px-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/square-300px.png 300w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4268" class="wp-caption-text">Square &#8211; 300px</figcaption></figure><figure id="attachment_4269" aria-describedby="caption-attachment-4269" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/square-500px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/square-500px-150x150.png" alt="Square, 500px" width="150" height="150" class="size-thumbnail wp-image-4269" srcset="https://designingmaps.com/wp-content/uploads/2018/05/square-500px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/square-500px-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/square-500px-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/square-500px-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/square-500px.png 500w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4269" class="wp-caption-text">Square, 500px</figcaption></figure><figure id="attachment_4270" aria-describedby="caption-attachment-4270" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/square-1000px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/square-1000px-150x150.png" alt="Square, 1000px" width="150" height="150" class="size-thumbnail wp-image-4270" srcset="https://designingmaps.com/wp-content/uploads/2018/05/square-1000px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/square-1000px-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/square-1000px-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/square-1000px-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/square-1000px-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/square-1000px.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4270" class="wp-caption-text">Square &#8211; 1000px</figcaption></figure>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5378" aria-describedby="caption-attachment-5378" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horizontal-100px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horizontal-100px-150x100.png" alt="Hex - Horizontal - 100px" width="150" height="100" class="size-thumbnail wp-image-5378" /></a><figcaption id="caption-attachment-5378" class="wp-caption-text">Hex &#8211; Horizontal &#8211; 100px</figcaption></figure><figure id="attachment_5379" aria-describedby="caption-attachment-5379" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horizontal-300px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horizontal-300px-150x150.png" alt="Hex - Horizontal - 300px" width="150" height="150" class="size-thumbnail wp-image-5379" srcset="https://designingmaps.com/wp-content/uploads/2018/06/hex-horizontal-300px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/hex-horizontal-300px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5379" class="wp-caption-text">Hex &#8211; Horizontal &#8211; 300px</figcaption></figure><figure id="attachment_5380" aria-describedby="caption-attachment-5380" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horizontal-500px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horizontal-500px-150x150.png" alt="Hex - Horizontal - 500px" width="150" height="150" class="size-thumbnail wp-image-5380" srcset="https://designingmaps.com/wp-content/uploads/2018/06/hex-horizontal-500px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/hex-horizontal-500px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5380" class="wp-caption-text">Hex &#8211; Horizontal &#8211; 500px</figcaption></figure><figure id="attachment_5377" aria-describedby="caption-attachment-5377" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horiz-1000px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-horiz-1000px-150x150.png" alt="Hex - Horizontal - 1000px" width="150" height="150" class="size-thumbnail wp-image-5377" srcset="https://designingmaps.com/wp-content/uploads/2018/06/hex-horiz-1000px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/hex-horiz-1000px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5377" class="wp-caption-text">Hex &#8211; Horizontal &#8211; 1000px</figcaption></figure>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5381" aria-describedby="caption-attachment-5381" style="width: 100px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-100px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-100px-100x150.png" alt="Hex - Vertical - 100px" width="100" height="150" class="size-thumbnail wp-image-5381" /></a><figcaption id="caption-attachment-5381" class="wp-caption-text">Hex &#8211; Vertical &#8211; 100px</figcaption></figure><figure id="attachment_5382" aria-describedby="caption-attachment-5382" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-300px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-300px-150x150.png" alt="Hex - Vertical - 300px" width="150" height="150" class="size-thumbnail wp-image-5382" srcset="https://designingmaps.com/wp-content/uploads/2018/06/hex-vert-300px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/hex-vert-300px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5382" class="wp-caption-text">Hex &#8211; Vertical &#8211; 300px</figcaption></figure><figure id="attachment_5383" aria-describedby="caption-attachment-5383" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-500px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-500px-150x150.png" alt="Hex - Vertical - 500px" width="150" height="150" class="size-thumbnail wp-image-5383" srcset="https://designingmaps.com/wp-content/uploads/2018/06/hex-vert-500px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/hex-vert-500px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5383" class="wp-caption-text">Hex &#8211; Vertical &#8211; 500px</figcaption></figure><figure id="attachment_5384" aria-describedby="caption-attachment-5384" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-1000px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/hex-vert-1000px-150x150.png" alt="Hex - Vertical - 1000px" width="150" height="150" class="size-thumbnail wp-image-5384" srcset="https://designingmaps.com/wp-content/uploads/2018/06/hex-vert-1000px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/hex-vert-1000px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5384" class="wp-caption-text">Hex &#8211; Vertical &#8211; 1000px</figcaption></figure>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5272" aria-describedby="caption-attachment-5272" style="width: 125px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-100px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-100px.png" alt="Isometric - 100px" width="125" height="73" class="size-full wp-image-5272" /></a><figcaption id="caption-attachment-5272" class="wp-caption-text">Isometric &#8211; 100px</figcaption></figure><figure id="attachment_5274" aria-describedby="caption-attachment-5274" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-500px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-500px-150x150.png" alt="Isometric - 500px" width="150" height="150" class="size-thumbnail wp-image-5274" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Isometric-500px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/Isometric-500px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5274" class="wp-caption-text">Isometric &#8211; 500px</figcaption></figure><figure id="attachment_5275" aria-describedby="caption-attachment-5275" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-1000px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-1000px-150x150.png" alt="Isometric - 1000px" width="150" height="150" class="size-thumbnail wp-image-5275" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Isometric-1000px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/Isometric-1000px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5275" class="wp-caption-text">Isometric &#8211; 1000px</figcaption></figure>
</div>
<p><a name="applying_scaling_grid"></a></p>
<h4>Applying a Scaling Grid</h4>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/illus-grid-pattern.png"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/illus-grid-pattern-300x196.png" alt="The Pattern Overlay Dialog" width="250" class="alignright size-medium wp-image-4273" srcset="https://designingmaps.com/wp-content/uploads/2018/05/illus-grid-pattern-300x196.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/illus-grid-pattern-1024x668.png 1024w, https://designingmaps.com/wp-content/uploads/2018/05/illus-grid-pattern-1360x887.png 1360w, https://designingmaps.com/wp-content/uploads/2018/05/illus-grid-pattern-800x522.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/illus-grid-pattern-450x293.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/illus-grid-pattern.png 1603w" sizes="(max-width: 300px) 100vw, 300px" /></a>You&#8217;re going to make a master grid layer and then duplicate it several times.  You will want to have a version that will be useful even if you have layer effects turned off, for one.  Other duplications may come about if you choose to include multiple grids.</p>
<p>Make an initial, &#8220;master&#8221; grid.</p>
<div class="instructions">
<div class="ih">How to Make a Master Grid</div>
<div class="bi">Make your master grid thus:</div>
<ol>
<li>Create a new layer named &#8220;Grid Master&#8221; and move it to the very top of the layer stack (you want the grid overtop everything, at least while you work).  You can change the grid&#8217;s stack order later, to move it below a title or legend, for instance.</li>
<li>Using the <i>Paint Bucket</i> tool, fill the entire layer with white (<color>#ffffff</color>).</li>
<li>Double click the layer to open the Layer Effects dialog.</li>
<li>Under &#8220;Advanced Blending&#8221;, set the layer&#8217;s <i>Fill Opacity</i> to 0%</li>
<li>Add a <i>Pattern Overlay</i>:
<ol>
<li>Select the grid pattern you wish to use (&#8220;Hex, Vertical, 500px&#8221;) (see below about scale).</li>
<li>Set blend mode to &#8220;Normal&#8221;. You will do blend modes on this later.</li>
<li>Set scale to 100%.  If you&#8217;re doing half-size, set it to 50%.</li>
<li>Set &#8220;Link with Layer&#8221; to true. This causes the grid to follow the layer, which you won&#8217;t need, but is good to set here.</li>
<li>Click &#8220;Reset Origin&#8221; just to be sure. This resets the 0,0 of the pattern to 0,0 of the layer.</li>
<li>For &#8220;Scale&#8221;, you&#8217;ll want to pick the right size (see below). When in doubt, default to 100.</li>
</ol>
</li>
<li>Click <i>Okay</i></li>
<li>Recommended:  Set the opacity of <i>Grid Master</i> to about 25% while you&#8217;re working.</li>
</ol>
</div>
<h4>Setting Grid Scale</h4>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/domath.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/domath.gif" alt="" width="250" class="alignright size-full wp-image-4530" /></a>Here&#8217;s where you have to do some math. The patterns I provided are scaled at different pixel resolutions (this is so you get less blurring if you scale up or down).  You&#8217;ll have to choose which pattern to use and what scale to use it at.</p>
<p>If your map is 3600 pixels wide, and you want that to represent a distance of 500 miles, and you want to show hexes where each hex equals 100 miles, you&#8217;re going to want 1 hex to show up every 720 pixels (3600 / 5 = 720 pixels).  The closest hex to that size is a 1000 pixel hex (always start larger).  So you select that one as your pattern and you set the pattern&#8217;s <i>Scale</i> to 72% (72% of 1000 equals 720).</p>
<p>It&#8217;s usually best to stick with whole numbers, to be quite honest, but we do what we must.</p>
<p><a name="scaling_grid_no_effects"></a></p>
<h4>Scaling Grids Without Layer Effects</h4>
<p>Now, this grid will only be visible when you have Layer Effects visible (see <a href="/2018/06/photoshop-layer-styles-and-effects/">Photoshop Layer Styles and Effects</a>).  Since you&#8217;ll probably be working a lot with them turned <i>off</i>, you want a grid that remains.</p>
<div class="instructions">
<div class="ih">How to Make a Working Pixel Grid</div>
<ol>
<li>Duplicate the <i>Grid Master</i> layer, naming it &#8220;Grid Pixels&#8221;.</li>
<li>Turn off the <i>Grid Master</i> layer.</li>
<li>Right click on the <i>Grid Pixels</i> layer and select &#8220;Rasterize Layer Style&#8221;.  This will burn away the layer effects and create a layer that looks exactly like it as raw pixels.</li>
<li>Mess with the opacity of that layer so that it doesn&#8217;t get in your way but is still useful (say, 50%)</li>
</ol>
</div>
<p>Now you have a &#8220;working&#8221; grid.  Turn the visibility of this layer on or off as required.</p>
<p>When it comes time to <i>finalize</i> the map, you&#8217;ll end up doing a lot more with this grid. I&#8217;ll discuss that later, but for now you have something you can work with.</p>
<p><a name="sub_grids"></a></p>
<h4>Sub-Grids</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_4277" aria-describedby="caption-attachment-4277" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/multiple-grids.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/multiple-grids-150x150.jpg" alt="Grid and Sub-Grid" width="150" height="150" class="size-thumbnail wp-image-4277" srcset="https://designingmaps.com/wp-content/uploads/2018/05/multiple-grids-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/multiple-grids-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/multiple-grids-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/multiple-grids-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/multiple-grids.jpg 620w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4277" class="wp-caption-text">Grid and Sub-Grid</figcaption></figure>
</div>
<p>When working with grids (especially with hexagons), it is often desirable to break a larger grid up into smaller bits.  You&#8217;ll want one large grid, where a hex equals 500 miles, and then an interior grid, where a hex equals 50 miles. Generally, the smaller-scale grid will be the &#8220;main&#8221; grid and the larger-scale grid will be used for, well, scale.</p>
<p>This is easy to do.  Just create another layer and apply a new grid, with a different size and scale.  If you&#8217;ve got a &#8220;large&#8221; grid that uses a 1000 pixel pattern, make a smaller grid using a 100 pixel pattern. Make sure to use the same pattern &#8220;type&#8221; (e.g., don&#8217;t mix and match vertical hexes with horizontal hexes).</p>
<p>You&#8217;ll want to give them different opacity values until such time as you apply layer styles or colors to them.</p>
<p><a name="pen_tablets"></a></p>
<h3>Pen Tablets</h3>
<p>I absolutely recommend that you get yourself a pen tablet and learn to use it.  Drawing things is infinitely easier and faster to do with a pen than with a mouse.  Tablets can be expensive, however, so they may be out of your budget.</p>
<p>If you do decide to get a tablet, I recommend one with pressure sensitivity.  You won&#8217;t be doing a lot of pressure-sensitive work, but when you do, oh boy does it make a difference.</p>
<p><a name="compass_roses"></a></p>
<h3>Compass Roses</h3>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/compass.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/compass.gif" alt="" width="250" class="alignright size-full wp-image-5482" /></a>Most maps can be improved with the inclusion of a <a target="_new" href="https://en.wikipedia.org/wiki/Compass_rose">Compass Rose</a>.  I talked about compass roses in <a href="/2018/06/fantasy-cartography-best-practices/">Fantasy Cartography Best Practices</a> but didn&#8217;t describe how to make one.</p>
<p>Compass roses can take many forms.  The most basic of them simply point to the North.  A single north pointer is sufficient for blueprints and battlemaps, but you may want to get more elaborate when it comes to outdoors maps.</p>
<p>Compass roses can be part of your mythology.  The one I designed for my <a target="_new" href="https://terracopia.gaijin.com/">Terracopia</a> fantasy setting includes hints to some of the deeper secrets of the setting in its design, for instance (a style choice that required a significant simplification of the rose).  Other times, you&#8217;ll want a more &#8220;standard&#8221;, multi-point star.</p>
<p>I always design and build your compass roses in separate files so that I can easily pull it into a new map.  I also try to keep the rose as a single shape &#8211; but that won&#8217;t be possible with more elaborate designs.  Where possible, use shapes instead of pixel layers so that it can be resized and retain its fidelity.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4297" aria-describedby="caption-attachment-4297" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-old.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-old-150x150.jpg" alt="An Elaborate Compass Rose" width="150" height="150" class="size-thumbnail wp-image-4297" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-old-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-old-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4297" class="wp-caption-text">An Elaborate Compass Rose</figcaption></figure><figure id="attachment_4298" aria-describedby="caption-attachment-4298" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-new.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-rose-new-150x150.jpg" alt="A Stylized Compass Rose Used in the Terracopia Setting" width="150" height="150" class="size-thumbnail wp-image-4298" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-new-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-rose-new-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4298" class="wp-caption-text">A Stylized Compass Rose Used in the Terracopia Setting</figcaption></figure>
</div>
<p><a name="legends"></a></p>
<h3>Legends</h3>
<p>If your map has a <i>legend</i> you will want to add that.  There are two kinds of legends that maps normally have: <i>numeric</i> legends and <i>icon</i> legends.  Legends have two parts: the <i>legend key</i> and then their corresponding icons or numbers on them map. Legends should be readable and easily discoverable, so place it front and center.</p>
<p><i>Numeric</i> legends are the kind most often associated with dungeon maps.  They are often numbers placed within rooms, with a master key that explains what they are. <i>Icon</i> legends match icons to their corresponding labels, explaining what certain symbols mean.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4284" aria-describedby="caption-attachment-4284" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-map-legend.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-map-legend-150x150.jpg" alt="An Example Numeric Legend" width="150" height="150" class="size-thumbnail wp-image-4284" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-map-legend-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-map-legend-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4284" class="wp-caption-text">An Example Numeric Legend</figcaption></figure><figure id="attachment_4295" aria-describedby="caption-attachment-4295" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-icon-legend.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-icon-legend-150x150.jpg" alt="An Example Icon Legend" width="150" height="150" class="size-thumbnail wp-image-4295" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-icon-legend-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-icon-legend-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4295" class="wp-caption-text">An Example Icon Legend</figcaption></figure>
</div>
<p><a name="numeric_legends"></a></p>
<h4>Numeric Legend Keys</h4>
<p>If your legend is entirely numeric, creating the key fairly straightforward.</p>
<div class="instructions">
<div class="ih">How to Add a Numeric Legend.</div>
<ol>
<li>Create a new layer group, high in the stack, called &#8220;Legend Key&#8221;.</li>
<li>Inside of <i>Legend Key</i>, create a layer, &#8220;Backing&#8221;.</li>
<li>Inside of the <i>Backing</i> layer, create a shape of any style (usually with the <i>Rectangular Shape</i> tool or the <i>Rounded Rectangle</i> tool) and fill it with a lightish color of your choice (I use <color>#dddddd</color>).</li>
<li>Create a new layer above <i>Backing</i> called &#8220;Legend Text&#8221; and select it.</li>
<li>Switch to the <i>Type</i> tool.</li>
<li>Set your paint color to a readable value (I use <color>#222222</color>).</li>
<li>Click in the upper left corner of your <i>Backing</i> layer shape and drag the cursor to the lower right corner.  You have now created a <i>text area</i> that spans multiple lines.</li>
<li>Type your legend key into this text box (e.g., &#8220;1. Bridge, etc.&#8221;) with a return character between each row.</li>
<li>You may have to resize the text area and/or the <i>Backing</i> layer shape.</li>
<li>You may want to play around with the &#8220;Character&#8221; and &#8220;Paragraph&#8221; settings in the panels: turn on or off hyphenation, change the font, the font size, or kerning, etc.</li>
</ol>
</div>
<p>Bam!  Now you&#8217;ve got a <i>legend key</i>.  See below for styling tips.</p>
<p><a name="icon_legends"></a></p>
<h4>Icon Legend Keys</h4>
<p>Icon legend keys are a bit more complicated to create because you have to account for the icons themselves.  In this case, the process is the same as above except you&#8217;ll need to resize the text area inwards to account for the icons you&#8217;ll be adding.</p>
<p>Make copies of all the icons you use and pull the copies into the <i>Legend Key</i> layer and align them next to the associated text.  Use the alignment tools to center them, etc.</p>
<p><a name="legend_numbers"></a></p>
<h4>Legend Numbers</h4>
<p>If your legend is numeric, you need to place the numbers where they go.  You&#8217;ll need to create a ton of new layers for this.</p>
<div class="instructions">
<div class="ih">How to Make Legend Numbers</div>
<ol>
<li>Create a new layer grouping inside of <i>Legend Key</i> called &#8220;Legend Numbers&#8221;.</li>
<li>Inside of <i>Legend Numbers</i>, create a new layer and select it.  Don&#8217;t change its name; that will happen automatically.</li>
<li>Switch to the <i>Type</i> tool and click on the room or area where the first number is going to be. You&#8217;ll see a cursor.</li>
<li>Type the number (e.g., &#8220;1&#8221;). Do <i>not</i> hit the <span class="command">&lt;return&gt;</span> key as this will insert a hard line.</li>
<li>Click any other layer in the layers panel to formalize the text layer.  You&#8217;ll notice the name of the layer changes to the value of the text.</li>
<li>For every other number:
<ol>
<li>Duplicate the previous number layer (so you will have &#8220;1 copy&#8221; or summat) and select it.</li>
<li>Drag it to the next number&#8217;s position.</li>
<li>Switch to the <i>Type</i> tool and click the number.</li>
<li>Change the value to the correct number (e.g., &#8220;2&#8221;). Again, don&#8217;t hit the <span class="command">&lt;return&gt;</span> key.</li>
<li>Click any other layer to formalize the text layer.</li>
</ol>
</li>
<li>You can now easily move and reposition your numbers.</li>
</ol>
</div>
<p><a name="styling_legend_keys"></a></p>
<h4>Styling Legend Keys</h4>
<p>You don&#8217;t want you legend keys to look like crap. Apply some styles to them. I usually end up having styles on individual layers within the <i>Legend Key</i> group and then one that applied to the group.  Here are my favorites:</p>
<ul>
<li>For the <i>Backing</i>, a dark stroke around the entire thing with a color overlay to give it some oomph</li>
<li>For the whole <i>Legend Key</i> group, a drop shadow and a noise pattern set to <i>Linear Light</i></li>
</ul>
<p><a name="styling_legend_numbers"></a></p>
<h4>Styling Legend Numbers</h4>
<p>Legend numbers need to be readable, so choose a good, readable font, size and color.  You may want to add strokes or other effects to help call the numbers out.</p>
<p><a name="scale_mark"></a></p>
<h3>Scale Marks</h3>
<p>A <i>Scale Mark</i> tells the viewer the map&#8217;s scale.  You&#8217;ve already determined that when you set the map&#8217;s <i>Scaling Grid</i> but that information needs to be imparted to the user.  This can be done very simply: &#8220;1 Square = 10 Feet&#8221; or &#8220;1 Hex = 50 Miles&#8221;.  I like to include icons to indicate this, but there are nice line styles that can exist as well.</p>
<p>Scale marks aren&#8217;t usually necessary on <a href="/2018/06/designing-fantasy-battlemaps/">battlemaps</a> as the scale is assumed by the game (e.g., &#8220;5 feet per square&#8221;).  When writing numbers, use the number itself and not a word for it (&#8220;10 feet&#8221; versus &#8220;Ten feet&#8221;) as humans recognize numbers faster than words.</p>
<p>You can place your scale mark wherever feels natural and is easily findable. I like to keep mine associated with the <i>Legend Key</i> or the map&#8217;s <i>Title</i>. Humans are trained to look in the bottom left and bottom right corners if the scale isn&#8217;t immediately visible, so those are also places.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4438" aria-describedby="caption-attachment-4438" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/scale-underdark.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/scale-underdark-150x150.jpg" alt="Hex Scale Mark for a Large Scale Map" width="150" height="150" class="size-thumbnail wp-image-4438" srcset="https://designingmaps.com/wp-content/uploads/2018/05/scale-underdark-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/scale-underdark-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4438" class="wp-caption-text">Hex Scale Mark for a Large Scale Map</figcaption></figure><figure id="attachment_4435" aria-describedby="caption-attachment-4435" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/scale-firenze.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/scale-firenze-150x115.jpg" alt="Small Hex Scale Mark" width="150" height="115" class="size-thumbnail wp-image-4435" /></a><figcaption id="caption-attachment-4435" class="wp-caption-text">Small Hex Scale Mark</figcaption></figure><figure id="attachment_4436" aria-describedby="caption-attachment-4436" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/scale-line.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/scale-line-150x114.jpg" alt="A Simple Line Scale Mark" width="150" height="114" class="size-thumbnail wp-image-4436" /></a><figcaption id="caption-attachment-4436" class="wp-caption-text">A Simple Line Scale Mark</figcaption></figure><figure id="attachment_4433" aria-describedby="caption-attachment-4433" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/scale-complicated-line.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/scale-complicated-line-150x128.jpg" alt="A Complicated Line Scale Mark" width="150" height="128" class="size-thumbnail wp-image-4433" /></a><figcaption id="caption-attachment-4433" class="wp-caption-text">A Complicated Line Scale Mark</figcaption></figure><figure id="attachment_5589" aria-describedby="caption-attachment-5589" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-terracopia-scale.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-terracopia-scale-150x150.png" alt="A Scale I use in Terracopia" width="150" height="150" class="size-thumbnail wp-image-5589" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-terracopia-scale-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-terracopia-scale-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5589" class="wp-caption-text">A Scale I use in Terracopia</figcaption></figure><figure id="attachment_4437" aria-describedby="caption-attachment-4437" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/scale-terracopia.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/scale-terracopia-150x150.jpg" alt="A Scale Mark within a Legend Key" width="150" height="150" class="size-thumbnail wp-image-4437" srcset="https://designingmaps.com/wp-content/uploads/2018/05/scale-terracopia-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/scale-terracopia-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4437" class="wp-caption-text">A Scale Mark within a Legend Key</figcaption></figure><figure id="attachment_4434" aria-describedby="caption-attachment-4434" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/scale-defiant_bounty.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/scale-defiant_bounty-150x150.jpg" alt="A Scale Mark Showing Vertical Information" width="150" height="150" class="size-thumbnail wp-image-4434" srcset="https://designingmaps.com/wp-content/uploads/2018/05/scale-defiant_bounty-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/scale-defiant_bounty-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4434" class="wp-caption-text">A Scale Mark Showing Vertical Information</figcaption></figure>
</div>
<p><a name="titles"></a></p>
<h3>Map Titles</h3>
<p>A map&#8217;s <i>title</i> helps people create the context for what they&#8217;re viewing.  This is especially important if there aren&#8217;t any other identifying marks on the map.  A random island shape without any title could be <i>anywhere</i> (which may make sense for pirate treasure maps). So mark a Best Practice: <i>Always include a map title.</i><sup>*</sup></p>
<p>Titles can convey other information besides what you&#8217;re looking at (&#8220;The Island of Tuscan&#8221;), such as the time period that the map is viable for (&#8220;c. 1256 Pompeii Reckoning&#8221;), or implying that the map is imperfect (&#8220;As Known to the Kraith Oligarchy&#8221;).</p>
<p>There is additional information that should be shared in the title are if it is not included elsewhere, such as the <i>Scale Mark</i>.</p>
<p>Pick a nice, dramatic font that is readable at a couple of sizes as your title may consist of multiple weights. I liked to center the paragraphs, but this is totally up to you. You&#8217;ll want to have a contrasting font color (unless you apply a good stroke to the text).</p>
<p>I always apply a light noise pattern, a bold stroke, and a shadow or outer glow when I stylize these.  Again: your map, your style.</p>
<p><span style="font-size: 80%">* An exception to the best practice here is with <a href="/2018/06/designing-fantasy-battlemaps/">battlemaps</a>.  In these cases, the narrative of your story will usually provide the player&#8217;s the context they require, and if you&#8217;re building a whole dungeon as a battlemap, you don&#8217;t want them to know that the room they&#8217;re entering is called &#8220;Pit Trap Room.&#8221;</span></p>
<div class="dumbgallery t150">
    <figure id="attachment_4441" aria-describedby="caption-attachment-4441" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/title-tuscan.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/title-tuscan-150x150.jpg" alt="Outdoors Map Title" width="150" height="150" class="size-thumbnail wp-image-4441" srcset="https://designingmaps.com/wp-content/uploads/2018/05/title-tuscan-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/title-tuscan-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4441" class="wp-caption-text">Outdoors Map Title</figcaption></figure><figure id="attachment_4440" aria-describedby="caption-attachment-4440" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/title-firenze.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/title-firenze-150x150.jpg" alt="City Title" width="150" height="150" class="size-thumbnail wp-image-4440" srcset="https://designingmaps.com/wp-content/uploads/2018/05/title-firenze-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/title-firenze-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4440" class="wp-caption-text">City Title</figcaption></figure><figure id="attachment_4442" aria-describedby="caption-attachment-4442" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/title-underdark.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/title-underdark-150x150.jpg" alt="Title Implying Knowledge Limitation" width="150" height="150" class="size-thumbnail wp-image-4442" srcset="https://designingmaps.com/wp-content/uploads/2018/05/title-underdark-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/title-underdark-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4442" class="wp-caption-text">Title Implying Knowledge Limitation</figcaption></figure><figure id="attachment_4439" aria-describedby="caption-attachment-4439" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/title-defiant_bounty.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/title-defiant_bounty-150x150.jpg" alt="Battlemap Title" width="150" height="150" class="size-thumbnail wp-image-4439" srcset="https://designingmaps.com/wp-content/uploads/2018/05/title-defiant_bounty-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/title-defiant_bounty-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4439" class="wp-caption-text">Battlemap Title</figcaption></figure>
</div>
<p><a name="finalization"></a></p>
<h3>Finalization</h3>
<p>There will come a time when you realize that you&#8217;re just noodling on the map, moving pixels for pixels sake, for instance, or doing nothing more than dollhousing.  This is when you&#8217;re probably done and it&#8217;s time to finalize the thing.  There are a handful of steps here but none of them are overly difficult.</p>
<p>Different map types have different finalization needs.  These difference are elaborated on in the individual &#8220;Creating Maps&#8221; entry for the map type.</p>
<p><a name="grid_finalization"></a></p>
<h4>Scale Grid Finalization</h4>
<p>Battlemaps have special concerns for finalizing the Scaling Grid.  See <a href="/2018/06/designing-fantasy-battlemaps/">Designing Fantasy Battlemaps</a> for more information.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_4313" aria-describedby="caption-attachment-4313" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/ex-dual-color-grids.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/ex-dual-color-grids-150x150.png" alt="An Example of Dual-Colored Grids" width="150" height="150" class="size-thumbnail wp-image-4313" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-dual-color-grids-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-dual-color-grids-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4313" class="wp-caption-text">An Example of Dual-Colored Grids</figcaption></figure>
</div>
<p>Pick a blend mode for your grids.  Overlay usually works very well, but play around with it.  You may want to experiment with applying a color overlay, rasterizing that, and then selecting a different blend mode, even.</p>
<p>If you want to re-color the grids (for example, you want to have red large hexes and blue small hexes), you have a couple of options.  The first is to &#8220;Rasterize Layer Style&#8221; on a grey grid and then apply a color overlay to it.  The second is to put the grid inside of its own layer group and apply a color overlay to the group.</p>
<p>Place the grid layer in the stack where it works best. You probably want the grid &#8220;high&#8221; in the stack but below the title, compass, and any legend boxes, certainly.  Depending on your various blend modes, you may want to re-order other things.</p>
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		<title>Designing Fantasy Outdoors Maps</title>
		<link>https://designingmaps.com/2018/06/designing-fantasy-outdoors-maps/</link>
					<comments>https://designingmaps.com/2018/06/designing-fantasy-outdoors-maps/#comments</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:25:36 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4238</guid>

					<description><![CDATA[Wherein I teach the basics of designing large-scale outdoor fantasy maps.]]></description>
										<content:encoded><![CDATA[<p>Outdoor maps are a staple in fantasy gaming.  The best ones spark the imaginations of your players, urging them to explore deeper and unknown parts of the world or region.  Maps of this nature are important to <i>world-building</i> as well. You&#8217;ll find that the process of creating them ignites your own thoughts about your world, both asking and answering questions about its backstory.</p>
<p>Designing an outdoor map is a process of layering in detail.  You can&#8217;t know where your cities are until you know where the rivers are, and you can&#8217;t know where those are until you know where the mountains are, and you can&#8217;t know where the mountains are until you know the shape of the landmass.</p>
<p>For this tutorial, I&#8217;ll be creating a small island map with a few mountains, rivers, forests, and towns.  The process of creating an outdoor map for larger areas (regions, continents, or even the whole world) is the same, however.  It probably won&#8217;t be a fully finished and fleshed map when done, but this is a tutorial, so what can you do?</p>
<h2>Considerations</h2>
<h3>A Quick Note on Realism</h3>
<p>Large-scale outdoor maps do not lend themselves to realism in any way.  They are designed to convey information about vague geographical relationships and rarely if ever are intended to be used as the final word on a matter.</p>
<p>If the scale of your map says that 1 hex is equal to 10 miles, and the actual size of a hex on your map is 50 pixels, then a mile is 10 pixels wide.  Most rivers are less than a quarter of a mile in width, so they <i>might</i> show up with an accurate scale (but appear very spidery). Roads (being roughly 30 feet wide) are simply too small to appear at that scale.</p>
<p>Further, it&#8217;s rarely possible (or desirable) for complete accuracy with regards to forests, mountain ranges, lakes, or rivers.  You&#8217;ll have to make a lot of editorial decisions and accept a significant degree of vaguery.  As your scale gets smaller, smaller objects can start appearing.</p>
<p>Note also the ephemeral nature of some things.  Trees can be cut down. Villages can be burned. Nation borders change.  Some things simply aren&#8217;t worth mapping.</p>
<h3>Printing and Sizing Strategies</h3>
<p>Make sure you&#8217;ve read the sections &#8220;On File Resolutions and Dimensions&#8221; in <a href="/2018/06/fantasy-map-design-basics/">Fantasy Map Design Basics</a>.</p>
<p>As a general guide, the larger the surface area you&#8217;re trying to show, the larger the map canvas should be. If you plan on printing your maps (and why would you not?), starting with a template canvas that matches the dimensions you are going to print at is a good idea.  You can always scale down if you feel like working at the larger size is burdensome.</p>
<p>For this island, I&#8217;m going to size the map to 2400 by 3600 pixels at 300dpi.  This will allow me to work with it easily but it will still look good when printed at a poster size.</p>
<h3>Scaling Grid</h3>
<p>Outdoor maps use <i>hexagon</i> for their <i>Scaling Grids</i>.  Scale them accordingly, as described in <a href="/2018/06/fantasy-map-design-basics/">Fantasy Map Design Basics</a>.  The larger the map, the more it will benefit from having two grids.</p>
<h3>Label Organization</h3>
<p>I highly recommend keeping your text labels in their own layer group.  Place this group in the layer stack above all visual elements in the map &#8211; including your Scaling Grids.</p>
<p>I further recommend making sub-folders within:  &#8220;Water&#8221;, &#8220;Settlements&#8221;, &#8220;Territories&#8221;, &#8220;Mountain Ranges&#8221;, &#8220;Forests&#8221;, etc.  This way you can bulk-apply layer styles by just working on the folder.</p>
<h2>Design Steps</h2>
<ol>
<li><a href="#create_base_water_layer">Create Base Water Layer</a></li>
<li><a href="#add_land_mass">Add Landmass</a></li>
<li><a href="#add_mountains">Add Mountains</a></li>
<li><a href="#add_water">Add Water</a></li>
<li><a href="#add_forests">Add Forests</a></li>
<li><a href="#add_verdancy">Add Verdancy</a></li>
<li><a href="#add_other_terrain">Add Other Terrain</a></li>
<li><a href="#add_settlments">Add Settlements</a></li>
<li><a href="#add_roads">Add Roads</a></li>
<li><a href="#add_title">Add Title, Scale Marker, and Legend</a></li>
<li><a href="#finalization">Finalization</a></li>
</ol>
<p><a name="create_base_water_layer"></a></p>
<h3>Create Base Water Layer</h3>
<div class="dumbgallery right t150">
<figure id="attachment_5032" aria-describedby="caption-attachment-5032" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-water.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-water-150x150.jpg" alt="A Big Sea of Blue" width="150" height="150" class="size-thumbnail wp-image-5032" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-water-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-water-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5032" class="wp-caption-text">A Big Sea of Blue</figcaption></figure>
</div>
<p>First, you need a base &#8220;water&#8221; layer.  There&#8217;s no point in having land without water, as it were. You just want something blue for now; you&#8217;ll style it later.</p>
<div class="instructions">
<div class="ih">How to Add a Water Layer</div>
<ol>
<li>Create a new layer at the bottom of your layer stack named &#8220;Water&#8221;.</li>
<li>Set your paint color to a nice blue (<color>#0071b6</color>).</li>
<li>Tap the <i>Paint Bucket</i> tool anywhere in the canvas.</li>
</ol>
</div>
<p><i>Do this even if your landmass will cover the entire canvas.</i> I have found that the best method does not <i>add</i> water (e.g., you&#8217;re drawing a blue river overtop your land), but <i>removing</i> land (you erase it to show the water beneath).</p>
<p><a name="add_land_mass"></a></p>
<h3>Add Landmass</h3>
<div class="dumbgallery right t150">
<figure id="attachment_5031" aria-describedby="caption-attachment-5031" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-landmass.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-landmass-150x150.jpg" alt="White Landmass" width="150" height="150" class="size-thumbnail wp-image-5031" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-landmass-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-landmass-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5031" class="wp-caption-text">White Landmass</figcaption></figure>
</div>
<p>Once you have the <i>Water</i> layer, you will want to add the landmass.  There are several ways to do this and each one has its benefits and drawbacks (for this tutorial, I&#8217;m going to use a <i>randomly generated</i> landmass).</p>
<p>You will find that you&#8217;re going to be constantly coming back to edit this layer. You&#8217;ll need to clean up a coastline, or move a river, or add an island.  Thus, it&#8217;s good to allow for easy editing: which means pixels.</p>
<h4>Making Landmass With Brushes</h4>
<p>Starting from whole-cloth with brushes is can be daunting. Coastlines are randomly fractal and humans like to think in patterns and symmetry, so intentionally creating the chaos of a coastline is difficult.</p>
<p>I find that this is a sub-optimal method for mass generation, but the only acceptable method for continual editing.</p>
<div class="instructions">
<div class="ih">How to Draw Landmass with Brushes</div>
<ol>
<li>Create a new layer above your <i>Water</i> layer, call it &#8220;Landmass&#8221;, and select it.</li>
<li>Set your paint color to white (<color>#ffffff</color>)</li>
<li>Switch to the <i>Brush</i> tool.  Select a Hard Round Brush, 100% opacity, and with a size that you can see and work with (you&#8217;ll need it to be larger on larger scale maps).</li>
<li>Working in the <i>Landmass</i> layer, draw the coastlines of your landmass.</li>
<li>When you&#8217;ve drawn the coastlines, fill in the rest of it using larger brushes.  You can try to use the <i>Paint Bucket</i> tool but I suspect you won&#8217;t get the result you&#8217;re looking for (brushes aren&#8217;t pixel-perfect so you&#8217;ll either bleed the paint out everywhere or you&#8217;ll get an interior halo that you won&#8217;t like).</li>
</ol>
</div>
<p>Bam! Landmass.  Edit it to your heart&#8217;s content using the <i>Brush</i> and <i>Eraser</i> tools.</p>
<h4>Making Landmass With Shapes</h4>
<p>You can draw your landmass with the various shape tools &#8211; especially the <i>Free-Form Pen</i> tool.  Doing so allows you to keep fidelity of shape if you ever resize the map, but at the sacrifice of detail and ease of manipulation.  No matter how good you are at creating and working with shapes, it will not be as fast as working with a brush and an eraser.</p>
<p>Create your landmass layer (called &#8220;Landmass Shape&#8221;) as normal.  Fill it with white (<color>#ffffff</color>).  Add, remove, and merge shapes as needed.</p>
<p>(Note that you should absolutely work in shapes for <i>everything</i> when designing a Battlemap.)</p>
<p>I&#8217;m serious, though: Don&#8217;t do this.  You will regret it almost instantly.</p>
<div class="instructions">
<div class="ih">How to Draw Landmass with Shapes</div>
<ol>
<li>Don&#8217;t.</li>
</ol>
</div>
<h4>Making Landmass via Random Generation</h4>
<p><a href="/wp-content/uploads/2018/05/reading_community.gif"><img decoding="async" src="/wp-content/uploads/2018/05/reading_community.gif" alt="" width="250" class="alignright size-full wp-image-4747"></a>Another way to create landmass is by random generation.  This technique provides very realistic looking coastlines but can be labor-intensive.  It is also worthy of it&#8217;s own sub-tutorial, entitled <a href="/2018/06/randomly-generating-land-mass/">Randomly Generating Landmass</a>, so go read that.  I&#8217;ll wait.</p>
<p>Landmasses generated in this way are pixel layers and thus are edited using the <i>Brush</i> and <i>Eraser</i> tools.</p>
<p>We&#8217;re going to use a land-mass generated via this method for the rest of the tutorial.</p>
<h4>Making Landmass via Tracing</h4>
<p>If you want to make a map using an existing landmass as a template, tracing is the way to go.  When I started designing <a target="_new" href="https://terracopia.gaijin.com/" rel="noopener noreferrer">Terracopia</a>, I began with a map of Europe as my starting point.  Maybe you want to create a mythical version of England and need your map to match its shape. Who knows?  Either way, you&#8217;re starting from a template.</p>
<div class="instructions">
<div class="ih">How to Trace Landmass</div>
<ol>
<li>Get a copy of the map you&#8217;re going to trace and cut and paste it into a new layer called &#8220;Template&#8221;.</li>
<li>Resize the template to fit your canvas (using the <i>Transform</i> tool, or <span class="command">&lt;command&gt;t</span>).</li>
<li>Set the opacity of <i>Template</i> to between 30 and 50%.  You want to be able to see through it.</li>
<li>Create a new layer <i>underneath</i> the <i>Template</i> layer, call it &#8220;Landmass&#8221;, and select it.</li>
<li>Set your paint color to white (<color>#ffffff</color>)</li>
<li>Switch to the <i>Brush</i> tool.  Select a Hard Round Brush, 100% opacity, and with a size that you can see and work with (you&#8217;ll need it to be larger on larger scale maps).</li>
<li>Working in the <i>Landmass</i> layer, trace the coast of the land as you can see in the <i>Template</i>.</li>
<li>When you&#8217;ve traced the coastlines, fill in the rest of it using larger brushes.  You can try to use the <i>Paint Bucket</i> tool but I suspect you won&#8217;t get the result you&#8217;re looking for (brushes aren&#8217;t pixel-perfect so you&#8217;ll either bleed the paint out everywhere or you&#8217;ll get an interior halo that you won&#8217;t like).</li>
</ol>
</div>
<p>Ta-da!  You&#8217;ve got a landmass to work with.  Feel free to edit it (with the <i>Brush</i> and <i>Eraser</i> tools) as needed.</p>
<h4>Cleaning Up Landmass</h4>
<p>Now you need to go around and clean up the landmass.  Now, depending on your Photoshop skills, you can mess around with Sharpness filters or try to do things by modifying selection sizes and the like, but I&#8217;m going to tell you to just skip to the end of that horrid process and break out a brush.  You&#8217;re going to get here anyway; might as well start there.</p>
<p>We&#8217;re going to go around the entire map and redraw the edges. It&#8217;s tedious, but it makes it look <i>great</i>.</p>
<div class="instructions">
<div class="ih">How to Clean Up Landmass</div>
<ol>
<li>Set your paint color to white (<color>#ffffff</color>)</li>
<li>Select your <i>Landmass</i> layer.</li>
<li>Select the <i>Brush</i> tool. Make it a Hard Round brush, and size it so that it&#8217;s small but not <i>too</i> small (depending on the size of your document: 5 to 8 pixels is a good starting point), and set to 100% opacity.</li>
<li>Zoom in close.</li>
<li>Start drawing over-top the pixels along the edges of the existing landmass, covering up any &#8220;blur&#8221; or resizing halos.</li>
<li>You can also use the <i>Eraser</i> tool as well.</li>
<li>When you&#8217;re done, sharpen the edges.  Go <span class="command">Filter -&gt; Sharpen -&gt; Sharpen</span> to tighten up everything.</li>
</ol>
</div>
<p>After you&#8217;ve run the <i>sharpen</i> filter, you may want to apply a dark 1 pixel stroke to the layer. Doing so will show you where things are wonky or don&#8217;t have full opacity. Spot edit those places.</p>
<p>In many places, this won&#8217;t do much. In others, it will do a hell of a lot.  I absolutely recommend using a Pen Tablet for this because while it is possible to do this with a mouse, it will be <i>hella</i> tedious.</p>
<h4>Coloring Landmass</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5033" aria-describedby="caption-attachment-5033" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-landmass-color.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-landmass-color-150x150.jpg" alt="Colored Landmass" width="150" height="150" class="size-thumbnail wp-image-5033" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-landmass-color-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-landmass-color-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5033" class="wp-caption-text">Colored Landmass</figcaption></figure>
</div>
<p>Right now, your land is pure white (<color>#ffffff</color>).  While this is good for early contrast, it&#8217;s not that great when you go about applying layer effects (you can&#8217;t apply a useful color overlay while also adding a texture, for instance).  This is all about color math and the colors pure black (<color>#000000</color>) and pure white (<color>#ffffff</color>) leave nothing for the math to play with.</p>
<p>Just color the landmass entirely.</p>
<div class="instructions">
<div class="ih">How to Color Landmass Entirely</div>
<ol>
<li>Set your paint color to a good tan (I like <color>#c7b299</color>).</li>
<li>Select your <i>Landmass</i> layer in the <i>Layers</i> tab as your working layer.</li>
<li>Select all the pixels in the <i>Landmass</i> layer by holding the <span class="command">&lt;command&gt;</span> key and clicking the preview icon for the <i>Landmass</i> layer.</li>
<li>Hit the <span class="command">&lt;delete&gt;</span> key to remove everything.</li>
<li>Switch to the <i>Paint Bucket</i> tool.</li>
<li>Click anywhere inside your landmass on the canvas.</li>
</ol>
</div>
<p>Every pixel that was white should not be tan, with edge fidelity maintained.</p>
<h4>Styling Landmass</h4>
<p>Right now it&#8217;s just a big blob of tan. You&#8217;ll want to make it look like something.  I find that the best way to start is by applying some simple style effects to make it pop.  I&#8217;m going to go over these effects independently.</p>
<p><a name="shoreline_strokes"></a></p>
<h5>Stroke the Shorelines</h5>
<p>You should always place at least <i>one</i> stroke on the shoreline, if only as a defininging separator.  I like to have my shores extend outwards.  In the example shown, there are a total of 9 strokes.  Exactly <i>none</i> of them are set as &#8220;Overprint&#8221; (try it and see what happens).</p>
<div class="instructions">
<div class="ih">Stroke Settings for Shorelines</div>
<ul>
<li>1px, inside, normal, 70% opacity, color <color>#222222</color></li>
<li>5px, outside, overlay, 60% opacity, color <color>#222222</color></li>
<li>6px, outside, overlay, 100% opacity, color <color>#222222</color></li>
<li>15px, outside, overlay, 40% opacity, color <color>#222222</color></li>
<li>16px, outside, overlay, 90% opacity, color <color>#222222</color></li>
<li>30px, outside, overlay, 20% opacity, color <color>#222222</color></li>
<li>31px, outside, overlay, 70% opacity, color <color>#222222</color></li>
<li>45px, outside, overlay, 10% opacity, color <color>#222222</color></li>
<li>46px, outside, overlay, 40% opacity, color <color>#222222</color></li>
</ul>
</div>
<div class="dumbgallery t150">
<figure id="attachment_5030" aria-describedby="caption-attachment-5030" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-stroked-shoreline.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-stroked-shoreline-150x150.png" alt="Shoreline Stroke Effects" width="150" height="150" class="size-thumbnail wp-image-5030" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-stroked-shoreline-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-stroked-shoreline-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5030" class="wp-caption-text">Shoreline Stroke Effects</figcaption></figure>
<figure id="attachment_4794" aria-describedby="caption-attachment-4794" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-shorelines.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-shorelines-150x150.jpg" alt="Shoreline Example" width="150" height="150" class="size-thumbnail wp-image-4794" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-shorelines-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shorelines-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shorelines-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shorelines.jpg 404w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4794" class="wp-caption-text">Shoreline Example</figcaption></figure>
</div>
<h5>Texture</h5>
<div class="dumbgallery right t150">
<figure id="attachment_4790" aria-describedby="caption-attachment-4790" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/1.textures-and-strokes.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/1.textures-and-strokes-150x150.jpg" alt="Textures and Strokes" width="150" height="150" class="size-thumbnail wp-image-4790" srcset="https://designingmaps.com/wp-content/uploads/2018/05/1.textures-and-strokes-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/1.textures-and-strokes-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4790" class="wp-caption-text">Textures and Strokes</figcaption></figure>
</div>
<p>I like my maps to feel like they were drawn on parchment. You may want a more realistic flavor.  Again: it&#8217;s all about your personal style.</p>
<p>Pick a good, grungy texture and apply it as a pattern overlay on the <i>Landmass</i> layer.  Play around with the blending mode and opacity for this to see what kinds of effects different textures produce.  You may very well decide that &#8220;Normal&#8221; is the best way (and it often is, for certain patterns).  The point here is to make it visually interesting beyond its outer shape.  Adding texture does that.</p>
<div class="dumbgallery right t150">
<figure id="attachment_5142" aria-describedby="caption-attachment-5142" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/Parchment-Seamless.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/Parchment-Seamless-150x150.jpg" alt="Parchment - Seamless" width="150" height="150" class="size-thumbnail wp-image-5142" srcset="https://designingmaps.com/wp-content/uploads/2018/05/Parchment-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/Parchment-Seamless-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/Parchment-Seamless-1024x1024.jpg 1024w, https://designingmaps.com/wp-content/uploads/2018/05/Parchment-Seamless-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/Parchment-Seamless-1360x1360.jpg 1360w, https://designingmaps.com/wp-content/uploads/2018/05/Parchment-Seamless-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/Parchment-Seamless-450x450.jpg 450w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5142" class="wp-caption-text">Parchment &#8211; Seamless</figcaption></figure>
</div>
<p>If you want to use a parchment pattern, I would recommend finding a very large one that has lots of variant textures &#8211; ideally one that is bigger than your canvas.  A great trick is to use the same pattern on your land <i>and</i> your water (using the same registration point) to create a more seamless visual experience.</p>
<p>Try that.</p>
<div class="instructions">
<div class="ih">How to Set a Parchment Texture on Your Water and Landmass</div>
<ol>
<li>Import this parchment texture into your pattern library (see <a href="/2018/06/photoshop-layer-styles-and-effects/#importing_patterns">Importing Your Own Patterns</a> for how to do this).</li>
<li>On your <i>Landmass</i> layer, set it as a pattern overlay, linked to layer, with a <i>Normal</i> blend mode, 100% scale, 100% opacity.</li>
<li>On your <i>Water</i> layer, set the same texture as its pattern overlay, linked to layer, with a <i>Hard Light</i> blend mode, 100% scale, 100% opacity.</li>
</ol>
</div>
<p>You can try other blend modes for the water layer!  Some will make it darker, others lighter.  You may want to change the color of your water layer, or apply some graident overlays to it.  Experiment and play around with it.  You&#8217;ll find that the way various blend modes interact with their base colors can change drastically.</p>
<h4>Labeling Landmass and Islands</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5029" aria-describedby="caption-attachment-5029" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-island-labels.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-island-labels-150x150.jpg" alt="Island Labels are Added" width="150" height="150" class="size-thumbnail wp-image-5029" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-island-labels-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-island-labels-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5029" class="wp-caption-text">Island Labels</figcaption></figure>
</div>
<p>Landmasses and islands are a <i>natural</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>).</p>
<p>Labels for islands should be placed near the island they represent. The label should readable and straight and should be sized relative to the island&#8217;s size.  The best thing to do is find the <i>smallest</i> size label you&#8217;re going to use and go <i>upwards</i> from there (otherwise you may find that your smallest labels are unreadable).</p>
<div class="dumbgallery t150">
<figure id="attachment_4811" aria-describedby="caption-attachment-4811" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-islands.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-islands-150x150.jpg" alt="Island Labels" width="150" height="150" class="size-thumbnail wp-image-4811" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4811" class="wp-caption-text">Island Labels</figcaption></figure>
<figure id="attachment_4810" aria-describedby="caption-attachment-4810" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-islands-several.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-islands-several-150x150.jpg" alt="Island Labels Showing Relative Size" width="150" height="150" class="size-thumbnail wp-image-4810" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-several-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-islands-several-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4810" class="wp-caption-text">Island Labels Showing Relative Size</figcaption></figure>
</div>
<p><a name="add_mountains"></a></p>
<h3>Add Mountains</h3>
<p>Once you&#8217;ve got the shape of your coastline, you have to figure out where the mountains are.  Mountains (and hills) drive the location of everything else:  rivers flow out of mountains to the coasts, and people live on the sides of rivers.</p>
<p>Landmasses &#8211; especially islands &#8211; are created with mountains.  Islands are just the tops of mountains whose bases are at the bottom of the water. Mount Haleakala, on the island of Maui, is the tallest mountain in the world, if measured from its absolute base deep beneath the ocean.  The large island of Gont in the <a target="_new" href="https://en.wikipedia.org/wiki/Earthsea" rel="noopener noreferrer">Earthsea Stories</a> is a single mountain.</p>
<div class="dumbgallery t150">
<figure id="attachment_4792" aria-describedby="caption-attachment-4792" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-central-mountains.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-central-mountains-150x150.jpg" alt="Central Mountains" width="150" height="150" class="size-thumbnail wp-image-4792" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-central-mountains-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-central-mountains-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ex-central-mountains-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ex-central-mountains-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/ex-central-mountains-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/ex-central-mountains.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4792" class="wp-caption-text">Central Mountains</figcaption></figure>
<figure id="attachment_4793" aria-describedby="caption-attachment-4793" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-shallow-bowl.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-shallow-bowl-150x150.jpg" alt="A &quot;Bowl&quot; Depression" width="150" height="150" class="size-thumbnail wp-image-4793" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-shallow-bowl-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shallow-bowl-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shallow-bowl-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shallow-bowl-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shallow-bowl-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/ex-shallow-bowl.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4793" class="wp-caption-text">A &#8220;Bowl&#8221; Depression</figcaption></figure>
<figure id="attachment_4798" aria-describedby="caption-attachment-4798" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-plateau.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-plateau-150x150.jpg" alt="A Plateau with Verdancy" width="150" height="150" class="size-thumbnail wp-image-4798" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-plateau-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-plateau-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ex-plateau-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ex-plateau-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/05/ex-plateau.jpg 742w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4798" class="wp-caption-text">A Plateau with Verdancy</figcaption></figure>
<figure id="attachment_4800" aria-describedby="caption-attachment-4800" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-forest-mountains.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-forest-mountains-150x150.jpg" alt="Mountains Covered with Forest" width="150" height="150" class="size-thumbnail wp-image-4800" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-forest-mountains-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-forest-mountains-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/ex-forest-mountains-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/ex-forest-mountains.jpg 415w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4800" class="wp-caption-text">Mountains Covered with Forest</figcaption></figure>
</div>
<h4>Mountain Considerations</h4>
<h5>On Plate Tectonics</h5>
<p><a href="/wp-content/uploads/2018/05/mordor_2.gif"><img decoding="async" src="/wp-content/uploads/2018/05/mordor_2.gif" alt="" width="250" class="alignright size-full wp-image-4749"></a>Mountain ranges are created wherever two tectonic plates collide (plains are created where glaciers once slid).  Looking at your landmass shape, think about where your mountains might be.  Mountain ranges run more-or-less in a single direction.  There may be spurs outwards, but for the most part they work in a line (the mountains around <a target="_new" href="https://en.wikipedia.org/wiki/Mordor" rel="noopener noreferrer">Mordor</a> are an impossibility).</p>
<p>Here&#8217;s an illustration of how plate tectonics work:</p>
<p>Get a thick quilt and lay it out flat on the floor.  Now get a couple of books. Your copies of the <i>Dungeon Master&#8217;s Guide</i> and the <i>Player&#8217;s Handbook</i> will work perfect.  Set them both down on the quilt, about ten inches apart. Press down firmly on both &#8211; firm enough that the quilt will move with the book &#8211; and slowly push the books towards each other.  You&#8217;ll notice that the quilt will start bunching up between them into folds. The folds will usually be straight.</p>
<p>This is how mountains are made: tectonic plates slide together and push the land between them into the air.  Mountian ranges will only &#8220;bend&#8221; at sharp angles when more than two plates are intersecting.</p>
<div class="dumbgallery t300">
<figure id="attachment_5520" aria-describedby="caption-attachment-5520" style="width: 300px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/06/books-apart.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/06/books-apart-300x225.jpg" alt="Take Some Books" width="300" height="225" class="size-medium wp-image-5520" srcset="https://designingmaps.com/wp-content/uploads/2018/06/books-apart-300x225.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/books-apart-800x600.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/books-apart-450x338.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/books-apart.jpg 1000w" sizes="(max-width: 300px) 100vw, 300px" /></a><figcaption id="caption-attachment-5520" class="wp-caption-text">Take Some Books</figcaption></figure>
<figure id="attachment_5521" aria-describedby="caption-attachment-5521" style="width: 300px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/06/books-squished.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/06/books-squished-300x225.jpg" alt="Squish Them Together" width="300" height="225" class="size-medium wp-image-5521" srcset="https://designingmaps.com/wp-content/uploads/2018/06/books-squished-300x225.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/books-squished-800x600.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/books-squished-450x338.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/books-squished.jpg 1000w" sizes="(max-width: 300px) 100vw, 300px" /></a><figcaption id="caption-attachment-5521" class="wp-caption-text">Squish Them Together</figcaption></figure>
</div>
<h5>On Mountain Ages</h5>
<p>In geologic time, the younger a mountain range is, the taller and sharper its peaks will be.  As <a target="_new" href="https://en.wikipedia.org/wiki/Bilbo_Baggins" rel="noopener noreferrer">Bilbo Baggins</a> learned from <a target="_new" href="https://en.wikipedia.org/wiki/Gollum" rel="noopener noreferrer">Gollum</a>, time &#8220;beats high mountain down,&#8221; so the oldest mountain ranges (like the Appalachians) are sometimes no more than foothills.</p>
<p>Rainfall, wind, and rivers wash away mountains over time through the process of erosion.  This, too, is something you should think about when designing your mountain ranges.  If your world has suffered a cataclysm within the memory of its inhabitants, the mountains created by the event will be new: tall, wide, and very pointy.</p>
<h4>Determine Mountain Paths</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5035" aria-describedby="caption-attachment-5035" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-mountain-range-markers.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-mountain-range-markers-150x150.jpg" alt="Mountain Range Markers" width="150" height="150" class="size-thumbnail wp-image-5035" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-mountain-range-markers-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-mountain-range-markers-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5035" class="wp-caption-text">Mountain Range Markers</figcaption></figure>
</div>
<p>You want to lay down the areas where your mountain ranges run.  This is basically a sketch of lines; you aren&#8217;t drawing the mountains yet.  You want to have an idea of where the tectonic plates collided.</p>
<div class="instructions">
<div class="ih">How to Create Mountain Range Markers</div>
<ol>
<li>Create a new layer above <i>Landmass</i>, call it &#8220;Mountain Sketch&#8221; and select it.</li>
<li>Make a selection of the <i>Landmass</i> layer so you can only draw within its bounds (<span class="command">&lt;command&gt;&lt;click&gt;</span> on the <i>Landmass</i> layer&#8217;s preview icon)</li>
<li>Set your paint color to black (<color>#000000</color>)</li>
<li>Select the <i>Brush</i> tool, Hard Round, 100% opacity, with a large size (20+ pixels)</li>
<li>On the canvas, pick the point where the mountain range will start and click it with the Brush.</li>
<li>Holding the span class=&#8221;command&#8221;&gt;&lt;shift&gt; key, click the point where the mountain range will end. A straight line will draw between the points.</li>
<li>(Note that if you want to freehand this, feel free)</li>
<li>Repeat this process for each mountain range that is going to be displayed.</li>
</ol>
</div>
<p>For larger mountain ranges, you may want to increase your brush size so that you have an idea of their relative size as you work.</p>
<p>You now have a rough map of your mountain ranges and the forces they exert.  This is where you&#8217;re going to draw your mountains.</p>
<h4>Drawing Mountains</h4>
<p><a href="/wp-content/uploads/2018/05/read_this-spongebob.gif"><img decoding="async" src="/wp-content/uploads/2018/05/read_this-spongebob.gif" alt="" width="250" class="alignright size-full wp-image-4703"></a>Drawing mountains is a big task that requires its own tutorial.  Please jump out and read <a href="/2018/06/drawing-mountains/">Creating Maps: Mountains</a> before continuing.</p>
<p>Create a layer group called &#8220;Mountain Ranges&#8221; and place it <i>above</i> your <i>Mountain Sketch</i>.  Draw your mountains in layers inside of the <i>Mountain Ranges</i> layer group.</p>
<div class="dumbgallery t150">
<figure id="attachment_5037" aria-describedby="caption-attachment-5037" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-initial-mountains.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-initial-mountains-150x150.jpg" alt="Mountains Added with Bevel Method" width="150" height="150" class="size-thumbnail wp-image-5037" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-initial-mountains-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-initial-mountains-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5037" class="wp-caption-text">Mountains Added with Bevel Method</figcaption></figure>
<figure id="attachment_5038" aria-describedby="caption-attachment-5038" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-softer-mountains.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-softer-mountains-150x150.jpg" alt="Softened and Expanded Bevel Mountains" width="150" height="150" class="size-thumbnail wp-image-5038" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-softer-mountains-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-softer-mountains-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5038" class="wp-caption-text">Softened and Expanded Bevel Mountains</figcaption></figure>
<figure id="attachment_5039" aria-describedby="caption-attachment-5039" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-mountains-cutdown.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-mountains-cutdown-150x150.jpg" alt="Mountains Merged and Cut Down" width="150" height="150" class="size-thumbnail wp-image-5039" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-mountains-cutdown-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-mountains-cutdown-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5039" class="wp-caption-text">Mountains Merged and Cut Down</figcaption></figure>
</div>
<div class="dumbgallery t150">
<figure id="attachment_4477" aria-describedby="caption-attachment-4477" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/bevelmts-nohighlight-loweredshadows-stroke-overlay.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/bevelmts-nohighlight-loweredshadows-stroke-overlay-150x150.png" alt="Shape Mountains" width="150" height="150" class="size-thumbnail wp-image-4477" srcset="https://designingmaps.com/wp-content/uploads/2018/05/bevelmts-nohighlight-loweredshadows-stroke-overlay-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/bevelmts-nohighlight-loweredshadows-stroke-overlay-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/bevelmts-nohighlight-loweredshadows-stroke-overlay.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4477" class="wp-caption-text">Shape Mountains</figcaption></figure>
<figure id="attachment_4504" aria-describedby="caption-attachment-4504" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/12.snow_.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/12.snow_-150x150.png" alt="Drawn Mountains" width="150" height="150" class="size-thumbnail wp-image-4504" srcset="https://designingmaps.com/wp-content/uploads/2018/05/12.snow_-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/12.snow_-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/12.snow_.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4504" class="wp-caption-text">Drawn Mountains</figcaption></figure>
<figure id="attachment_4485" aria-describedby="caption-attachment-4485" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/stamp-mountains-coastline.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/stamp-mountains-coastline-150x150.png" alt="Stamped Mountains" width="150" height="150" class="size-thumbnail wp-image-4485" srcset="https://designingmaps.com/wp-content/uploads/2018/05/stamp-mountains-coastline-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/stamp-mountains-coastline-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/stamp-mountains-coastline.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4485" class="wp-caption-text">Stamped Mountains</figcaption></figure>
</div>
<h4>Labeling Mountains</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5040" aria-describedby="caption-attachment-5040" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-mountain-labels.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-mountain-labels-150x150.jpg" alt="Mountain Labels Added" width="150" height="150" class="size-thumbnail wp-image-5040" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-mountain-labels-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-mountain-labels-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5040" class="wp-caption-text">Mountain Labels Added</figcaption></figure>
</div>
<p>Mountains and their ranges are a <i>natural</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>). Mountain ranges are labeled different from singular mountains.</p>
<p>Labels for mountain <i>ranges</i> are drawn along the range.  Use the <i>Type</i> tool options to spread the name of the range out and bend it to follow the range&#8217;s path.</p>
<p>When calling out a specific mountain, use a triangle shaped icon (point up) placed at the mountain&#8217;s peak.  This is the anchor for the mountain&#8217;s label, which should be below and to the left or right, depending on what else is there. Obviously, those positions may not work, but try to be consistent.</p>
<p>Labeling mountains is often tricky because depending on the way you&#8217;ve drawn them, they can be messy or detailed.  You will want the labels to be readable. For ranges, I will typically pick a dark color for the font itself and give it a light stroke around the outside or center to draw it out. For peaks, I will stick with a solid color if I can, and add a stroke only when necessary.</p>
<div class="dumbgallery t150">
<figure id="attachment_4758" aria-describedby="caption-attachment-4758" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-mountains-drawn.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-mountains-drawn-150x150.png" alt="Drawn Mountains with a Light Label and Stroke" width="150" height="150" class="size-thumbnail wp-image-4758" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4758" class="wp-caption-text">Drawn Mountains with a Light Label and Stroke</figcaption></figure>
<figure id="attachment_4757" aria-describedby="caption-attachment-4757" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-mountains-drawn-dark.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-mountains-drawn-dark-150x150.png" alt="Drawn Mountains with a Dark Label" width="150" height="150" class="size-thumbnail wp-image-4757" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn-dark-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn-dark-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-drawn-dark.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4757" class="wp-caption-text">Drawn Mountains with a Dark Label</figcaption></figure>
<figure id="attachment_4762" aria-describedby="caption-attachment-4762" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-mountains-stamps-dark.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-mountains-stamps-dark-150x150.png" alt="Stamped Mountains with a Dark Label" width="150" height="150" class="size-thumbnail wp-image-4762" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-stamps-dark-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-stamps-dark-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-stamps-dark.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4762" class="wp-caption-text">Stamped Mountains with a Dark Label</figcaption></figure>
<figure id="attachment_4763" aria-describedby="caption-attachment-4763" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-mountaiuns-stamps.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-mountaiuns-stamps-150x150.png" alt="Stamped Mountains with a Light, Stroked Label" width="150" height="150" class="size-thumbnail wp-image-4763" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountaiuns-stamps-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountaiuns-stamps-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountaiuns-stamps.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4763" class="wp-caption-text">Stamped Mountains with a Light, Stroked Label</figcaption></figure>
<figure id="attachment_4759" aria-describedby="caption-attachment-4759" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-mountains-shape.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-mountains-shape-150x150.png" alt="Shape Mountains with a Light Label and Stroke" width="150" height="150" class="size-thumbnail wp-image-4759" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shape-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shape-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shape.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4759" class="wp-caption-text">Shape Mountains with a Light Label and Stroke</figcaption></figure>
<figure id="attachment_4760" aria-describedby="caption-attachment-4760" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-mountains-shapes-dark.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-mountains-shapes-dark-150x150.png" alt="Shape Mountains with a Dark Label" width="150" height="150" class="size-thumbnail wp-image-4760" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shapes-dark-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shapes-dark-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shapes-dark.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4760" class="wp-caption-text">Shape Mountains with a Dark Label</figcaption></figure>
<figure id="attachment_4761" aria-describedby="caption-attachment-4761" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-mountains-shapes-light.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-mountains-shapes-light-150x150.png" alt="Shape Mountains with a Light Label" width="150" height="150" class="size-thumbnail wp-image-4761" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shapes-light-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shapes-light-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-mountains-shapes-light.png 294w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4761" class="wp-caption-text">Shape Mountains with a Light Label</figcaption></figure>
</div>
<p><a name="add_water"></a></p>
<h3>Add Water</h3>
<div class="dumbgallery right t150">
<figure id="attachment_5044" aria-describedby="caption-attachment-5044" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-rivers-added.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-rivers-added-150x150.jpg" alt="Rivers Added" width="150" height="150" class="size-thumbnail wp-image-5044" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-rivers-added-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-rivers-added-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5044" class="wp-caption-text">Rivers Added</figcaption></figure>
</div>
<p>When you&#8217;ve got the mountains in, it&#8217;s time to add water. Or, more precisely, it&#8217;s time to subtract the water from the landmass.</p>
<div class="instructions">
<div class="ih">How to &#8220;Draw&#8221; Rivers</div>
<div class="bi">You use the <i>Eraser</i> tool for this, working on the <i>Landmass</i> layer.</div>
<ol>
<li>Select your <i>Landmass</i> layer.</li>
<li>Select the <i>Eraser</i> tool.</li>
<li>Set your brush to Hard Round, 100% opacity, and a small size (3 &#8211; 5 pixels, depending on your resolution). Anything smaller than 3 pixels will be a problem and create halos.  Don&#8217;t select any pressure sensitivity.</li>
<li>Draw (err, <i>erase</i>) in the <i>Landmass</i> layer where the rivers and lakes are. Feel free to go over areas twice.</li>
<li>Optionally switch to a larger brush size to handle thicker rivers.</li>
<li>Optionally switch to a smaller brush size to draw in tributary rivers (in or around mountain areas)</li>
</ol>
</div>
<p>Rivers flow outwards from mountain ranges and either go to the seas or pool in lakes. When seen at a high enough scale, they rarely go in straight lines, instead meandering in S shapes around subtle (and not so subtle) hills. Only the mightiest of rivers (think the Mississippi, Amazon, or Nile) can overcome the forces of gravity to run in straight lines.</p>
<p>Rivers rarely split.  They may flow around small islands from time to time but they do not fork very often.  Small rivers and streams will join larger ones.  Again, these <i>always</i> flow away from high ground, seeking the lowest ground possible. Further, they nearly <i>always</i> start as streams or smaller tributary rivers that start in mountainous regions (unless the source for the river or stream is a naturally occuring spring).</p>
<p>Take a look at where your mountains are.  Does it look like there might be any lakes in the valleys they have created?  If so, &#8220;add&#8221; them. You may need to edit your mountains to accomodate (e.g., move their edges, or erase parts that will overlap your lake &#8211; the method required depends on how you&#8217;ve drawn your mountains).</p>
<p><a name="water_labels"></a></p>
<h4>Labeling Water</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5046" aria-describedby="caption-attachment-5046" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-water-labels.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-water-labels-150x150.jpg" alt="Water Labels Added" width="150" height="150" class="size-thumbnail wp-image-5046" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-water-labels-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-water-labels-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5046" class="wp-caption-text">Water Labels Added</figcaption></figure>
</div>
<p>Oceans, seas, rivers, lakes, and streams are a <i>natural</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>). Moving waters (rivers and streams) are labeled different from still waters (lakes).</p>
<p>Labels for rivers and streams are drawn along the path of the river.  Use the <i>Type</i> tool options to spread the name of the river out and bend it to follow the water&#8217;s path.  The <i>direction</i> the text flows is important here as well as it indicates the direction of the river&#8217;s flow: the start of the text lies towards the river&#8217;s source and the end of the text should go towards the river&#8217;s mouth.</p>
<p>When two rivers join, they can form a new river (with its own name) or they will take the name of the <i>larger</i> of the two tributaries.  For example, the Ohio river is a tributary of the great Mississippi river. The water of the Ohio ceases to be called the &#8220;Ohio River&#8221; once it merges with the Mississippi, which is a much larger waterway.</p>
<p>Labels for lakes are generally centered within the lake area itself.</p>
<div class="dumbgallery right t150">
<figure id="attachment_4813" aria-describedby="caption-attachment-4813" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/Noise-Seamless.png"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/Noise-Seamless-150x150.png" alt="Noise - Seamless" width="150" height="150" class="size-thumbnail wp-image-4813" srcset="https://designingmaps.com/wp-content/uploads/2018/05/Noise-Seamless-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/Noise-Seamless-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/Noise-Seamless-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/Noise-Seamless-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/Noise-Seamless-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/Noise-Seamless.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4813" class="wp-caption-text">Noise &#8211; Seamless</figcaption></figure>
</div>
<p>Special water elements (like magnificent waterfalls) require an icon. I like three vertical lines. This is the anchor for the waterfall&#8217;s label, which should be below and to the left or right, depending on what else is there. Obviously, those positions may not work, but try to be consistent.</p>
<p>Seas and oceans are labeled similarly to mountain ranges.  The text should spread out and the font size should be increased to serve as an indicator for the size of the body of water.  Curve and rotate the text accordingly to fit the available area.</p>
<p>I have a preferred style for water labels.</p>
<div class="instructions">
<div class="ih">Jorm&#8217;s Preferred Water Label Style</div>
<ul>
<li>A color overlay of <color>#eadcbc</color> set to a <i>Color</i> blend mode</li>
<li>An outer glow of <color>#eadcbc</color>, <i>Overlay</i> blend mode, 0 spread, 20 pixel size</li>
<li>A pattern overlay of a simple noise pattern, set to <i>Linear Light</i> blend mode and 60% opacity</li>
</ul>
</div>
<div class="dumbgallery t150">
<figure id="attachment_4805" aria-describedby="caption-attachment-4805" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-water-river.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-water-river-150x150.jpg" alt="Labeling a River" width="150" height="150" class="size-thumbnail wp-image-4805" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-river.jpg 318w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4805" class="wp-caption-text">Labeling a River</figcaption></figure>
<figure id="attachment_4804" aria-describedby="caption-attachment-4804" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-water-lake.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-water-lake-150x150.jpg" alt="Labeling a Lake" width="150" height="150" class="size-thumbnail wp-image-4804" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-lake-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-lake-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-lake.jpg 285w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4804" class="wp-caption-text">Labeling a Lake</figcaption></figure>
<figure id="attachment_4806" aria-describedby="caption-attachment-4806" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-water-sea.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-water-sea-150x150.jpg" alt="Labeling a Sea" width="150" height="150" class="size-thumbnail wp-image-4806" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-sea-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-sea-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4806" class="wp-caption-text">Labeling a Sea</figcaption></figure>
<figure id="attachment_4808" aria-describedby="caption-attachment-4808" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-water-straights.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-water-straights-150x150.jpg" alt="Labeling Straits" width="150" height="150" class="size-thumbnail wp-image-4808" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-straights-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-straights-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4808" class="wp-caption-text">Labeling Straits</figcaption></figure>
<figure id="attachment_4802" aria-describedby="caption-attachment-4802" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-water-bay.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-water-bay-150x150.jpg" alt="Labeling a Bay" width="150" height="150" class="size-thumbnail wp-image-4802" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-bay-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-bay-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4802" class="wp-caption-text">Labeling a Bay</figcaption></figure>
<figure id="attachment_4803" aria-describedby="caption-attachment-4803" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-water-gulf.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-water-gulf-150x150.jpg" alt="Labeling a Gulf" width="150" height="150" class="size-thumbnail wp-image-4803" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-gulf-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-gulf-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4803" class="wp-caption-text">Labeling a Gulf</figcaption></figure>
<figure id="attachment_4807" aria-describedby="caption-attachment-4807" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-water-special.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-water-special-150x150.jpg" alt="Labeling Special Water" width="150" height="150" class="size-thumbnail wp-image-4807" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-water-special-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-water-special-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4807" class="wp-caption-text">Labeling Special Water</figcaption></figure>
</div>
<p><a name="add_forests"></a></p>
<h3>Add Forests</h3>
<p>Depending on the style of your map, adding forests and other vegetation may or may not be important.  For the sake of the tutorial, I&#8217;m going to assume that it is.</p>
<div class="dumbgallery right t150">
<figure id="attachment_5042" aria-describedby="caption-attachment-5042" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-forests.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-forests-150x150.jpg" alt="Forests Added" width="150" height="150" class="size-thumbnail wp-image-5042" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-forests-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-forests-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5042" class="wp-caption-text">Forests Added</figcaption></figure>
</div>
<p>Forests show up where trees can grow.  This usually means &#8220;not in deserts or tundra or plains&#8221;.  The world is <i>filled</i> with trees of all kinds: huge swaths of land are covered in them.  Most places are actually forests (even cities: take a look the next time you&#8217;re in a plane).  Even plains have forests or orchards.  That said, not every forest should be shown on your map.</p>
<p>Add the forests that would be visible according to your scale. A general rule to follow is this: <i>Only include a forest if it takes up more area than a full hex or space on your map</i>.<br />
<a href="/wp-content/uploads/2018/05/forest-yes-and-no.jpg"><img decoding="async" src="/wp-content/uploads/2018/05/forest-yes-and-no.jpg" alt="" width="700" class="aligncenter size-full wp-image-4704" srcset="https://designingmaps.com/wp-content/uploads/2018/05/forest-yes-and-no.jpg 1814w, https://designingmaps.com/wp-content/uploads/2018/05/forest-yes-and-no-300x169.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/05/forest-yes-and-no-1024x578.jpg 1024w, https://designingmaps.com/wp-content/uploads/2018/05/forest-yes-and-no-1360x768.jpg 1360w, https://designingmaps.com/wp-content/uploads/2018/05/forest-yes-and-no-800x452.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/05/forest-yes-and-no-450x254.jpg 450w" sizes="(max-width: 1814px) 100vw, 1814px" /></a></p>
<h4>Drawing Forests</h4>
<p><a href="/wp-content/uploads/2018/05/reading_beast.gif"><img decoding="async" src="/wp-content/uploads/2018/05/reading_beast.gif" alt="" width="250" class="alignright size-full wp-image-4746"></a>Drawing forests is a big task that requires its own tutorial.  Please jump out and read <a href="/2018/05/creating-maps-forest/">Creating Maps: Forests</a> before continuing.</p>
<div class="dumbgallery t150">
<figure id="attachment_4718" aria-describedby="caption-attachment-4718" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/forest-simple-trees.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/forest-simple-trees-150x150.jpg" alt="Grunge Forest" width="150" height="150" class="size-thumbnail wp-image-4718" srcset="https://designingmaps.com/wp-content/uploads/2018/05/forest-simple-trees-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/forest-simple-trees-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4718" class="wp-caption-text">Grunge Forest</figcaption></figure>
<figure id="attachment_4713" aria-describedby="caption-attachment-4713" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/forest-shape-stamps-color.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/forest-shape-stamps-color-150x150.jpg" alt="Stamped Tree Forest" width="150" height="150" class="size-thumbnail wp-image-4713" srcset="https://designingmaps.com/wp-content/uploads/2018/05/forest-shape-stamps-color-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/forest-shape-stamps-color-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4713" class="wp-caption-text">Stamped Tree Forest</figcaption></figure>
<figure id="attachment_4710" aria-describedby="caption-attachment-4710" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/forest-aggressive-trees.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/forest-aggressive-trees-150x150.jpg" alt="Tree Pattern Forest" width="150" height="150" class="size-thumbnail wp-image-4710" srcset="https://designingmaps.com/wp-content/uploads/2018/05/forest-aggressive-trees-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/forest-aggressive-trees-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4710" class="wp-caption-text">Tree Pattern Forest</figcaption></figure>
</div>
<h4>Labeling Forests</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5049" aria-describedby="caption-attachment-5049" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-forest-labels.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-forest-labels-150x150.jpg" alt="Forest Labels Added" width="150" height="150" class="size-thumbnail wp-image-5049" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-forest-labels-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-forest-labels-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5049" class="wp-caption-text">Forest Labels Added</figcaption></figure>
</div>
<p>Forests are a <i>natural</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>). Labels for forests are centered and placed within the forest area itself. Depending on the font contrast, you may want to style them with a stroke or not.</p>
<p>Here are several examples of the same basic forest label style applied to multiple styles of forests. As you can see, it works better in some styles and not-so-great in others.  Develop a label style that matches your map&#8217;s overall zeitgeist.</p>
<div class="dumbgallery t150">
<figure id="attachment_4752" aria-describedby="caption-attachment-4752" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-forest-aggressive.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-forest-aggressive-150x150.jpg" alt="Label on a Tree Pattern Forest" width="150" height="150" class="size-thumbnail wp-image-4752" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-aggressive-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-aggressive-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4752" class="wp-caption-text">Label on a Tree Pattern Forest</figcaption></figure>
<figure id="attachment_4753" aria-describedby="caption-attachment-4753" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-forest-simple.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-forest-simple-150x150.jpg" alt="Label on a Simple Block Forest" width="150" height="150" class="size-thumbnail wp-image-4753" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-simple-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-forest-simple-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4753" class="wp-caption-text">Label on a Simple Block Forest</figcaption></figure>
<figure id="attachment_4754" aria-describedby="caption-attachment-4754" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-forests-stamps.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-forests-stamps-150x150.jpg" alt="Label on a Colored Stamped Forest" width="150" height="150" class="size-thumbnail wp-image-4754" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-forests-stamps-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-forests-stamps-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4754" class="wp-caption-text">Label on a Colored Stamped Forest</figcaption></figure>
<figure id="attachment_4755" aria-describedby="caption-attachment-4755" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-forests-stamps-nocolor.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-forests-stamps-nocolor-150x150.jpg" alt="Label on an Uncolored Stamped Forest" width="150" height="150" class="size-thumbnail wp-image-4755" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-forests-stamps-nocolor-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-forests-stamps-nocolor-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4755" class="wp-caption-text">Label on an Uncolored Stamped Forest</figcaption></figure>
</div>
<p><a name="add_verdancy"></a></p>
<h3>Add Verdancy</h3>
<div class="dumbgallery right t150">
<figure id="attachment_5050" aria-describedby="caption-attachment-5050" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-verdancy.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-verdancy-150x150.jpg" alt="Verdancy Added" width="150" height="150" class="size-thumbnail wp-image-5050" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-verdancy-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-verdancy-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5050" class="wp-caption-text">Verdancy Added</figcaption></figure>
</div>
<p><i>Verdant</i> areas are places that have natural vegetation that isn&#8217;t a forest.  Plains, grasslands &#8211; anywhere that isn&#8217;t a desert or too cold.  You may or may not want to call them out &#8211; it&#8217;s your choice. Remember that everything on a map should serve a purpose.  Verdant areas can only appear over landmass, so you&#8217;ll want to constrain them to the landmass itself.</p>
<p>You are going to paint verdancy in with the <i>Brush</i> tool.</p>
<p>You may ask yourself, &#8220;Self, why don&#8217;t I just select all the pixels in the <i>Landmass</i> area, fill it with a paintbucket, and then set the layer&#8217;s opacity to 20% or so?&#8221; and sure, you can do that, but you&#8217;ve now limited yourself to a maximum opacity of 20%, regardless of how thick or thin you want to make your verdant areas.</p>
<div class="instructions">
<div class="ih">How to Paint Verdancy</div>
<ol>
<li>Create a new layer above <i>Landmass</i> called &#8220;Verdancy&#8221; and select it.</li>
<li>Set the <i>fill opacity</i> of the <i>Verdancy</i> layer to 30% and it&#8217;s blend mode to <i>Overlay</i>.</li>
<li>Select all the pixels in the <i>Landmass</i> layer (<span class="command">&lt;command&gt;&lt;click&gt;</span> on the preview icon for <i>Landmass</i>).  This will create a &#8220;cage&#8221; for our drawing.</li>
<li>Set your paint color to your green color (<color>#005e20</color>)</li>
<li>Select the <i>Brush</i> tool.</li>
<li>Select a Hard Round brush of a large size (like, 100 pixels).  Set its opacity to 20% or so.  You can use an opacity sensitive brush but you may not like how that works out.</li>
<li>Lightly paint in areas of verdancy. This can be sloppy.
<ul>
<li>Go over areas multiple times for more verdant areas to increase its potency.</li>
<li>Verdancy is heaviest around freshwater rivers and streams.</li>
<li>Verdancy doesn&#8217;t go up into mountains much but it does cover hills.</li>
</ul>
</li>
<li>Use the <i>Eraser</i> tool to clear up mistakes.</li>
</ol>
</div>
<p>You may want to play around with the <i>fill opacity</i> of the <i>Verdancy</i> layer when you&#8217;re done. I like to apply a pattern overlay as well (the <i>Noise &#8211; Seamless</i> pattern at 50% opacity with an <i>Overlay</i> blend mode) but you do you.</p>
<p>Wait!  There&#8217;s more! Depending on the blend modes you set for your forests, they may be picking up the color bleed from your verdant areas and are looking kind of weird or possibly even mottled.  I have a solution for you: deleting the forest shapes.</p>
<div class="instructions">
<div class="ih">How to Delete Forest Shapes from Verdancy</div>
<ol>
<li>Select the <i>Verdancy</i> layer as your working layer.</li>
<li>Select all the pixels in the <i>Forest</i> layer (<span class="command">&lt;command&gt;&lt;click&gt;</span> on the preview icon for <i>Forest</i>).</li>
<li>Hit the <span class="command">&lt;delete&gt;</span> key. <b>Abracadabra!</b> It&#8217;s clean.</li>
</ol>
</div>
<p>Remember this trick for clearing verdant areas. You&#8217;ll repeat it over and over again, with roads, settlement icons, mountains, and other things.</p>
<h4>Labeling Verdancy</h4>
<p>Most of the time you won&#8217;t be labeling verdant areas.  The exception is when the area is a well known plain or plateau or something similar.</p>
<p>Verdancies are a <i>natural</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>)). Labels for verdances can centered and placed within the verdancy area itself <i>or</i> they can be stretched and contorted (like labels for mountain ranges or seas). Depending on the font contrast, you may want to style them with a stroke or not.</p>
<div class="dumbgallery t150">
<figure id="attachment_4849" aria-describedby="caption-attachment-4849" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-plateau.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-plateau-150x150.jpg" alt="Label on a Verdant Area" width="150" height="150" class="size-thumbnail wp-image-4849" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-plateau-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-plateau-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4849" class="wp-caption-text">A Plateau Label</figcaption></figure>
<figure id="attachment_4856" aria-describedby="caption-attachment-4856" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-plains-iberia.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-plains-iberia-150x150.jpg" alt="A Plateau Label" width="150" height="150" class="size-thumbnail wp-image-4856" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-plains-iberia-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-plains-iberia-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4856" class="wp-caption-text">A Plains Label</figcaption></figure>
</div>
<p><a name="add_other_terrain"></a></p>
<h3>Add Other Terrain</h3>
<p>You will find that you may have additional terrain types that you need to call out, like deserts or tundra or badlands.  These areas are drawn similarly to <i>verdancy</i>, but with a much higher opacity.</p>
<p>I&#8217;ll describe how to make a desert.  The same technique works with all special terrain types; you just pick different patterns and effects in the end.</p>
<div class="instructions">
<div class="ih">How to Make a Desert</div>
<ol>
<li>Create a new layer above <i>Landmass</i> and call it &#8220;Desert&#8221;. Use a <i>Normal</i> blend mode for now (this will be ugly, but you&#8217;ll fix that.</li>
<li>Select all the pixels in the <i>Landmass</i> layer (<span class="command">&lt;command&gt;&lt;click&gt;</span> on the preview icon for <i>Landmass</i>).  This will create a &#8220;cage&#8221; for our drawing.</li>
<li>Set your paint color to a good yellow.  I use <color>#fff200</color></li>
<li>Select the <i>Brush</i> tool.</li>
<li>Choose a Hard Round Brush of a decent size (you&#8217;ll be painting a lot of area). Set to 100% opacity.</li>
<li>Paint in the area of your desert.  Don&#8217;t worry about the edges just yet; that&#8217;s next.</li>
<li>Switch to the <i>Eraser</i> tool.</li>
<li>Choose a Hard Round Bush of a much smaller size and set it&#8217;s opacity to 30%.</li>
<li>Gently work along the edges of the desert where it meets other types of land (mountains, verdancy, etc.)  Don&#8217;t worry about where the desert reaches the shore. Go over the edges multiple times to fade the yellow out, working inwards.</li>
</ol>
</div>
<p>Now you&#8217;re going to want to add some styles to your desert because that looks janky.</p>
<div class="instructions">
<div class="ih">How to Style a Desert</div>
<ol>
<li>Set the <i>fill opacity</i> of your <i>Desert</i> layer to 0%.</li>
<li>Set the <i>blend mode</i> of your <i>Desert</i> layer to <i>Overlay</i> (so background textures can bleed through).</li>
<li>Apply layer effects as you see fit. I like to use:
<ul>
<li>A brown <color>#8b6825</color> color overlay at 30%</li>
<li>A noise pattern overlay (I use &#8220;Grunge Noise &#8211; Seamless&#8221;) set to <i>Multiply</i> at 50%</li>
</ul>
</li>
</ol>
</div>
<p>There are lots of good seamless sand and desert textures you can find and use, of course. As with all patterns, some are better at certain scales than others.  You can also create your own &#8220;stamp&#8221; patterns (see &#8220;Bonus Take: Patterning with Tree Stamps&#8221; in <a href="/2018/06/drawing-forests/">Drawing Forests</a> for an idea of how to do this).</p>
<div class="dumbgallery t150">
<figure id="attachment_4851" aria-describedby="caption-attachment-4851" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-big-desert.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-big-desert-150x150.jpg" alt="A Large Desert Bordered by Mountains and Verdancy" width="150" height="150" class="size-thumbnail wp-image-4851" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-big-desert-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-big-desert-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4851" class="wp-caption-text">A Large Desert Bordered by Mountains and Verdancy</figcaption></figure>
<figure id="attachment_4852" aria-describedby="caption-attachment-4852" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-blight.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-blight-150x150.jpg" alt="A &quot;Blight&quot; Area" width="150" height="150" class="size-thumbnail wp-image-4852" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-blight-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-blight-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4852" class="wp-caption-text">A &#8220;Blight&#8221; Area</figcaption></figure>
<figure id="attachment_4854" aria-describedby="caption-attachment-4854" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-desert-cracked.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-desert-cracked-150x150.jpg" alt="A Desert with a Cracked Earth Pattern" width="150" height="150" class="size-thumbnail wp-image-4854" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-desert-cracked-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-desert-cracked-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4854" class="wp-caption-text">A Desert with a Cracked Earth Pattern</figcaption></figure>
<figure id="attachment_4855" aria-describedby="caption-attachment-4855" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/ex-desert-sandtexture.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/ex-desert-sandtexture-150x150.jpg" alt="A Desert with a Sand Dune Pattern" width="150" height="150" class="size-thumbnail wp-image-4855" srcset="https://designingmaps.com/wp-content/uploads/2018/05/ex-desert-sandtexture-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/ex-desert-sandtexture-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4855" class="wp-caption-text">A Desert with a Sand Dune Pattern</figcaption></figure>
</div>
<h4>Labeling Other Terrain</h4>
<p>Terrain types are a <i>natural</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>). Labels for these types can centered and placed within the area itself <i>or</i> they can be stretched and contorted (like labels for mountain ranges or seas). Depending on the font contrast, you may want to style them with a stroke or not.</p>
<div class="dumbgallery t150">
<figure id="attachment_4846" aria-describedby="caption-attachment-4846" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-desert-fayyum.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-desert-fayyum-150x150.jpg" alt="Simple Label on a Desert" width="150" height="150" class="size-thumbnail wp-image-4846" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-fayyum-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-fayyum-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4846" class="wp-caption-text">Simple Label on a Desert</figcaption></figure>
<figure id="attachment_4847" aria-describedby="caption-attachment-4847" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-desert-rub-al-khali.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-desert-rub-al-khali-150x150.jpg" alt="Label with Alternate Name on a Desert" width="150" height="150" class="size-thumbnail wp-image-4847" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-rub-al-khali-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-rub-al-khali-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4847" class="wp-caption-text">Label with Alternate Name on a Desert</figcaption></figure>
<figure id="attachment_4848" aria-describedby="caption-attachment-4848" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-desert-tabernas.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-desert-tabernas-150x150.jpg" alt="Simple Label on a Desert" width="150" height="150" class="size-thumbnail wp-image-4848" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-tabernas-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-desert-tabernas-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4848" class="wp-caption-text">Simple Label on a Desert</figcaption></figure>
</div>
<p><a name="add_settlments"></a></p>
<h3>Add Settlements</h3>
<div class="dumbgallery right t150">
<figure id="attachment_5048" aria-describedby="caption-attachment-5048" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-settlements.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-settlements-150x150.jpg" alt="Settlements Added" width="150" height="150" class="size-thumbnail wp-image-5048" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-settlements-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-settlements-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5048" class="wp-caption-text">Settlements Added</figcaption></figure>
</div>
<p>Settlements of any size need lots of things to survive, even in the most fantastic of worlds. The two most important things, however, are <i>fresh water</i> and a <i>food supply</i>.  The absolute size of any settlement is going to be driven by the availability of these two things.</p>
<p>Water is the most important.  The larger the population, the more water is required. It&#8217;s needed for drinking and for crops. It&#8217;s needed to power mills and transport goods.</p>
<p>Tiny villages (fewer than 50 people) can make due with a well to the groundwater.  Small towns can survive with a few decent sized streams or a smallish river or fresh-water lake. Major cities (those with a population of 2000 or more) will need to be located on a large river or a large fresh-water lake &#8211; streams and wells will not cut it for that many people.</p>
<p>You can&#8217;t realistically plop a city of 7,000 people anywhere. It has to make sense.</p>
<p>Port cities will be near shipping lanes &#8211; usually on the outside edges, rather than inside deep or large bays.</p>
<h4>Settlement Type Icons</h4>
<p>Settlements need icons to show that they exist.  Most often this is done with filled or styled circles.  Region or nation capitols will often contain a star shape.  This is the most simple way to handle this.</p>
<p>You can give each settlement a different icon depending on its basic type or size with a different icon treatment.  I recommend placing these icons within a circle, however.</p>
<p>Some settlement types that might be distinguished using thier own icons:</p>
<ul>
<li>Capitol Cities</li>
<li>Ports</li>
<li>Small Villages</li>
<li>Large Villages</li>
<li>Walled Cities</li>
<li>Mining Towns</li>
<li>Lumber Towns</li>
<li>Farming Villages</li>
<li>Pirate Havens</li>
<li>Ruins</li>
<li>Other Points of Interest (temples, etc.)</li>
</ul>
<p>Of course, you can always get fancy and give each city its own icon that represents it (a crest, perhaps) or even mark settlement locations with flags or other icons.</p>
<p>For each settlement icon, I <i>highly</i> recommend turning them into <i>Smart Objects</i> (see &#8220;Smart Objects&#8221; in <a href="/2018/06/photoshop-basics/smart_objects">Photoshop Basics</a> for how to do this).  Doing so will reduce your overall CPU usage and you&#8217;ll be able to make mass-edits easily.</p>
<p>Keep all your settlement icons in their own layer group called &#8220;Settlements&#8221;.  Name each icon the same as its label.  I recommend adding further groups as needed. For instance, if you have a lot of islands with a lot of towns, group them by island or perhaps by nation or state.</p>
<p>Make sure to keep a copy of each icon type if you want to include them in your <i>Legend Key</i> (see &#8220;Legends&#8221; in <a href="/2018/06/fantasy-map-design-basics/#legends">Fantasy Map Design Basics</a>).</p>
<h4>Labeling Settlements</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5043" aria-describedby="caption-attachment-5043" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-settlement-labels.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-settlement-labels-150x150.jpg" alt="Settlement Labels Added" width="150" height="150" class="size-thumbnail wp-image-5043" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-settlement-labels-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-settlement-labels-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5043" class="wp-caption-text">Settlement Labels Added</figcaption></figure>
</div>
<p>Settlements are a <i>created</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>).</p>
<p>The placement of settlement labels should follow these rules:</p>
<ul>
<li>Settlement labels should <i>never</i> cross a shoreline, river, or boundary line.
<ul>
<li>If the boundary is to the left of the settlement, the label goes on the right.</li>
<li>If the boundary is to the right of the settlement, the label goes on the left.</li>
</ul>
</li>
<li>Settlement labels should most always be horizontal. <i>Never</i> curve a settlement name.
<ul>
<li>An exception is for highly detailed, zoomed maps where labels can be placed at angles if the situation requires it.</li>
</ul>
</li>
<li>For settlements inside the land, the label should be placed in the following order, given available space:
<ul>
<li>Top right, left aligned</li>
<li>Right, left aligned</li>
<li>Top left, left aligned</li>
<li>Bottom left, left aligned</li>
<li>Bottom left, right aligned</li>
<li>Left, right aligned</li>
</ul>
</li>
<li>For coastline settlements, the label should be located in the water, and to the top or bottom corner as makes sense given the coastline.</li>
</ul>
<div class="dumbgallery t150">
<figure id="attachment_4833" aria-describedby="caption-attachment-4833" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-top-right.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-top-right-150x150.jpg" alt="Top Right, Left Aligned" width="150" height="150" class="size-thumbnail wp-image-4833" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-right-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-right-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4833" class="wp-caption-text">Top Right, Left Aligned</figcaption></figure>
<figure id="attachment_4831" aria-describedby="caption-attachment-4831" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-right.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-right-150x150.jpg" alt="Right" width="150" height="150" class="size-thumbnail wp-image-4831" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-right-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-right-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4831" class="wp-caption-text">Right</figcaption></figure>
<figure id="attachment_4832" aria-describedby="caption-attachment-4832" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned-150x150.jpg" alt="Top Left, Left Aligned" width="150" height="150" class="size-thumbnail wp-image-4832" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-top-left-left-aligned-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4832" class="wp-caption-text">Top Left, Left Aligned</figcaption></figure>
<figure id="attachment_4826" aria-describedby="caption-attachment-4826" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned-150x150.jpg" alt="Bottom Left, Left Aligned" width="150" height="150" class="size-thumbnail wp-image-4826" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-left-aligned-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4826" class="wp-caption-text">Bottom Left, Left Aligned</figcaption></figure>
<figure id="attachment_4827" aria-describedby="caption-attachment-4827" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned-150x150.jpg" alt="Bottom Left, Right Aligned" width="150" height="150" class="size-thumbnail wp-image-4827" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-bottom-left-right-aligned-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4827" class="wp-caption-text">Bottom Left, Right Aligned</figcaption></figure>
<figure id="attachment_4829" aria-describedby="caption-attachment-4829" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-left.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-left-150x150.jpg" alt="Left" width="150" height="150" class="size-thumbnail wp-image-4829" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-left-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-left-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4829" class="wp-caption-text">Left</figcaption></figure>
<figure id="attachment_4828" aria-describedby="caption-attachment-4828" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-coastal.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-coastal-150x150.jpg" alt="Coastal" width="150" height="150" class="size-thumbnail wp-image-4828" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-coastal-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-coastal-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4828" class="wp-caption-text">Coastal</figcaption></figure>
<figure id="attachment_4830" aria-describedby="caption-attachment-4830" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/labels-settlement-never.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/labels-settlement-never-150x150.jpg" alt="BAD: Crossing coast object" width="150" height="150" class="size-thumbnail wp-image-4830" srcset="https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-never-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/labels-settlement-never-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4830" class="wp-caption-text">BAD: Crossing coast object</figcaption></figure>
</div>
<p><a name="add_roads"></a></p>
<h3>Add Roads</h3>
<div class="dumbgallery right t150">
<figure id="attachment_5045" aria-describedby="caption-attachment-5045" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-roads.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-roads-150x150.jpg" alt="Roads Added" width="150" height="150" class="size-thumbnail wp-image-5045" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-roads-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-roads-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5045" class="wp-caption-text">Roads Added</figcaption></figure>
</div>
<p>If your map is at a scale where roads would be visible, you&#8217;ll need to add them. This will be done with the <i>Brush</i> tool.  I recommend using a pen tablet for this.</p>
<div class="instructions">
<div class="ih">How to Draw Roads</div>
<ol>
<li>Create a new layer above <i>Landmass</i> and call it &#8220;Roads&#8221;.</li>
<li>Set your ink color to anything you like.  I recommend a brown (<color>#754c24</color>)</li>
<li>Select the <i>Brush</i> tool.  Use a Hard Round brush, 100% opacity, and sized accordingly (probably very small: 2 to 5 pixels maximum &#8211; use your best judgement).</li>
<li>On the <i>Roads</i> layer, draw lines between your settlements where the roads go.  These won&#8217;t be straight.  Roads meander much like rivers do, and (because humans are lazy) tend to go between or around hills and mountains rather than over them</li>
</ol>
</div>
<p>You may find that you can&#8217;t see your roads because they are obscured by other elements, such as forests or verdancy.  The solution here is to <i>delete</i> the road&#8217;s shape from those layers (this is why I said to keep a &#8220;full&#8221; copy of each of your vegetation layers).</p>
<div class="instructions">
<div class="ih">How to Clean Roads of Obstruction</div>
<div class="bi">For each layer you want the road to be visible through:</div>
<ol>
<li>Select that layer as your active layer in the <i>Layers</i> panel</li>
<li><span class="command">&lt;command&gt;</span> click on the preview icon on the <i>Roads</i> layer to select all of its pixels</li>
<li>Hit the <span class="command">&lt;delete&gt;</span> key.  The road is now visible.</li>
</ol>
</div>
<p>You&#8217;ll want to style your roads.  I like to use a dark stroke (1 px inside, <color>#222222</color>, 70% opacity, with a <i>Multiply</i> blend mode) and a color overlay (<color>#b2a685</color>) set to <i>Normal</i> mode.  You can experiment with patterns if you like but I don&#8217;t recommend it.</p>
<p>Roads that cross water will likely have bridges.  You can draw a bridge and put it beneath the <i>Roads</i> layer if you like.</p>
<p><a name="road_labels"></a></p>
<h4>Labeling Roads</h4>
<div class="dumbgallery right t150">
<figure id="attachment_5041" aria-describedby="caption-attachment-5041" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-roads-labels.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-roads-labels-150x150.jpg" alt="Road Labels Added" width="150" height="150" class="size-thumbnail wp-image-5041" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-roads-labels-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-roads-labels-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5041" class="wp-caption-text">Road Labels Added</figcaption></figure>
</div>
<p>Roads are a <i>created</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>).</p>
<p>Like rivers, labels for roads are drawn along their paths. Use the <i>Type</i> tool options to spread the name of the road out and bend it to follow the roads&#8217;s path. There is no special information imparted by the direction of text with a road label (roads go both ways).</p>
<p>Roads are often labeled multiple times along their paths.  When roads converge, they typically take the name of the larger, longer road in much the same way that rivers do.</p>
<p><a name="add_title"></a></p>
<h3>Add Title, Scale Marker, and Legend</h3>
<p>Make sure to add your title, scale marker, and legend as described in <a href="/2018/06/fantasy-map-design-basics/">Fantasy Map Design Basics</a>.</p>
<p><a name="finalization"></a></p>
<h3>Finalization</h3>
<div class="dumbgallery right t150">
<figure id="attachment_5047" aria-describedby="caption-attachment-5047" style="width: 150px" class="wp-caption alignnone"><a href="/wp-content/uploads/2018/05/outdoors-map-final.jpg"><img decoding="async" loading="lazy" src="/wp-content/uploads/2018/05/outdoors-map-final-150x150.jpg" alt="Final Map with Grids, Title, and Compass" width="150" height="150" class="size-thumbnail wp-image-5047" srcset="https://designingmaps.com/wp-content/uploads/2018/05/outdoors-map-final-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/outdoors-map-final-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5047" class="wp-caption-text">Final Map with Grids, Title, and Compass</figcaption></figure>
</div>
<p>There isn&#8217;t a lot of finalization to be done with outdoors maps.  Mostly you will need to ensure that your layers are stacked correctly and that your scaling grid has the right type of effects, overlays, and transparencies to be pretty while still visible and not overpowering.</p>
<p>When you&#8217;re done, you&#8217;re on to <a href="/2018/06/printing-maps/">Printing Maps</a>.</p>
]]></content:encoded>
					
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		<post-id xmlns="com-wordpress:feed-additions:1">4238</post-id>	</item>
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		<title>Designing Fantasy City Maps</title>
		<link>https://designingmaps.com/2018/06/designing-fantasy-city-maps/</link>
					<comments>https://designingmaps.com/2018/06/designing-fantasy-city-maps/#comments</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:22:57 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4457</guid>

					<description><![CDATA[Wherein I teach you how to design and make maps for cities in fantasy settings.]]></description>
										<content:encoded><![CDATA[<p>Creating a believable city requires thought and planning.  Cities grow organically and that history should show in the map. Cities also require <i>infrastructure</i>:  Where is the water supply? Where are the sewers? How is food obtained? What are the city&#8217;s defenses? What kind of government runs the place?</p>
<p>These are basic questions you will need to have answered.</p>
<p>City and town scale maps are created very similarly to other outdoors maps.  Make sure you&#8217;ve read <a href="/2018/06/fantasy-map-design-basics/">Fantasy Map Design Basics</a> and <a href="/2018/06/designing-fantasy-outdoors-maps/">Designing Fantasy Outdoors Maps</a> before diving in here because, like my father, I don&#8217;t like repeating myself.</p>
<h2>Considerations</h2>
<h3>Scaling Grid</h3>
<p>With most outdoors maps, you want to use hexagons for your <i>Scaling Grid</i>.  This idea holds true when creating city-scale maps as well.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5354" aria-describedby="caption-attachment-5354" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-city-coordinate-grid.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-city-coordinate-grid-150x150.jpg" alt="A Coordinate Grid" width="150" height="150" class="size-thumbnail wp-image-5354" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-city-coordinate-grid-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-city-coordinate-grid-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5354" class="wp-caption-text">A Coordinate Grid</figcaption></figure>
</div>
<p>However, it is sometimes desirable to use a square scaling grid and do cross-section coordinates.  Many atlases use this method. If you do so, along the top (or bottom, or both) you should label each column with a letter (A, B, C, etc.) and along the side (left or right, or both) label each row with a number (1, 2, 3, etc.).  This will provide a coordinate system: any one square can be identified with its letter and number (e.g., square B4, or square C9).</p>
<p>Whatever you select, you&#8217;ll want to have a single grid point to be equal to about 1/10th of a mile.  Any tighter than that and your map may lose its value, or you&#8217;ll find yourself making a blueprint or a battlemap. I highly recommend using a dual-grid strategy (where you have a grid where 1 hex equals 1 mile, and another where 1 hex equals 1/10th of a mile).</p>
<h3>Basic City Design</h3>
<p>You need to know a lot about your city before you can begin to lay pen to paper, I&#8217;m afraid.  There are a handful of things you need to know before beginning, and I&#8217;m going to go over them now, and then tell you how to include them in the map later.</p>
<ul>
<li>What is the terrain like around the settlement?</li>
<li>Does the settlement have walls?</li>
<li>What are the important buildings in the settlement?</li>
<li>Where does the settlement obtain fresh water?</li>
<li>Where does the settlement obtain food and other resources?</li>
<li>What are other industries that the settlement engages in?</li>
<li>Does the city have districts or wards</li>
</ul>
<h4>What is the Terrain?</h4>
<p>Most cities are not built on flat, featureless land. Rome is famously built on &#8220;Seven Hills&#8221;, for instance, and Florence&#8217;s biggest feature is the River Arno.  You should have an idea &#8211; at least a sketch &#8211; of the highlands and lowlands as this defines the flavor of those parts of the city. Cities have rivers and streams and the knowing where the highlands are will help you know how the water flows.</p>
<p>The city&#8217;s terrain also helps you know where the city&#8217;s districts and wards are going to be.</p>
<p><i>Highland</i> areas are going to be more residential in nature.  The highest hills will be claimed by defensive structures (watch towers and forts) or by the super rich (palaces and estates).  Generally: the higher up you live, the richer you are.  Since it is difficult to bring heavy goods up hill, they will rarely be locations of commerce.</p>
<p><i>Lowland</i> areas are going to be working districts.  Your bazaars will be in lowland areas, as will your docks and warehouses.  Poor residential areas will located here as well.</p>
<p>If your city has a river, be aware of its <i>flood plane</i>, if it has one.  Larger cities will have built up walls around the river to prevent flooding, but smaller ones will not have.  People do not often reside in flood planes and those that do are generally the poorest to be found. Knowing what your fresh water sources are is super-important, period, as you will see below.</p>
<p>Do not make the mistake of assuming primitive engineering.  Humans have known how to move and control rivers for a long, long time.  It&#8217;s backbreaking work but it can be (and was) done &#8211; especially if the government has a supply of slaves and peasants.</p>
<h4>Are there Walls?</h4>
<p>A common question with regards to cities is whether or not there are walls. Not all cities will have walls and those that do are generally larger and require defenses.</p>
<p>Walls are great defenses and are much desired but they are expensive to build, maintain, and man.  Walls will only exist with larger cities &#8211; those that have both the economy to support them and the need for the defensive capabilities they provide.  A reasonable population requirement is around 4,000 inhabitants before the wall becomes economically viable.</p>
<p>Older cities may have multiple sets of walls, radiating outwards, added as the city grew organically.  City walls rarely if ever surrounded local farmland. The largest of cities will have whole wards and regions of growth outside of the walls, along the roads inward.</p>
<p>You may want to hold off adding city walls until you&#8217;ve figured out where your important buildings are (see below), but you want to have them in place before you start adding lots of buildings.</p>
<h4>What are the Important Buildings?</h4>
<p>Before you lay down roads you have to know where the important buildings are.  These locations (along with the terrain) will drive how the roads are laid out. These buildings define the center of a ward or region, and the important ones will have larger roads to access them.</p>
<p>Here&#8217;s a non-exhaustive list of important building types.  Some of them (mills, for instance) will be more important to call out in smaller villages, while others will only exist in a larger metropolis.</p>
<ul>
<li>Palaces</li>
<li>Forts, especially star-shaped <a target="_new" href="https://en.wikipedia.org/wiki/Bastion_fort">Bastion Forts</a></li>
<li>Major Temples</li>
<li>Colleges</li>
<li>Government Buildings</li>
<li>Military Barracks</li>
<li>Embassies</li>
<li>Prisons</li>
<li>Large Monuments</li>
<li>Large Estates</li>
<li>Banks</li>
<li>Shopping and Trading Bazaars</li>
<li>Town Halls or Town Squares (for small villages)</li>
<li>Shrines (for small villages)</li>
<li>Mills (for small villages)</li>
</ul>
<p>If your city&#8217;s government is democratic or republic, there will be a town hall or a government capitol. Is the city run by a king or dictator?  They&#8217;ll have a palace or a gigantic mansion &#8211; and likely a large acreage of land associated with it, filled with gardens, mazes, and even private hunting forests.</p>
<p>All cities of size will have a police force. They need to have a home &#8211; probably several.  Does your world have hospitals? Are there more than one? Where are they?  Is there a kindly wizard who protects the place but is hermit-like?  She&#8217;s got to have a tower somewhere.</p>
<h4>Where&#8217;s the Food?</h4>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/king_needs_food_badly.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/king_needs_food_badly.gif" alt="" width="250" class="alignright size-full wp-image-5477" /></a>People have to eat. Most of the food will come from nearby farms, but settlements of any size will have a greater variety of food sources, including hunting, fishing, trading, raising sheep and cattle, and so forth.</p>
<p>Food production requires a lot of real estate.  Most of that real estate is going to be located outside of your city proper, and whether or not you want to include it in your map is up to you &#8211; but you have to know where it comes from.</p>
<h4>Where is the Water?</h4>
<p>A settlement of <i>any</i> size requires a dependable supply of <i>fresh</i> water &#8211; even (and especially) if it lies on a coast.  Sea water is poisonous to humans (and probably all other land-based creatures), so they need a plentiful supply of it.</p>
<p>Fresh water can come from several sources:</p>
<ul>
<li>Ground-water wells</li>
<li>Streams</li>
<li>Freshwater lakes and ponds</li>
<li>Natural springs</li>
<li>Rivers</li>
</ul>
<p>The larger your settlement, the more water it needs, not just for the populace but for crops and other systems (such as mills).  Tiny villages can possibly get by with a single well but they&#8217;ll likely want a couple of ponds or streams nearby.  Large cities &#8211; anything with a population greater than 1,000 people &#8211; will need a large lake or a river.</p>
<p>Once you know where the water comes from, you have to know how the citizens <i>get</i> it.  Is the water automatically moved around to parts of the city?  If so, how is it moved? Canals? Aqueducts? Free streams? Pumps? Dams?  Or do people have to carry it in buckets from the well or a stream?</p>
<p>It&#8217;s important to know <i>now</i> if you&#8217;re going to have canals or aqueducts (or both) as this radically changes how your terrain and roads will be laid out.</p>
<p>Remember that <i>water</i> is driven by <i>gravity</i> and thus flows to the lowest places, but <i>aqueducts</i> are driven by <i>money</i> and thus flow into the richest parts of town.</p>
<h5>Stinky Poo-poo</h5>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Swanson.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/Swanson.gif" alt="" width="250" class="alignright size-full wp-image-5420" /></a>Does your city have sewers?  It&#8217;s good to know that now. You won&#8217;t necessarily be drawing them on your map (or maybe you will make a sewer map later), but it&#8217;s good to know that such things exist.  Sewers will behave like aqueducts except in reverse: shit will flow to the poorest parts of town.</p>
<h4>Other Industry</h4>
<p>Does your settlement engage in other <i>major</i> industries beyond food production?  Is this a logging town? Is there a quarry? Is there a port? Do major roads come through, meaning trade wagons?</p>
<p>If there is a port, does it have a protective sea wall?  Is there going to be chain defense across it?  How large will it be?</p>
<p>It&#8217;s possible that smaller settlements are devoted to a single industry (the silk dyers of Lorbanery in the <a target="_new" href="https://en.wikipedia.org/wiki/Earthsea">Earthsea</a> stories, for instance, or <a target="_new" href="https://en.wikipedia.org/wiki/Deadwood,_South_Dakota">Deadwood</a> in real life) and if so all other industries are set up to support <i>that</i> one.</p>
<h4>Thinking About Wards</h4>
<p>Larger cities (and even small ones that have grown organically) will have wards or districts.  These divisions may or may not be &#8220;official&#8221; but they will be exist. Over time, &#8220;unofficial&#8221; wards will become &#8220;official&#8221; wards, though perhaps with different names.</p>
<p>In my <a target="_new" href="https://terracopia.gaijin.com/">Terracopia</a> setting, the poorest citizens of <a target="_new" href="https://terracopia.gaijin.com/index.php/Firenze">Firenze</a> <i>officially</i> live within the &#8220;North Ward&#8221;, but they call it &#8220;Shit-town&#8221;.</p>
<p>You don&#8217;t have to know where these places are right now.  Their locations will arrive organically as you work. You&#8217;ll discover that you have an area with lots of small dwellings, and realize that&#8217;s the poorer part of town, for instance.</p>
<p>It is common for cities to declare certain regions as being districted for certain activities and no others.  A &#8220;Merchant District&#8221;, for instance, may not have any permanent residences, and the &#8220;Docks District&#8221; may be heavily guarded and have restricted entry.</p>
<h3>Learning and Stealing From Reality</h3>
<p>A great way to learn about the design of older cities is to study antique maps of <i>real</i> cities.  When I set out to create the map of Firenze for my <a target="_new" href="https://terracopia.gaijin.com/">Terracopia Game Setting</a>, I located an actual map of Florence from the 1500s and traced major parts of it for my fantasy version.  The &#8220;real&#8221; Florence isn&#8217;t located on the sea, but I adapted.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4461" aria-describedby="caption-attachment-4461" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/Florance.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/Florance-150x150.jpg" alt="An Antique Map of Florence/Firenze" width="150" height="150" class="size-thumbnail wp-image-4461" srcset="https://designingmaps.com/wp-content/uploads/2018/05/Florance-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/Florance-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4461" class="wp-caption-text">An Antique Map of Florence/Firenze</figcaption></figure><figure id="attachment_4462" aria-describedby="caption-attachment-4462" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/Firenze.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/Firenze-150x150.jpg" alt="The Terracopian Version of Firenze" width="150" height="150" class="size-thumbnail wp-image-4462" srcset="https://designingmaps.com/wp-content/uploads/2018/05/Firenze-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/05/Firenze-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4462" class="wp-caption-text">The Terracopian Version of Firenze</figcaption></figure><figure id="attachment_5340" aria-describedby="caption-attachment-5340" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/naples-1800-antiqueprints_com.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/naples-1800-antiqueprints_com-150x150.jpg" alt="Antique Map of Naples" width="150" height="150" class="size-thumbnail wp-image-5340" srcset="https://designingmaps.com/wp-content/uploads/2018/06/naples-1800-antiqueprints_com-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/naples-1800-antiqueprints_com-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5340" class="wp-caption-text">Antique Map of Naples</figcaption></figure>
</div>
<p>For this tutorial, I&#8217;m going to make the Terracopian version of <a target="_new" href="https://terracopia.gaijin.com/index.php/Napoli">Napoli</a>, so I&#8217;ve downloaded an old map of Naples from 1800.  I&#8217;m going to size it to my canvas and steal a lot of its coastline and structure &#8211; though I am definitely going to deviate from &#8220;reality&#8221;.</p>
<h2>Design Steps</h2>
<ol>
<li><a href="#answer_your_questions">Answer Your Questions</a></li>
<li><a href="#draw_terrain">Draw Terrain</a></li>
<li><a href="#draw_important_buildings">Draw Important Buildings</a></li>
<li><a href="#draw_city_walls">Draw City Walls</a></li>
<li><a href="#draw_canals">Draw Canals</a></li>
<li><a href="#draw_roads">Draw Roads</a></li>
<li><a href="#draw_bridges">Draw Bridges</a></li>
<li><a href="#draw_buildings">Draw Buildings</a></li>
<li><a href="#draw_other_areas">Draw Other Areas</a></li>
<li><a href="#draw_vegetation">Draw Vegetation</a></li>
<li><a href="#draw_wards">Draw Wards</a></li>
<li><a href="#add_labels">Add Labels</a></li>
<li><a href="#grid_and_scale">Add Grid, Title, Legend, and Scale</a></li>
<li><a href="#finalization">Finalize</a></li>
</ol>
<p><a name="answer_your_questions"></a></p>
<h3>Answer Your Questions</h3>
<p>Make sure you&#8217;ve answered all the questions posed above under &#8220;Basic City Design&#8221;.  I will assume that you have.</p>
<p><a name="draw_terrain"></a></p>
<h3>Draw Terrain</h3>
<p>You&#8217;re going to draw your terrain through the techniques described in <a href="/2018/06/designing-fantasy-outdoors-maps/">Designing Fantasy Outdoors Maps</a>.  Make a &#8220;Water&#8221; layer and then add your &#8220;Land&#8221; layer using whatever method you find best.</p>
<p>Draw in (or at least know) the high lands and low lands.</p>
<p>Use the <i>Eraser</i> tool to draw your rivers, lakes, and ponds as normal.  If your city has canals, do <i>not</i> draw them yet.  That will happen later.</p>
<p>Many, many cities &#8211; especially port cities &#8211; have built-up shorelines or structures that extend out into the water.  Know where those are but don&#8217;t worry about being too exact.  Later on, when you draw the docks or sea walls (either as additional terrain, roads, or city walls) you&#8217;ll duplicate those layers and merge them into your landmass.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5342" aria-describedby="caption-attachment-5342" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/1.napoli-landmass.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/1.napoli-landmass-150x150.jpg" alt="Step 1: Draw Landmass" width="150" height="150" class="size-thumbnail wp-image-5342" srcset="https://designingmaps.com/wp-content/uploads/2018/06/1.napoli-landmass-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/1.napoli-landmass-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5342" class="wp-caption-text">Step 1: Draw Landmass</figcaption></figure><figure id="attachment_5343" aria-describedby="caption-attachment-5343" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/2-napoli-textures-and-elevations.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/2-napoli-textures-and-elevations-150x150.jpg" alt="Step 2: Draw Elevations and Textures" width="150" height="150" class="size-thumbnail wp-image-5343" srcset="https://designingmaps.com/wp-content/uploads/2018/06/2-napoli-textures-and-elevations-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/2-napoli-textures-and-elevations-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5343" class="wp-caption-text">Step 2: Draw Elevations and Textures</figcaption></figure>
</div>
<p>In my example, I&#8217;m going to be working off an old map of Naples.  I put the map into its own layer and resized it to fit (mostly).  Since I&#8217;m worried about the coastline right now, I&#8217;m going to delete everything that <i>isn&#8217;t</i> coastline and create a new &#8220;Land Mass&#8221; layer from that. I&#8217;m going to add a river, since it needs one (I&#8217;m going to go ahead and &#8220;canal&#8221; the last part of this river).</p>
<div class="instructions">
<div class="ih">How to Create Landmass from an Another Map</div>
<ol>
<li>Get a map of the area you wish to use and load it into your document on its own layer named &#8220;Trace Map&#8221;.</li>
<li>Using the <i>Transform</i> tool <span class="command">&lt;command&gt;t</span>, re-scale and possibly rotate the <i>Trace Map</i> contents so that it fits the canvas.</li>
<li>Duplicate <i>Trace Map</i> as &#8220;Working Map&#8221;.</li>
<li>Turn off the visibility of <i>Trace Map</i>; you&#8217;ll use that later.</li>
<li>Select the <i>Working Map</i> layer.</li>
<li>Select the <i>Magic Wand</i> tool and tap in the canvas where the water is.  Holding <span class="command">&lt;shift&gt;</span> while doing so will select multiple areas.</li>
<li>Hit the <span class="command">&lt;delete&gt;</span> key to erase lots of the stuff, giving you a closer idea of what the shoreline is going to look like.</li>
<li>Select the <i>Eraser</i> tool.  Starting with a large (100px+) hard round brush at 100% opacity, and working downwards in size as you get closer to the shore, erase everything, getting as close to the shore as possible.</li>
<li>Turn off visibility of <i>Working Map</i></li>
<li>Create a new layer underneath your two map layers called &#8220;Landmass&#8221;.</li>
<li>Set your paint color to white (<color>#ffffff</color>)</li>
<li>Select all the pixels in <i>Working Map</i> by holding the <span class="command">&lt;command&gt;</span> key and clicking the preview icon.</li>
<li>Switch to the <i>Landmass</i> layer.</li>
<li>Using the <i>Paint Bucket</i> tool, tap inside of the selected area of the canvas. You should see your landmass appear.</li>
<li>Optionally, switch to the <i>Brush</i> tool and clean up any weird bits that stick out.</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5358" aria-describedby="caption-attachment-5358" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-selected-oceans.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-selected-oceans-150x150.png" alt="Sea Selected with Magic Wand" width="150" height="150" class="size-thumbnail wp-image-5358" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-selected-oceans-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-selected-oceans-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5358" class="wp-caption-text">Sea Selected with Magic Wand</figcaption></figure><figure id="attachment_5355" aria-describedby="caption-attachment-5355" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-cut-selected.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-cut-selected-150x150.png" alt="Selected Pixels Deleted" width="150" height="150" class="size-thumbnail wp-image-5355" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-cut-selected-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-cut-selected-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5355" class="wp-caption-text">Selected Pixels Deleted</figcaption></figure><figure id="attachment_5359" aria-describedby="caption-attachment-5359" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-shaved-down.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-shaved-down-150x150.png" alt="Landmass Cut Down" width="150" height="150" class="size-thumbnail wp-image-5359" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-shaved-down-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-shaved-down-298x300.png 298w, https://designingmaps.com/wp-content/uploads/2018/06/ex-shaved-down-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/ex-shaved-down-800x805.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/ex-shaved-down-450x453.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/ex-shaved-down-300x302.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/ex-shaved-down.png 944w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5359" class="wp-caption-text">Landmass Cut Down</figcaption></figure>
</div>
<p>Once you have your landmass shape, go ahead and add some styles to your <i>Water</i> and <i>Landmass</i> layers.  Draw in your elevations or at least sketch them in on a throwaway layer.  Don&#8217;t worry about getting them perfect or beautiful at this point; you&#8217;ll go back and mess with them again later.</p>
<p>For my map of Napoli, I&#8217;ve drawn in some cliffs and highlands.  I modified the river to flow between two hills.  I&#8217;ve also scootched the landmass down on the canvas so that I have more space to work with (the map I traced had too much water). I&#8217;ve also made a sketch of where I want various wards and walls to be (Napoli is the capital of an empire, so it&#8217;s going to be defended).</p>
<p><a name="draw_important_buildings"></a></p>
<h3>Draw Important Buildings</h3>
<p>Now you&#8217;re going to place your important buildings. The larger the city, the more important the building should be for you to draw it here. Important buildings are centers of activity for the citizenry.  Draw them in now so that you know how the city has grown.</p>
<p>Note that not all &#8220;important buildings&#8221; are actually structures.  A bazaar, for instance, will be a wide, open surface.</p>
<p>Create a layer group called &#8220;Structures&#8221;.  Inside of the <i>Structures</i> group, create <i>another</i> group called &#8220;Important Structures&#8221;.  This is where you&#8217;re going to store your important buildings.</p>
<p>If you&#8217;re tracing from an existing map, place the <i>Trace Map</i> or the <i>Working Map</i> at the top of the layer stack and give them a lowish opacity (so that you can see through them.  Work <i>underneath</i> what you&#8217;re tracing.</p>
<div class="instructions">
<div class="ih">How to Draw Important Buildings</div>
<div class="bi">For each important building:</div>
<ol>
<li>Create a new layer inside of <i>Important Structures</i> and name it after the building you&#8217;re creating.</li>
<li>Set your ink color to a light grey (<color>#dddddd</color>) (or any other color that contrasts with your landmass).</li>
<li>On the common x/y-axis, draw the building using one of the various <i>Shape</i> tools or the <i>Pen</i> tool.  Don&#8217;t worry about its rotation yet; draw it straight on (if you&#8217;re tracing an existing structure, go ahead and use the map&#8217;s rotation).</li>
<li>If you created a building using multiple shapes, make sure to merge them and also &#8220;Merge Shape Components&#8221;.</li>
<li>Move and rotate the building into place (using <span class="command">&lt;command&gt;t</span>).</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5344" aria-describedby="caption-attachment-5344" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/3.napoli-sketch.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/3.napoli-sketch-150x150.jpg" alt="Step 3: Sketch" width="150" height="150" class="size-thumbnail wp-image-5344" srcset="https://designingmaps.com/wp-content/uploads/2018/06/3.napoli-sketch-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/3.napoli-sketch-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5344" class="wp-caption-text">Step 3: Sketch</figcaption></figure><figure id="attachment_5345" aria-describedby="caption-attachment-5345" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/4.napoli-important_buildings_and_sketch.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/4.napoli-important_buildings_and_sketch-150x150.jpg" alt="Step 4: Important Buildings" width="150" height="150" class="size-thumbnail wp-image-5345" srcset="https://designingmaps.com/wp-content/uploads/2018/06/4.napoli-important_buildings_and_sketch-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/4.napoli-important_buildings_and_sketch-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5345" class="wp-caption-text">Step 4: Important Buildings</figcaption></figure>
</div>
<p>In my version of Napoli, I&#8217;m going to create a bastion fort at the top of the central hill, the Imperial palace, a harbor fort, the Senate building, and a ziggurat temple.</p>
<p>I&#8217;ve already deviated from reality, so I&#8217;ll have fix my coastline in some places (select the shapes of the building layers and use the <i>Paint Bucket</i> tool on the shapes inside the <i>Landmass</i> layer).</p>
<p>Hint: To create a quick bastion fort shape, use the <i>Polygon</i> tool, set the side count to 6 or 8, and in the options menu check &#8220;star&#8221; and set the &#8220;Indent Sides By&#8221; value to between 10 and 15%.</p>
<p><a name="styling_buildings"></a></p>
<h4>Styling Buildings</h4>
<p>When styling your structures, you&#8217;ll want to apply any styles to the highest parent layer group (in this case, <i>Structures</i>). I&#8217;m going to warn you now that you never want to style individual buildings if you can help it.</p>
<p>The reason why is that I&#8217;m going to show you some techniques later about crunching these layers, and to do so well you&#8217;ll need to be able to flip on and off styles across all elements quickly.</p>
<p>Feel free to add some styles now so that your buildings stand out.  Don&#8217;t go crazy yet.</p>
<p><a name="draw_city_walls"></a></p>
<h3>Draw City Walls</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5346" aria-describedby="caption-attachment-5346" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/5.napoli-walls-and-gatehouses.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/5.napoli-walls-and-gatehouses-150x150.jpg" alt="Step 5: Walls" width="150" height="150" class="size-thumbnail wp-image-5346" srcset="https://designingmaps.com/wp-content/uploads/2018/06/5.napoli-walls-and-gatehouses-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/5.napoli-walls-and-gatehouses-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5346" class="wp-caption-text">Step 5: Walls</figcaption></figure>
</div>
<p>When adding city walls, the quickest way to do so is with the <i>Line</i> tool, which can be found in the <i>Shape</i> tools menu.  The <i>Line</i> tool allows you to set specific widths and will create a shape layer for that. You can draw your walls with the <i>Pen</i> tool but you&#8217;ll likely get inconsistent widths.  City walls are rarely wider than 20 feet, so set your line width accordingly.</p>
<p>Lay out each wall segment and make sure the ends overlap.  Don&#8217;t worry too much about sloppy anchor points &#8211; we&#8217;re going to cover them in a moment. You&#8217;ll discover that the <i>Line</i> tool wants to make new layers for each line.  That&#8217;s fine.  It helps you move them independently until you merge all the shapes together.</p>
<p>Make sure to leave gaps where the gates to the city will be.  Walls will sometimes go out into waters, but not far unless the land has been built up around it.  Walls can cross thinner rivers, but will typically have large grates to allow the water to flow through unimpeded (if they didn&#8217;t, they would be <i>dams</i>).</p>
<p>When you have the basic wall structure, it&#8217;s time to cover up those unsightly corners. We&#8217;ll put towers there.  Using the <i>Ellipse</i> tool, add circle layers over top where the walls connect and bend.  You&#8217;ll want to use circles of the exact same size for each.  These are guard towers (you can, of course, just fiddle with the points so that they match up if you want corners without towers).</p>
<p>When you&#8217;ve done that, you have to add gatehouses.  Gate houses are usually weirdly shaped as they are designed to have multiple doors open and close as a defensive measure.  I recommend building these as their own shapes (in the standard axis) and then rotating them into place.</p>
<p>When you&#8217;re satisfied, merge all the shapes together into a single layer called &#8220;City Walls&#8221;.  Don&#8217;t forget to &#8220;Merge Shape Components&#8221;.  Give the <i>City Walls</i> shape a dark color for now (say, <color>#222222</color>).</p>
<p>If you know what you&#8217;re doing, you can draw your walls with a brush and then convert the pixel layers into a shape layer (this method is explained below in <i>How to Draw Roads</i>) and goof around with the points.  This is what I did.</p>
<p>My version of Napoli has grown over the years so it has several sets of walls.  Additionally, it is the Imperial capitol, so it has a lot of defended roads and gatehouses.  Wards and districts are heavily drawn and security between them will be tight. There are a <i>lot</i> of gatehouses.</p>
<p><a name="draw_canals"></a></p>
<h3>Draw Canals</h3>
<p>At this point you&#8217;ll want to draw your canals, if you have any.  There are two kinds of canals: free-form and directed.  Directed canals will have straight edges (think Venice); free-form canals can twist and turn (they&#8217;re more like lazily directed streams).  Directed canals will be bounded by brick or stone for their entire length; free-form canals will have such bounds when the natural flow of the water requires re-directing.</p>
<p>You &#8220;draw&#8221; canals with the <i>Eraser</i> tool, just as if you were adding rivers to an outdoors map.</p>
<div class="instructions">
<div class="ih">How to Draw Canals</div>
<ol>
<li>Select your <i>Land</i> layer for editing.</li>
<li>Select the <i>Eraser</i> tool. Set the brush to Hard Round, 100% opacity, and with a decent size that depends on your scale. If in doubt, try something that will give you a canal around 40 feet across.</li>
<li>For <i>free-form</i> canals, just draw the shape of the canal with the eraser.  When you reach a point where the water will be <i>directed</i>, use the next two steps to create a straight line.</li>
<li>For <i>directed</i> canals, click the start point of a canal segment.</li>
<li>Holding down the <span class="command">&lt;shift&gt;</span> key, click the end point of the canal segment. A straight line should have been erased.</li>
</ol>
</div>
<p>You will draw over these with roads later to indicate where you need to set bridges.</p>
<p><a name="draw_roads"></a></p>
<h3>Draw Roads</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5347" aria-describedby="caption-attachment-5347" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/6.napoli-roads.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/6.napoli-roads-150x150.jpg" alt="Step 6: Roads" width="150" height="150" class="size-thumbnail wp-image-5347" srcset="https://designingmaps.com/wp-content/uploads/2018/06/6.napoli-roads-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/6.napoli-roads-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5347" class="wp-caption-text">Step 6: Roads</figcaption></figure>
</div>
<p>When you&#8217;ve figured out where your main areas of traffic are (important buildings, wards, gatehouses, etc.) it&#8217;s time to add roads.  We start by drawing the major roads and then add in sub-roads and eventually we get to arterial paths.  It&#8217;s best to think about a &#8220;road&#8221; as a thing that is treated as such: it&#8217;s cobblestoned or at least paved with gravel.  We&#8217;re not going to worry about walking paths unless we&#8217;ve got a tight scale (village level).</p>
<p>We lay down roads with the <i>Brush</i> tool.</p>
<p>I know what you&#8217;re thinking: &#8220;I can&#8217;t possibly draw a straight line to save my life!&#8221;  Don&#8217;t worry.  I&#8217;ve got you covered with the magic of the <span class="command">&lt;shift&gt;</span> key.</p>
<p>Roads have three basic widths. You&#8217;ll have to pick the size of your brush based on how well it matches your map scale.</p>
<ul>
<li><i>Major</i> roads are between 50 and 100 feet across. These roads often define the boundaries of city districts or wards.</li>
<li><i>Normal</i> or <i>Secondary</i> roads are between 20 and 40 feet across. These roads provide connections between major roads and each other.</li>
<li><i>Minor</i> roads are 10 to 15 feet across. These roads are alleys and pathways, and delve between normal roads.</li>
</ul>
<div class="instructions">
<div class="ih">How to Draw Roads</div>
<ol>
<li>Create a new layer above your <i>Landmass</i> layer called &#8220;Roads&#8221; and select it.</li>
<li>Create a selection mask of your <i>Landmass</i> layer so that you don&#8217;t draw outside of it by holding <span class="command">&lt;command&gt;</span> and clicking on the preview icon for the <i>Landmass</i> layer. If you need to draw over a river, just deselect everything (<span class="command">&lt;command&gt;d</span>) and then reselect this when you&#8217;re done.</li>
<li>Set your paint color to something light.  I honestly will use pure white (<color>#ffffff</color>).</li>
<li>Select the <i>Brush</i> tool.  Hard Round, 100% opacity, and with a decent size that depends on your scale. You&#8217;re making <i>Major</i> roads first, so pick something decent.</li>
<li>On the <i>Roads</i> layer, click the start point of a road segment.</li>
<li>Holding down the <span class="command">&lt;shift&gt;</span> key, click the end point of the road segment.</li>
</ol>
</div>
<p>Voila!  You now have a straight line.  Repeat the process, adding in your major roads.  Feel free to draw roads freehand if you can!  Roads that come <i>into</i> a city are rarely straight so keep that in mind.</p>
<p>When you&#8217;ve got your major roads laid down, decrease your brush size by 25% and start adding in secondary roads.  These roads will branch from the main roads and often connect them.  Normal roads often lay out in a grid pattern.</p>
<p>Once you&#8217;ve got your secondary roads, decrease your brush size again and add in all your minor roads. These ones will run between normal roads and often result in dead-ends.</p>
<p>When laying down roads, remember that some of the oldest and most used roads <i>probably</i> began life as hunting trails. Eventually these paths became formalized and paved with gravel and eventually cobblestones.  This can make your roads look like a rat&#8217;s nest but that&#8217;s <i>okay</i>.  Consider the mess that is the city of Boston.</p>
<p>If your city has canals, know that roads often run right alongside them.  Where there will be bridges that cross canals, streams, or rivers, draw the road over the water way.  You&#8217;ll add a bridge underneath it later.</p>
<p>If your city has walls, know that roads also often run alongside those as well.  Feel free to draw into the areas that the walls cover; your concern is coverage and not fidelity right now.  You will obtain fidelity when you turn them into a shape.</p>
<p>For my version of Napoli, I&#8217;m going to start with 15 pixel roads and work downwards.  I intend for the harbor and wharf areas to appear as &#8220;roads&#8221; but I&#8217;ll merge that in when I get to drawing the harbor.  For some places &#8211; the road up to the palace, for instance &#8211; I created a shape layer with the pen and then rasterized it and merged it in with the roads pixels.</p>
<p><a name="convert_roads_to_shapes"></a></p>
<h4>Converting Brush Roads to Shape Roads</h4>
<p>Okay! You&#8217;ve got your brushed-in roads.  They&#8217;re probably pixellated in place.  You won&#8217;t want to use them as they are; we want sharper edges on them.  The sharpest edges come from shape layers. You&#8217;re going to convert your <i>Roads</i> layer to a shape layer, do some fiddling with it, and then use that going forward.</p>
<div class="instructions">
<div class="ih">How to Convert a Roads Pixel Layer to a Shape Layer</div>
<ol>
<li>Select your <i>Roads</i> layer in the <i>Layers</i> panel.</li>
<li>Sharpen the edges by going <span class="command">Filter -&gt; Sharpen -&gt; Unsharp Mask</span>, amount 50, radius 2.0, threshold 1. This smooths edges up.</li>
<li>Holding down the <span class="command">&lt;command&gt;</span> key, click on the preview icon for the <i>Roads</i> layer to create a selection of all pixels in the layer.</li>
<li>Switch to the <i>Paths</i> panel (next to the <i>Layers</i> tab).</li>
<li>Click the <span class="command">Make work path from selection</span> icon.</li>
<li>Switch back to the <i>Layers</i> panel.</li>
<li>Go <span class="command">Layer -&gt; New Fill Layer -&gt; Solid Color</span>. </li>
<li>Name the layer &#8220;Roads Shape&#8221; and set the color to the color of your roads (probably <color>#ffffff</color>). You now have a shaped layer of your roads.</li>
</ol>
</div>
<div class="dumbgallery right t150">
    <figure id="attachment_5357" aria-describedby="caption-attachment-5357" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-roads-goofy.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-roads-goofy-150x150.png" alt="Shaped Roads Losing Fidelity" width="150" height="150" class="size-thumbnail wp-image-5357" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-roads-goofy-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-roads-goofy-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5357" class="wp-caption-text">Shaped Roads Losing Fidelity</figcaption></figure>
</div>
<p>You&#8217;ll notice that the transition to a shape form may have caused your roads to behave funky in some places.  Go over your roads using the various <i>Anchor Point</i> tools (especially the <i>Convert Anchor Point</i> tool) and the <i>Direct Selection</i> tool to clean them up.  This will likely involve a <i>lot</i> of converting anchor points. I recommend putting a 1 pixel stroke on the inside of the <i>Roads Shape</i> so you can see what you&#8217;re doing.</p>
<p>This part is really tedious and comes with a lot of eye-strain but in the end you&#8217;ll thank me for it. Once you&#8217;ve modified a single point on your <i>Roads Shape</i> layer, you can destroy your original <i>Roads</i> layer as it is no longer the Source of Truth for the city&#8217;s roads.</p>
<p>Now you&#8217;ve got a <i>Roads Shape</i> shape layer. However, it&#8217;s going to make your map a pain in the ass to work with because it&#8217;s got a zillion new anchor points.  Duplicate it as <i>Roads Pixels</i>, copy its layer style, clear the layer style, rasterize it, and re-apply the layer style.</p>
<div class="instructions">
<div class="ih">How to Rasterize your Roads Shape Layer</div>
<ol>
<li>Duplicate the <i>Roads Shape</i> layer as &#8220;Roads Pixels&#8221;.</li>
<li>Turn off visibility of <i>Roads Shape</i> and store it in a backup folder.</li>
<li>Select <i>Roads Pixels</i> in the <i>Layers</i> panel.</li>
<li>Right click on the <i>Roads Pixels</i> layer in the <i>Layers</i> panel and select <span class="command">Copy Layer Style</span>.</li>
<li>Right click on the <i>Roads Pixels</i> layer in the <i>Layers</i> panel and select <span class="command">Clear Layer Style</span>. The styles should disappear.</li>
<li>Right click on the <i>Roads Pixels</i> layer in the <i>Layers</i> panel and select <span class="command">Rasterize Layer</span>. The layer is now transformed to pixels.</li>
<li>Right click on the <i>Roads Pixels</i> layer in the <i>Layers</i> panel and select <span class="command">Paste Layer Style</span>. The styles should re-appear.</li>
</ol>
</div>
<p>You will find that you have to come back to your roads shape fairly often and fix minor errors as you go about painting in your buildings.  Simply trash your <i>Roads Pixels</i> layer, fix the <i>Roads Shape</i> layer, and then re-rasterize a copy of <i>Roads Shape</i> in to a new <i>Roads Pixels</i>.</p>
<p><a name="really_want_trails"></a></p>
<h4>But I <i>Really</i> Want Trails!</h4>
<p>Alright, you&#8217;re working with a smaller-scale map and you want to include hunting trails and the like.  You don&#8217;t want to elevate these paths into roads, so you want to display them different.  For this, we use the <i>Pen</i> tool or the <i>Freeform Pen</i> tool.  However, we&#8217;re not going to be creating solid <i>shapes</i> with it.</p>
<div class="instructions">
<div class="ih">How to Draw Trails</div>
<div class="bi">For each trail you intend to draw:</div>
<ol>
<li>Create a new layer (call it by the trail&#8217;s name) and select it.  Don&#8217;t use your <i>Roads</i> layer; it won&#8217;t work.</li>
<li>Select the <i>Freeform Pen</i> tool.</li>
<li>Draw your trail on the map. You&#8217;ll see path marks and anchor points appear. Do <i>NOT</i> close the shape (unless you want a closed path).</li>
<li>In the options bar (at the top of the Photoshop window), click on &#8220;Fill&#8221; and select the white box with the red line.  This will stop it from drawing any &#8220;fill&#8221;.</li>
<li>In the options bar, click on &#8220;Stroke&#8221; and select the black box with the red line. This will draw a stroke.  You can set the color of the stroke here as well.</li>
<li>Select the correct width for the stroke (3 pixels is good)</li>
<li>Select a dashed stroke <i>style</i> from the pull down.</li>
<li>Style the layer with layer effects and blend modes as you see fit.</li>
</ol>
</div>
<p>You&#8217;ll likely want to draw multiple trails in multiple layers. Merging them may have&#8230; unintended consequences.</p>
<p><a name="aqueducts"></a></p>
<h4>Special: Aqueducts</h4>
<p>Aqueducts tend to follow roads but are raised high above them.  They are tricky to represent because they can obscure your road.  The trick here is to draw them with different opacity values and strokes styles so that they are visible but not overpowering.  Depending on your visual style, you may end up with multi-stroked canal-like aqueducts or simple shapes.</p>
<p>I recommend laying out your aqueducts as shapes, in a manner similar to that of how you create city walls (described above).  This allows you to keep perfect corner fidelity, which you will discover is a problem with brush-drawn roads.</p>
<p><a name="draw_bridges"></a></p>
<h3>Draw Bridges</h3>
<p>Draw bridges as if they were important buildings.  Do them as shapes, drawing them on the 0,0 axis and then rotating them into place.  Do one layer for each bridge, and store them in a folder called &#8220;Bridges&#8221;, set below the <i>Roads</i> layer in the layer stack (you want the road to cross the bridge).</p>
<p><a name="draw_buildings"></a></p>
<h3>Draw Buildings</h3>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/drawing_buildings.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/drawing_buildings.gif" alt="" width="250" class="alignright size-full wp-image-5364" /></a>There are several techniques you can use to draw buildings and whichever one you choose depends on your map&#8217;s style and the amount of time you have available. Drawing buildings can be brutally time-consuming or it can be fairly painless.</p>
<p>If you want to draw detailed buildings, replete with hatched roofs and the like, feel free to pull out your pen tablet and go to town. If you&#8217;re the type that can or will do this, there&#8217;s nothing I can teach you here &#8211; via con dios &#8211; though I recommend using <i>Overlay</i> for the blend modes.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5356" aria-describedby="caption-attachment-5356" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-painted-buildings.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-painted-buildings-150x150.png" alt="Painted Buildings" width="150" height="150" class="size-thumbnail wp-image-5356" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-painted-buildings-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-painted-buildings-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5356" class="wp-caption-text">Painted Buildings</figcaption></figure>
</div>
<p>I&#8217;m going to teach you a method for <i>painting</i> buildings with a brush.  This method is similar to the <a href="/2018/06/drawing-forests/#sparse_forests">sparse forests</a> technique in that you will deal with brush shape dynamics, but that&#8217;s about the extent of it.  I originally learned this technique from <a target="_new" href="http://www.fantasticmaps.com/2013/03/drawing-buildings-with-dynamic-brushes/">Fantastic Maps</a>, which is a site you should fully read cover to cover. My way is a bit different, though.</p>
<p>First, you need to create a &#8220;Buildings&#8221; brush shape.  Don&#8217;t worry! Creating a brush is actually very easy. Any complexity comes with playing around with your brush dynamics, but &#8211; and I swear to whatever deity you hold dear that this is true &#8211; the hardest part is saving it.</p>
<div class="instructions">
<div class="ih">How to Create and Set Up a Buildings Brush</div>
<div class="bi">Do this in a new document just for funsies.</div>
<ol>
<li>Create a new document, 100&#215;100 pixels, with a background color of white (<color>#ffffff</color>)</li>
<li>Set your paint color to black (<color>#000000</color>)</li>
<li>Create a new layer called &#8220;Brush Shape&#8221;.</li>
<li>In the <i>Brush Shape</i> layer, using the <i>Rectangle</i> tool, draw a 30 pixel square (hold <span class="command">&lt;shift&gt;</span> while dragging the <i>Rectangle</i> tool to keep perfect proportions).</li>
<li>Select all the pixels in <i>Brush Shape</i> by holding <span class="command">&lt;shift&gt;</span> and clicking on the preview icon for it in the <i>Layers</i> panel.</li>
<li>Go <span class="command">Edit -&gt; Define Brush Preset</span> and give it a name, &#8220;Buildings Basic&#8221;. Photoshop will automatically switch to the <i>Brush</i> tool with the shape of your square.  <b>The brush is not saved yet.</b></li>
<li>Open the <i>Brush Settings</i> window with <span class="command">F5</span> or <span class="command">Window -&gt; Brush Settings</span> or just click it open because you docked it to the side like I told you to do about seven articles back.</li>
<li>Click on <i>Brush Tip Shape</i> and set it up like so:
<ul>
<li>Set <i>Size</i> to 20 pixels.</li>
<li>Set <i>Angle</i> to 90 degrees.</li>
<li>Set <i>Roundness</i> to 90%.</li>
<li>Set <i>Spacing</i> to 50%. Adjust this higher or lower for more or less dense buildings.</li>
</ul>
</li>
<li>Click <i>Shape Dynamics</i> and set it up like so:
<ul>
<li>Set <i>Size Jitter</i> to 10%. This controls how large the buildings can be in relation to one another.</li>
<li>If you want to use a pen tablet, this is where you&#8217;d set control to pressure.</li>
<li>Set <i>Minimum Diameter</i> to 70%.</li>
<li>Set <i>Angle Jitter</i> to 0%</li>
<li>Set <i>Angle Jitter Control</i> to <i>Direction</i> or <i>Initial Direction</i> (I prefer initial direction because I&#8217;m only ever drawing straight lines; if you&#8217;re going to curve them, use direction).</li>
<li>Set <i>Roundness Jitter</i> to 100%</li>
<li>Set <i>Minimum Roundness</i> to 25%.</li>
</ul>
</li>
<li>Click <i>Scattering</i> and set it up like so:
<ul>
<li>Set <i>Scatter</i> to somewhere between 20 and 100%. Increasing this will cause your buildings to be further away from the baseline. A low number (20-25%) keeps them mostly inline.</li>
<li>Set <i>Count</i> to 1.</li>
<li>Set <i>Count Jitter</i> to 100%.</li>
</ul>
</li>
<li>Click the teeny-tiny &#8220;Create New Brush&#8221; icon in the bottom of the <i>Brush Settings</i> panel.</li>
<li>Name your bush &#8220;Buildings Dynamic&#8221;. Ensure to click &#8220;Capture Brush Size in Preset&#8221; and &#8220;Include Tool Settings&#8221;.</li>
<li>Optionally, you can delete the <i>Buildings Basic</i> brush.</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5361" aria-describedby="caption-attachment-5361" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/illus-bush-tip-shape.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/illus-bush-tip-shape-150x150.jpg" alt="Brush Tip Shape Settings" width="150" height="150" class="size-thumbnail wp-image-5361" srcset="https://designingmaps.com/wp-content/uploads/2018/06/illus-bush-tip-shape-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/illus-bush-tip-shape-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5361" class="wp-caption-text">Brush Tip Shape Settings</figcaption></figure><figure id="attachment_5362" aria-describedby="caption-attachment-5362" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/illus-shape-dynamics.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/illus-shape-dynamics-150x150.jpg" alt="Brush Shape Dynamics Settings" width="150" height="150" class="size-thumbnail wp-image-5362" srcset="https://designingmaps.com/wp-content/uploads/2018/06/illus-shape-dynamics-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/illus-shape-dynamics-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5362" class="wp-caption-text">Brush Shape Dynamics Settings</figcaption></figure><figure id="attachment_5360" aria-describedby="caption-attachment-5360" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/illus-brush-scattering.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/illus-brush-scattering-150x150.jpg" alt="Brush Scattering Settings" width="150" height="150" class="size-thumbnail wp-image-5360" srcset="https://designingmaps.com/wp-content/uploads/2018/06/illus-brush-scattering-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/illus-brush-scattering-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5360" class="wp-caption-text">Brush Scattering Settings</figcaption></figure>
</div>
<p>Now you have a brush that can paint buildings.  Goof with the brush settings whenever you want differences in size, scattering, density, etc.  Maybe even save those changes as presets as well.</p>
<p>Paint some buildings.  You want to do this in a layer above <i>Walls</i> and <i>Roads</i>, but you don&#8217;t want to draw over the roads or through the walls.  Don&#8217;t worry if you do &#8211; you can always delete the shapes of the roads or walls from the buildings &#8211; but it&#8217;s best to set one of them (the <i>Roads</i>) as a cage.</p>
<p>You draw buildings through the magic of the <span class="command">&lt;shift&gt;</span> key.</p>
<div class="instructions">
<div class="ih">How to Paint Buildings Using a Brush</div>
<ol>
<li>Create a new layer inside of the <i>Structures</i> layer group (above your <i>Roads</i> and <i>Walls</i> layers) called &#8220;Buildings&#8221;.</li>
<li>Set your paint color to whatever you like (I use <color>#dddddd</color>).</li>
<li>Select all the pixels in your <i>Roads</i> shape by holding down the <span class="command">&lt;shift&gt;</span> key and clicking on the preview icon for the <i>Roads</i> layer in the <i>Layers</i> panel.</li>
<li>Go <span class="command">Select -&gt; Inverse</span> to reverse the selection, so that you can only draw inside of the &#8220;blocks&#8221;.</li>
<li>Change to the <i>Brush</i> tool and select your shiny new <i>Buildings Dynamic</i> brush.</li>
<li>Working inside of the <i>Roads</i> layer, pick an edge of a block. Click the canvas <i>inside of the road</i> to the outside, and inside of the edge.</li>
<li>Holding the <span class="command">&lt;shift&gt;</span> key, click on the other side of the block, in the road again.  BAM. Buildings appear.</li>
<li>Work your way around the block, clicking in opposite sides, always sticking within the road and ending within it (or inside of other buildings). You can do long blocks this way that cross multiple streets; you don&#8217;t have to stay within one block.</li>
<li>You can go back over the same lines multiple times. This will thicken the area and create more jitter.</li>
<li>Clean it up with smaller, hard round brushes and the <i>Eraser</i> tool.</li>
</ol>
</div>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-paint-roads.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-paint-roads-1024x256.jpg" alt="" width="900" height="225" class="aligncenter size-large wp-image-5368" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-paint-roads-1024x256.jpg 1024w, https://designingmaps.com/wp-content/uploads/2018/06/ex-paint-roads-300x75.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/ex-paint-roads-1360x340.jpg 1360w, https://designingmaps.com/wp-content/uploads/2018/06/ex-paint-roads-800x200.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/ex-paint-roads-450x113.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/ex-paint-roads.jpg 2000w" sizes="(max-width: 900px) 100vw, 900px" /></a></p>
<p>You cannot create such beautiful chaos by hand.  I find the randomness produced by this to be excellent, especially for old-world cities and areas where buildings were erected quickly and haphazardly.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5348" aria-describedby="caption-attachment-5348" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/7.napoli-buildings.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/7.napoli-buildings-150x150.jpg" alt="Step 7: Buildings" width="150" height="150" class="size-thumbnail wp-image-5348" srcset="https://designingmaps.com/wp-content/uploads/2018/06/7.napoli-buildings-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/7.napoli-buildings-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5348" class="wp-caption-text">Step 7: Buildings</figcaption></figure>
</div>
<p>You will probably want to go through and spot-fix lots of places with smaller, round brushes and the <i>Eraser</i> tool. Fill in areas with denser buildings.  If your district has larger buildings (say a dock warehouse area) just increase the brush size.  If you&#8217;re working in slums, make it smaller and decrease the spacing.</p>
<p>For my version of Napoli, I decided that it was thick with buildings and that people are living in areas that extend far beyond the boundaries of the map.  I was originally planning to put farms there but I realized that they&#8217;d be much further out than the walls of the city proper, so I built it out that way.</p>
<p><a name="crunching_buildings"></a></p>
<h4>Optional: Crunching Buildings into Shapes</h4>
<p>This is an optional step that you really should only go into if you&#8217;re preparing this map for publication or have been given a commission.  It&#8217;s very tedious and reeks of masochism.  I will warn you: Once you start down this dark path, forever will it dominate your destiny.</p>
<p>If you&#8217;ve got your buildings mostly laid out, you may find that they end up being a bit goofy around the edges in some places.  Cleaning up those areas with a brush, pencil, or eraser can create unsightly halos and opacity issues.</p>
<p>As with roads, you can to convert your buildings into shapes and then fiddle with them.</p>
<div class="instructions">
<div class="ih">How to Convert a Buildings Pixel Layer to a Shape Layer</div>
<ol>
<li>Select your <i>Buildings</i> layer in the <i>Layers</i> panel.</li>
<li>Holding down the <span class="command">&lt;command&gt;</span> key, click on the preview icon for the <i>Buildings</i> layer to create a selection of all pixels in the layer.</li>
<li>Switch to the <i>Paths</i> panel (next to the <i>Layers</i> tab).</li>
<li>Click the <span class="command">Make work path from selection</span> icon.</li>
<li>Switch back to the <i>Layers</i> panel.</li>
<li>Go <span class="command">Layer -&gt; New Fill Layer -&gt; Solid Color</span>. </li>
<li>Name the layer &#8220;Buildings Shape&#8221; and set the color to the color of your buildings (probably <color>#dddddd</color>). You now have a shaped layer of your buildings.</li>
</ol>
</div>
<p>Your computer is now groaning because of the sheer number of anchor points you have.</p>
<p><a name="anchor_point_strategies"></a></p>
<h4>Anchor Point Strategies</h4>
<p>When you convert your pixel buildings into shapes, you&#8217;re going to find yourself with a couple thousand new anchor points.  This is going to be problematic as you work because your machine is going to slow down something severe.</p>
<p>I recommend splitting your building shape layer into several layers, each one representing a single ward.  Duplicate the main building shape layer as many times as needed and then delete all the buildings from the ward&#8217;s layer that do not belong in the ward.  Then you can go about manipulating the shapes of the buildings there more easily if you turn off visibility of all other wards.</p>
<p><a name="fiddling_buildings"></a></p>
<h4>Fiddling with Building Shapes</h4>
<p>Now that you&#8217;ve got your buildings laid out as shapes, you&#8217;ll want to fiddle with them in the same way that you worked on your <i>Roads Shape</i> layer, above.  This will be even more eye-burning and frustrating than the roads, I&#8217;m afraid.</p>
<p>I recommend putting a 1 pixel stroke on the inside of the buildings so you can see what you&#8217;re doing.  You may also want to temporarily move the buildings up in the layer stack so you can see them over the roads while doing so.</p>
<p>When you resize and reshape your buildings, feel free to pull anchor points into the area occupied by the roads.  This will look really funky as you go, but don&#8217;t worry: you&#8217;re going to rasterize and clip them later.</p>
<p><a name="rasterizing_buildings"></a></p>
<h4>Rasterizing and Styling Buildings</h4>
<p>When you&#8217;ve got your buildings set out the way you want them to be, you will want to rasterize, clip, and style them, especially if you&#8217;ve manipulated your buildings so that some of them have edges that cross-road boundaries.</p>
<p>You turn off all styles on the shaped buildings, rasterize them to pixels, cut out the shape of the <i>Roads</i> and <i>Walls</i> layers, and <i>then</i> re-apply your style.</p>
<div class="instructions">
<div class="ih">How to Rasterize and Clip Buildings</div>
<div class="bi">For each layer of shaped buildings, called &#8220;Buildings Shape&#8221;</div>
<ol>
<li>Duplicate the <i>Buildings</i> layer as &#8220;Buildings Pixels&#8221;.</li>
<li>Turn off visibility of <i>Buildings Shape</i> and store it in a backup folder.</li>
<li>Select <i>Buildings Pixels</i> in the <i>Layers</i> panel.</li>
<li>Right click on the <i>Buildings Pixels</i> layer in the <i>Layers</i> panel and select <span class="command">Clear Layer Style</span>. The styles should disappear.</li>
<li>Right click on the <i>Buildings Pixels</i> layer in the <i>Layers</i> panel and select <span class="command">Rasterize Layer</span>. The layer is now transformed to pixels.</li>
<li>With the <i>Buildings Pixels</i> layer still selected, hold down the <span class="command">&lt;command&gt;</span> key and click on the preview icon for your <i>Roads</i> layer (use whichever layer is going to be visible).  The shape of the <i>Roads</i> layer will be selected and you&#8217;ll see the marching ants.</li>
<li>Hit the <span class="command">&lt;delete&gt;</span> key. The buildings are now clipped to the shape of the roads.</li>
<li>Repeat the previous two steps with the <i>Walls</i> layer.</li>
</ol>
</div>
<p>You may be asking yourself, &#8220;Self, why do I want to clip my buildings if the <i>Roads</i> layer is above them, and already clipping them?&#8221;  That&#8217;s a good question, and the answer is styling.  If you apply a stroke to the building layer, the stroke will continue <i>under</i> the roads, and you&#8217;ll get a weird pattern effect.  Clip the buildings, and your stroke will appear uniform.  This only works for <i>inside</i> strokes, however; outside strokes will be hidden.</p>
<p>If you don&#8217;t want your buildings to go right up to the edge of the roads, you can increase the area the roads shape will clip by going <span class="command">Select -&gt; Modify -&gt; Expand</span> and setting the value to about 2 to 4 pixels.  This will increase the clip size of the roads layer, but be warned: you will likely end up with some rounded corners.</p>
<p>There are also ways to do this using layer masks, but that is outside of the scope of this tutorial.</p>
<p><a name="draw_other_areas"></a></p>
<h3>Draw Other Areas</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5349" aria-describedby="caption-attachment-5349" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/8.napoli-areas-docks.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/8.napoli-areas-docks-150x150.jpg" alt="Step 8: Add Other Areas" width="150" height="150" class="size-thumbnail wp-image-5349" srcset="https://designingmaps.com/wp-content/uploads/2018/06/8.napoli-areas-docks-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/8.napoli-areas-docks-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5349" class="wp-caption-text">Step 8: Add Other Areas</figcaption></figure>
</div>
<p>In addition to buildings, roads, canals, and bridges, cities have other features as well that you will want to block out and draw.  The design and drawing method for each of these can be different but typically you will want a shape that you can then apply styles or patterns to.</p>
<p>A non-exhaustive list of other areas can include:</p>
<ul>
<li><i>Bazaars</i> &#8211; wide, open places that are paved with stone and have small kiosks.</li>
<li><i>Corrals</i> &#8211; open places surrounded by fences used for containing livestock.</li>
<li><i>Docks</i>&#8211; wide, open places that are paved with stone. Docks can be drawn as wooden shapes or be constructed from stone.</li>
<li><i>Gardens</i> &#8211; smaller areas with heavy verdancy and trees.</li>
<li><i>Graveyards</i> &#8211; open areas with verdancy and tree clumps, or maybe just raw earth.</li>
<li><i>Parks</i> &#8211; wide, open areas with heavy verdancy and clumps of trees. These may also have small plazas as well.</li>
<li><i>Plazas</i>&#8211; wide, open places that are paved with stone and do <i>not</i> have kiosks. These areas often have large statues or shrines in them.</li>
<li><i>Quarries</i> &#8211; sunken, blocky shaped areas that you will flesh out using techniques described in the <a href="/2018/06/drawing-mountains/">drawing mountains tutorial</a>.</li>
</ul>
<p>Create these layers <i>above</i> your <i>Roads</i> layer since they may overlap.  I like to keep all my area types in their own layer group.  You may find that you need to merge the shapes of your new areas in with the <i>Landmass</i> layer; the best way is to select their pixels and paint in the <i>Landmass</i> layer.</p>
<p>For my version of Napoli, I have blocked out docks that are built from stone.  I have merged these shapes into the <i>Roads</i> layer so that they are seamless.  I&#8217;ve also added a few plaza areas and marked out the palace grounds (a layer with a stroke but 0% fill opacity).  The central anchorages are heavily monitored, so I&#8217;ve also added several smaller docks, either for private use (to the west) or for poorer fisherfolk and smugglers (to the east).</p>
<p><a name="draw_vegetation"></a></p>
<h3>Draw Vegetation</h3>
<p>Cities are filled with vegetation even though we don&#8217;t often think of them that way (just look at any city from the air; they look like gridded forests).  Trees and verdant areas are everywhere. Of course, if your city is located in an arid region, there won&#8217;t be a lot of verdancy or large clumps of trees; there will, however, be lots of scrubby plants and bushes that are difficult to kill.</p>
<p>Lay out your verdant areas before you add your trees so that you have an idea of where vegetation <i>wants</i> to grow. When laying out a verdancy layer, use the technique described in the <a href="/2018/06/designing-fantasy-outdoors-maps/#add_verdancy">outdoors map tutorial</a> except lay it in about twice as heavy.  As usual, you will end up clipping your verdant areas (<i>Buildings</i>, <i>Walls</i>, <i>Roads</i>, and eventually <i>Trees</i>). Set your <i>Verdancy</i> layer directly above your <i>Landmass</i> and <i>Elevations</i> layers (the ones where you drew cliffs or mountains, if any).</p>
<p>You remember how to <a href="/2018/06/drawing-forests/">draw forests</a>, don&#8217;t you?  You&#8217;re going to do that now.  You are likely working at a scale where individual trees may be seen, so you want to use the <a href="/2018/06/drawing-forests/#sparse_forests">sparse forests</a> technique. Your <i>Trees</i> layer goes above <i>Verdancy</i> and below all buildings and structures.</p>
<p>Paint trees where trees grow!  They grow between buildings &#8211; the block interiors &#8211; but sparsely.  They will grow thicker along city walls that don&#8217;t have abutting roads and in areas where there is no construction (cliff edges and steep inclines). Know where the trees will be cut back as well. Secure areas will not have trees. These are the insides of castle walls, fortifications, or military parade grounds, or close to walls that may lay up against secure areas.  Dock wards and districts are unlikely to have trees, nor will areas of pure commerce.  Trees grow thickest in lands owned by the wealthy and thinnest (and sickly) in the slums.</p>
<p>Lay them in lightly inside of blocks and then when you&#8217;re done, set the scattering and spacing on your brush to pretty high values and then just run around the map dotting in areas.  Once you&#8217;re done with that, clip the <i>Trees</i> layer: remove <i>Roads</i>, <i>Walls</i>, and <i>Buildings</i>.  And then clip your <i>Trees</i> out of your <i>Verdancy</i>.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5350" aria-describedby="caption-attachment-5350" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/9.napoli-verdancy.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/9.napoli-verdancy-150x150.jpg" alt="Step 9: Add Verdancy" width="150" height="150" class="size-thumbnail wp-image-5350" srcset="https://designingmaps.com/wp-content/uploads/2018/06/9.napoli-verdancy-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/9.napoli-verdancy-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5350" class="wp-caption-text">Step 9: Add Verdancy</figcaption></figure><figure id="attachment_5351" aria-describedby="caption-attachment-5351" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/10.napoli-trees.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/10.napoli-trees-150x150.jpg" alt="Step 10: Add Trees" width="150" height="150" class="size-thumbnail wp-image-5351" srcset="https://designingmaps.com/wp-content/uploads/2018/06/10.napoli-trees-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/10.napoli-trees-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5351" class="wp-caption-text">Step 10: Add Trees</figcaption></figure>
</div>
<p><a name="draw_wards"></a></p>
<h3>Draw Wards</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5352" aria-describedby="caption-attachment-5352" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/11.napoli-wards.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/11.napoli-wards-150x150.jpg" alt="Step 11: Draw Wards" width="150" height="150" class="size-thumbnail wp-image-5352" srcset="https://designingmaps.com/wp-content/uploads/2018/06/11.napoli-wards-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/11.napoli-wards-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5352" class="wp-caption-text">Step 11: Draw Wards</figcaption></figure>
</div>
<p>If you want to mark your city&#8217;s wards or districts, now is the time to do so. City wards are nearly always bounded by walls or flowing water of some kind.  Areas outside of a city&#8217;s walls are often named or thought of as &#8220;wards&#8221; but are rarely considered to be so &#8220;officially&#8221; so you don&#8217;t need to mark them.</p>
<p>Create a new layer group above everything and call it <i>Ward Bounds</i>. You&#8217;ll define each ward shape inside of here. This is a multi-step process that involves creating the ward shapes and then deleting segments from those shapes so that you are left with partial paths. You&#8217;re going to use the <i>Pen</i> tool and some shape options to mark them.</p>
<div class="instructions">
<div class="ih">How to Draw Wards</div>
<div class="bi">For each ward in the city:</div>
<ol>
<li>Create a new layer inside of <i>Ward Bounds</i> and name it the name of the ward (I&#8217;ll use &#8220;Docks&#8221; for this example) and select it.</li>
<li>Switch to the <i>Pen</i> tool.</li>
<li>In the shape options bar at the top:
<ul>
<li>Set the <i>Fill</i> to transparent.</li>
<li>Set the <i>Stroke</i> color to whatever you like (I&#8217;m using <color>#910000</color>)</li>
<li>Set the <i>Stroke Weight</i> to 3 pixels or so.</li>
<li>Set the <i>Stroke Type</i> to a dashed line.</li>
</ul>
<li>Draw around the ward&#8217;s boundaries with the <i>Pen</i> tool.  It&#8217;s okay to not be precise; ward definitions rarely are.  Don&#8217;t go right up against walls or roads; you want to be able to see this.</li>
</ol>
</div>
<p><a name="add_labels"></a></p>
<h3>Add Labels</h3>
<h4>Labeling Wards</h4>
<p>Wards and districts are a <i>created</i> phenomenon. Pick your font accordingly (see <a href="/2018/06/fantasy-cartography-best-practices/#natural_v_created">Natural vs. Created Elements</a>).  Use a nice, simple font that can be readable at low opacity and large size.  You want to decrease the opacity of these labels and make them large. You don&#8217;t want them to be overpowering, but you need them to be useful.</p>
<p>Ward names tend to be very generic and often have historical context. Wards are often named for geographical features (&#8220;River Ward&#8221;), position (&#8220;South Ward&#8221;), or function (&#8220;Merchant&#8217;s Ward&#8221; or &#8220;Docks Ward&#8221;). Further, as the city grows, the name of the ward may lose its original meaning.  The &#8220;North Ward&#8221; may end up being surrounded by additional wards to the north, but it&#8217;s name won&#8217;t change.</p>
<p>For my Napoli map, I&#8217;m using a 16pt Crimson Bold Italic font with the color set to <color>#910000</color> &#8211; the same color I&#8217;m using for the ward boundaries.  On the layer group that contains the layers, I&#8217;m setting that to a <i>Multiply</i> blend mode with a 50% fill opacity and applying a 3 pixel outside stroke of <color>#eadcbc</color> in <i>Normal</i> mode.  That way, the stroke color is solid and strong but the text itself multiplies into the map.</p>
<h4>Labeling Roads</h4>
<p>Label roads exactly the same as you would do with any outdoors map, as described <a href="/2018/06/designing-fantasy-outdoors-maps/#road_labels">the outdoor map tutorial</a>.</p>
<p>I don&#8217;t tend to label roads inside of city maps because I find that they add a great deal of clutter.  You do you, though.</p>
<h4>Labeling Buildings</h4>
<p>Don&#8217;t.  Unless your map is of a certain scale, building labels will get lost.  Instead of labeling important buildings, use a legend and numbers.</p>
<h4>Labeling Water</h4>
<p>Label water exactly the same as you would do with any outdoors map, as described <a href="/2018/06/designing-fantasy-outdoors-maps/#water_labels">the outdoor map tutorial.</a>.</p>
<p><a name="grid_and_scale"></a></p>
<h3>Add Grid, Title, Legend, and Scale</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5353" aria-describedby="caption-attachment-5353" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/13.napoli-finished.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/13.napoli-finished-150x150.jpg" alt="Finished Map" width="150" height="150" class="size-thumbnail wp-image-5353" srcset="https://designingmaps.com/wp-content/uploads/2018/06/13.napoli-finished-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/13.napoli-finished-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5353" class="wp-caption-text">Finished Map</figcaption></figure>
</div>
<p>Add your grid, title, and scale marker.  If you are using a coordinate grid system, remember that you can drag the grid pattern location around from inside the <i>Pattern Overlay</i> effect dialog.  This is useful to set your 0,0 point to somewhere deeper in the map.</p>
<p>It is sometimes difficult to place titles, legends, and compasses in a way that does not obscure parts of the map&#8217;s drawing.  You can try resizing these elements if you like, but don&#8217;t make them too small: they still have to appear strong and visible.  If you can&#8217;t avoid overlapping elements in your map, don&#8217;t worry: it&#8217;s a problem all cartographers have had.  Just do your best; I&#8217;m certain it will end up looking great.</p>
<p><a name="finalization"></a></p>
<h3>Finalize</h3>
<p>You&#8217;ve drawn all your drawings and you&#8217;ve set your grid and legend up!  You&#8217;re done! As with other types of outdoors maps, there isn&#8217;t a lot of finalization to be done unless you&#8217;re using a lot of glows and need to re-rasterize them.  Make sure your layers are stacked correctly.</p>
<p>When you&#8217;re done, you&#8217;re on to <a href="/2018/06/printing-maps/">Printing Maps</a>.</p>
]]></content:encoded>
					
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		<title>Designing Fantasy Blueprint Maps</title>
		<link>https://designingmaps.com/2018/06/designing-fantasy-blueprint-maps/</link>
					<comments>https://designingmaps.com/2018/06/designing-fantasy-blueprint-maps/#respond</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:21:14 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4549</guid>

					<description><![CDATA[Wherein I teach the basics of designing blueprint fantasy maps.]]></description>
										<content:encoded><![CDATA[<p>Overhead blueprint maps are one of the oldest staples of table top gaming.  Everyone who has ever played <a target="_new" href="https://en.wikipedia.org/wiki/Dungeons_%26_Dragons">Dungeons &amp; Dragons</a> has probably sketched one out in their lifetime.</p>
<p>For this article, I&#8217;m going to create a small shrine with a crypt that has been dug into a cliff side. The shrine needs an ante-chamber, the shrine room itself, a crypt room, and a small room to house the shrine&#8217;s caretakers (who have long since abandoned the place), and a well.  We&#8217;ll include a secret treasure room as well.</p>
<h2>Considerations</h2>
<h3>Sizing Strategies</h3>
<p>Since blueprint maps are designed for use by Gamemasters, they usually aren&#8217;t printed out at high resolutions or on large stock.  You&#8217;ll find that your home laser printer is going to be your weapon of choice.  In this case, you&#8217;ll nearly always want to create maps on a canvas of 8.5 inches by 11 inches, at 300dpi.</p>
<p>If your dungeon won&#8217;t fit in that area, or it has multiple levels, you have a couple of options: you can resize your scaling grid down, or you can use multiple pages.  You don&#8217;t need multiple documents; just create each level of the dungeon in its own layer group (for structure) and with its own <a href="/2018/06/photoshop-basics/#layer_comps">layer comp</a> (for display).</p>
<p>If you&#8217;re going to be all fancy and do a lot of painting, you may want your maps printed professionally.  If so, I still recommend printing them at 8.5&#215;11.</p>
<p>For this article, I&#8217;m going to be using smaller canvases to make things easier for example visualizations.</p>
<h3>Visual Style</h3>
<p>You should decide on the visual style that you want to use for your blueprint maps.  Your style will fall along a spectrum between <i>classical</i> style and a <i>painterly</i> style.  This will affect how things are constructed.</p>
<p>Painted maps are going to end up in pixels.  They almost always require that you have access to a <a href="/2018/06/fantasy-map-design-basics/#pen_tablets">pen tablet</a>.  Classic maps are vectors and can be drawn entirely with <i>Shape</i> tools. Somewhere in the middle lies a medium where details and flair are added with pixels via brushes overtop a skeleton made of shapes.</p>
<p>If you&#8217;re not comfortable using pixels or drawing tools, just stick with vector shapes. The <i>Pen</i> tool is easy enough to use.</p>
<p>I don&#8217;t recommend using a painterly style for blueprint maps. The reason for this is two-fold:</p>
<ol>
<li>It&#8217;s much, much faster to stick with a simple blueprint style</li>
<li>The audience is going to be one person: you.</li>
</ol>
<p>Of course, if you&#8217;re building this map as part of a commercial product, you&#8217;ll want to make it look great, so painting may be on the table then.  In general, though, if you find yourself wanting to apply excessive detail, just make a <a href="/2018/06/designing-fantasy-battlemaps/">battlemap</a>.</p>
<p>For this article, I&#8217;m going to work in shapes.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5154" aria-describedby="caption-attachment-5154" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/8.dungeon-labels.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/8.dungeon-labels-150x150.png" alt="Simple Style" width="150" height="150" class="size-thumbnail wp-image-5154" srcset="https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5154" class="wp-caption-text">Simple Style</figcaption></figure><figure id="attachment_5155" aria-describedby="caption-attachment-5155" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/9.dungeon-classicstyle.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-150x150.png" alt="Classic Style Overhead" width="150" height="150" class="size-thumbnail wp-image-5155" srcset="https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5155" class="wp-caption-text">Classic Style</figcaption></figure><figure id="attachment_4052" aria-describedby="caption-attachment-4052" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/overhead-example.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/overhead-example-150x150.png" alt="Overhead Example" width="150" height="150" class="size-thumbnail wp-image-4052" srcset="https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/overhead-example.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4052" class="wp-caption-text">Painted Style</figcaption></figure>
</div>
<h4>Color, Black and White, or Greyscale</h4>
<p>You have the option to go straight black and white (everything is either <color>#ffffff</color> or <color>#000000</color>), using multiple greys (anything between those two), or color (any color).</p>
<p>The use of excessive color in blueprint maps is discouraged. These maps are not intended as works of art and they typically have an audience of one person: the Gamemaster.  If you decide to use color (for instance, if you want to use the &#8220;classic&#8221; blue style), you should still treat the map as if it were greyscale.</p>
<p>Black and white prints easiest.  Greyscale looks best.</p>
<h4>Font Choices</h4>
<p>Since blueprint maps favor readability over visual style, you&#8217;ll want to stick with a single simple, sans-serif font (say that three times fast).  The &#8220;classic&#8221; fonts are <i>Helvetica</i>, <i>Futura Book</i>,<br />
and <i>Century Gothic</i>.</p>
<h3>Scaling Grid</h3>
<p>Scaling grids in blueprint maps can work slightly differently than with other maps. Blueprint maps often have two versions of the same grid: <i>interior</i> and <i>exterior</i>.  Both grids match (have the same 0,0 point) but can have different visual treatments.</p>
<p>The <i>interior</i> grid is going to be one that shows up inside of the rooms proper.  The <i>exterior</i> grid will be one that applies to the &#8220;negative space&#8221; (which may or may not be real space).  Depending on your design, either one may be more or less visible.  These grids will be applied with <a href="/2018/06/photoshop-layer-styles-and-effects/">layer styles</a>, both in the background (the exterior grid) and also on each room (the interior grid).</p>
<p>Blueprint maps use a square grid. Unlike other map styles, the base scaling grid is placed at the <i>bottom</i> of the layer stack, above any background layer, but below all other layers (this is the &#8220;exterior&#8221; grid).  You will be drawing on &#8220;top&#8221; of this grid.</p>
<p>You should size your grid according to what suits your game and style.  Dungeon maps are usually either 5 feet or 10 feet to the square.</p>
<p>Note that it is also possible to create additional <a href="/2018/06/fantasy-map-design-basics/#sub_grids">sub-grids</a> of larger scale for context.</p>
<h3>Shapes vs. Pixels</h3>
<p>The choice to work on blueprint maps in shapes or with pixels is going to be one of personal preference and the ultimate style of the map you want to produce.  &#8220;Classic&#8221; style dungeon maps naturally lend themselves to vector drawings.</p>
<p>My recommendation is to work in shapes as much as possible, even if you&#8217;re ultimately intending on a more visual map.  The reason is that you can always turn shape layers into pixel layers easily, but doing the inverse (a technique described in <a href="/2018/06/designing-fantasy-city-maps/#crunching_buildings">Designing Fantasy City Maps</a>) is complicated and results in a loss of edge variation (but a gain in edge sharpness and fidelity).</p>
<p>If your map is a &#8220;natural&#8221; dungeon (e.g., a cavern), then using the <i>Free Form Pen</i> tool will help create more organic shapes.  You can also just block in areas crudely with the <i>Pen</i> tool and then convert them to pixels later for finishing.</p>
<h2>Design Steps</h2>
<ol>
<li><a href="#initial_set_up">Initial Set Up</a></li>
<li><a href="#set_grid">Set the Grid</a></li>
<li><a href="#templates_folder">Create a Templates Folder</a></li>
<li><a href="#draw_floors">Draw Floors</a></li>
<li><a href="#draw_walls">Draw Walls</a></li>
<li><a href="#draw_doors">Draw Doors</a></li>
<li><a href="#draw_stairs">Draw Stairs</a></li>
<li><a href="#draw_pits_and_traps">Draw Pits, Traps and Other Details</a></li>
<li><a href="#draw_levels">Draw Additional Levels</a></li>
<li><a href="#add_title_and_legend">Add Title and Legend</a></li>
<li><a href="#styling">Styling</a></li>
<li><a href="#finalization">Finalization</a></li>
</ol>
<p><a name="initial_set_up"></a></p>
<h3>Initial Set Up</h3>
<p>Create a new document of your selected size and resolution. The background layer is white; rename it to &#8220;Base&#8221; and change its color (with the <i>Paint Bucket</i> tool) to something off-white or even grey, say <color>#dddddd</color> or <color>#999999</color>).  This is so that you can have your room floors be visible until you can add walls.</p>
<p>Turn on Photoshop&#8217;s grid (<span class="command">&lt;command&gt;&#8217;</span>).  You&#8217;ll be switching it on and off constantly.</p>
<p><a name="set_grid"></a></p>
<h3>Set the Grid</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5145" aria-describedby="caption-attachment-5145" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/1.dungeon-base_grid.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/1.dungeon-base_grid-150x150.png" alt="Step 1: Base Grid" width="150" height="150" class="size-thumbnail wp-image-5145" srcset="https://designingmaps.com/wp-content/uploads/2018/05/1.dungeon-base_grid-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/1.dungeon-base_grid-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/1.dungeon-base_grid-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/1.dungeon-base_grid-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/1.dungeon-base_grid-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/1.dungeon-base_grid.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5145" class="wp-caption-text">Step 1: Base Grid</figcaption></figure>
</div>
<p>Apply a square grid pattern to your <i>Base</i> layer. This will be your <i>exterior</i> or negative space grid.  You&#8217;ll use this grid as your markers when drawing the rest of the map.  You&#8217;ll want it to be visible right now but not overpowering (lower the pattern overlay&#8217;s opacity). If you use a dark grey background you&#8217;ll probably need to change the <i>blending mode</i> of the pattern as well.</p>
<p>Do <i>not</i> check &#8220;Link with layer&#8221;. You want this grid to be set with 0,0 in the document&#8217;s 0,0 spot.</p>
<p>In this case I&#8217;ve chosen to use &#8220;Square &#8211; 50px&#8221;, so that one 5 foot square equates to 50 pixels on the map.</p>
<p><a name="templates_folder"></a></p>
<h3>Create a Templates Folder</h3>
<p>You&#8217;re going to be doing a lot of duplication of layers. You&#8217;re also going to want to have a single go-to place to pull styles.  You&#8217;re going to make templates for doors, secret doors, windows, stairs, furniture blobs, you name it.  Many of these things will be <a href="/2018/06/photoshop-basics/#smart_objects">smart objects</a>.</p>
<p>Create a layer group at the top of your layer stack called &#8220;Templates&#8221;. Keep this at the top of the layer stack. Turn its visibility on or off as you want.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5146" aria-describedby="caption-attachment-5146" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/2.dungeon-room_template.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/2.dungeon-room_template-150x150.png" alt="Step 2: Dungeon Room Template" width="150" height="150" class="size-thumbnail wp-image-5146" srcset="https://designingmaps.com/wp-content/uploads/2018/05/2.dungeon-room_template-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/2.dungeon-room_template-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/2.dungeon-room_template-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/2.dungeon-room_template-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/2.dungeon-room_template-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/2.dungeon-room_template.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5146" class="wp-caption-text">Step 2: Dungeon Room Template</figcaption></figure>
</div>
<p>Now you want to do draw a &#8220;template&#8221; room.  This is a room that you will set some layer styles on and can then copy and paste them as you go. You&#8217;ll also set an initial style of on the shape to display a grid that you can see (otherwise it&#8217;s going to be a white shape).</p>
<div class="instructions">
<div class="ih">How to Create a Template Room</div>
<ol>
<li>Set your paint color to something light but different from your background color (<color>#ffffff</color>).</li>
<li>Select the <i>Rectangle</i> tool.</li>
<li>Create a new layer inside of the <i>Templates</i> layer group and call it &#8220;Room Template&#8221;.</li>
<li>In an out-of-the-way corner of your canvas, draw a rectangle inside of the <i>Room Template</i> layer.  Make it a decent size (at least 3 squares in either direction).</li>
<li>You want to apply the grid here. Copy the layer style from your <i>Base</i> layer and paste the layer style onto <i>Room Template</i>. This is an <i>interior</i> grid.  The grid should appear and match with the exterior grid.</li>
<li>Adjust the opacity of the pattern overlay as you see fit.</li>
</ol>
</div>
<p><a name="draw_floors"></a></p>
<h3>Draw the Floors</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5147" aria-describedby="caption-attachment-5147" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/3.dungeon-floors.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/3.dungeon-floors-150x150.png" alt="Step 3: Dungeon Floors" width="150" height="150" class="size-thumbnail wp-image-5147" srcset="https://designingmaps.com/wp-content/uploads/2018/05/3.dungeon-floors-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/3.dungeon-floors-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/3.dungeon-floors-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/3.dungeon-floors-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/3.dungeon-floors-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/3.dungeon-floors.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5147" class="wp-caption-text">Step 3: Dungeon Floors</figcaption></figure>
</div>
<p>Got your <i>Template Room</i> sorted?  Great.  Now you&#8217;re going to draw the <i>Floors</i> of your dungeon.  Just think about where people are going to step. Don&#8217;t worry about elevation changes, doors, or stairways yet.  You will do this with one of the <i>Shape</i> tools or preferably the <i>Pen</i> tool and probably in multiple layers, so you&#8217;ll want to make every room a layer within a layer group called &#8220;Rooms&#8221;.  Apply the layer style from <i>Room Template</i> to the <i>Rooms</i> layer group.</p>
<div class="instructions">
<div class="ih">How to Set Up the <i>Rooms</i> layer group</div>
<ol>
<li>Create a new layer group above the <i>Base Layer</i> called &#8220;Rooms&#8221;.</li>
<li>Copy the layer style from the <i>Room Template</i> layer.</li>
<li>Paste the layer style onto the <i>Rooms</i> layer group.</li>
</ol>
</div>
<p>Now draw each of your rooms with shape tools or the pen. You should think of each room or corridor as a &#8220;segment&#8221; that you can move around as needed, so make sure each segment is on its own layer.  Name these layers as you wish, but try to be descriptive (e.g., &#8220;main temple&#8221;, &#8220;antechamber&#8221;, etc.). Don&#8217;t forget to draw the outside, if there is one!</p>
<p>Butt each segment up against each other so that they connect and form a unified shape.</p>
<div class="instructions">
<div class="ih">How to Draw and Place Rooms</div>
<ol>
<li>Create a new layer inside of the <i>Rooms</i> layer group, naming it something descriptive.</li>
<li>Set your paint color to something light but different from your background color (<color>#ffffff</color>).</li>
<li>Select the <i>Rectangle</i> tool, <i>Pen</i> tool, or any other shape tool.</li>
<li>Draw the room in the layer.</li>
<li>Make sure the layer butts up against the other rooms, forming a connected shape.</li>
</ol>
</div>
<p>Since the layer style is applied to the <i>Rooms</i> group, each layer inside of it automatically gets the grid.</p>
<p>You should now have a basic layout.  All of the rooms are on their own layers, though. If you&#8217;re a gambler, and you like to live on the edge, feel free to merge all those into a single shape (don&#8217;t forget to <i>merge shape components</i>) but I wouldn&#8217;t recommend that.  You may find that you need to alter the layout as you go.</p>
<p><a name="draw_walls"></a></p>
<h3>Draw the Walls</h3>
<p>When you&#8217;re happy with the layout of your dungeon its time to add walls to it.  There are three main strategies you can use for this but they really only vary in degrees of tedious-ness in application.</p>
<p><a name="background_as_walls"></a></p>
<h4>Approach One: Let the Background Speak</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_5148" aria-describedby="caption-attachment-5148" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls-150x150.png" alt="Step 4a: Background Walls" width="150" height="150" class="size-thumbnail wp-image-5148" srcset="https://designingmaps.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/4.a.dungeon-background-as-walls.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5148" class="wp-caption-text">Step 4a: Background Walls</figcaption></figure>
</div>
<p>This method is terribly simple. Just let the background color serve as your walls. This has the benefit of being really quick to implement but it has a drawback in that unless you left gaps in your floor shapes, all of your walls and doorways are going to be really thick (e.g., 5 foot doorways). Don&#8217;t worry! I&#8217;ve got a solution for this which will be explained later.</p>
<p>This method works best for things that are completely surrounded by stone or earth.  Maps of structures (like a castle or an inn) don&#8217;t cotton to this method well.  This also uses a <i>lot</i> of ink when printing.</p>
<div class="instructions">
<div class="ih">How to Use the Map Background as Walls</div>
<ol>
<li>Set your paint color to a dark color (<color>#222222</color>).</li>
<li>Select your <i>Base</i> layer.</li>
<li>Select the <i>Paint Bucket</i> tool.</li>
<li>Click anywhere on the canvas.</li>
<li>Edit the layer style of the <i>Base</i> layer and change the pattern overlay&#8217;s blending mode to <i>Screen</i> at 50% opacity.</li>
</ol>
</div>
<p><a name="strokes_as_walls"></a></p>
<h4>Approach Two: Using Strokes</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_5149" aria-describedby="caption-attachment-5149" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls-150x150.png" alt="Step 4b: Stroked Walls" width="150" height="150" class="size-thumbnail wp-image-5149" srcset="https://designingmaps.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/4.b.dungeon-strokes_as_walls.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5149" class="wp-caption-text">Step 4b: Stroked Walls</figcaption></figure>
</div>
<p>You can fake walls using strokes. This has the advantage of being quick and appearing more realistic, but you can find that your walls don&#8217;t meet where you want them too. This, too, has the problem of door position fidelity, but I&#8217;ve got a solution for that, which I&#8217;ll explain later.</p>
<p>This is my preferred method, mostly because of its speed.</p>
<div class="instructions">
<div class="ih">How to Use Strokes as Walls</div>
<ol>
<li>Edit the layer styles on the <i>Rooms</i> layer group.</li>
<li>Add a stroke: 2 to 4 pixels in a dark color (<color>#222222</color>) at 100% opacity in <i>Normal</i> mode.  You can choose center, inside, or outside; I&#8217;m using center here.</li>
</ol>
</div>
<p><a name="walls_with_pen"></a></p>
<h4>Approach Three: Drawing Walls with a Pen</h4>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/panning_for_gold.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/05/panning_for_gold.gif" alt="" width="250" class="alignright size-full wp-image-5158" /></a>The most tedious method of drawing walls provides the highest fidelity.  I don&#8217;t overly recommend using this method because it&#8217;s terribly, terribly slow and requires a lot of patience.  However, this method gives you a great deal of control over the styles you can apply to the walls (such as those used when creating <a href="/2018/06/designing-fantasy-battlemaps/">battlemaps</a>.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5150" aria-describedby="caption-attachment-5150" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen-150x150.png" alt="Step 4c: Shape Walls" width="150" height="150" class="size-thumbnail wp-image-5150" srcset="https://designingmaps.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/4.c.dungeon-walls_with_pen.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5150" class="wp-caption-text">Step 4c: Shape Walls</figcaption></figure>
</div>
<p>You&#8217;re going to draw the shape of your walls with the <i>Pen</i> tool.</p>
<div class="instructions">
<div class="ih">How to Draw Walls with the Pen Tool</div>
<div class="bi">You&#8217;re not stupid, though, so you&#8217;re going to start with a resize trick. I&#8217;ll assume that your rooms are all in separate layers inside of the <i>Rooms</i> group.</div>
<ol>
<li>Duplicate the <i>Rooms</i> group.</li>
<li>Select all of your room layers.</li>
<li>Right click on the <i>Layers</i> panel and select &#8220;Merge Shapes&#8221;. Don&#8217;t forget to &#8220;Merge Shape Components!&#8221; You&#8217;ll now have a single layer.</li>
<li>Pull this layer out of the copy of the <i>Rooms</i> group and name it &#8220;Floor&#8221;.</li>
<li>Duplicate the <i>Floor</i> layer twice. Name one of them &#8220;Walls&#8221;.  Your stack should be, top to bottom: <i>Floor</i>, <i>Floor copy</i>, <i>Walls</i>.</li>
<li>Set the color of <i>Walls</i> to something dark (<color>#222222</color>).</li>
<li>Switch to the <i>Direct Selection</i> tool (the white arrow).</li>
<li>Working in the <i>Walls</i> layer, select each anchor point and nudge it away from the floor by 4 pixels or so. You want to create a dark outline around everything.
<ul>
<li>You can select multiple anchors at once (like through a corridor).</li>
<li>Curved surfaces are tricky so you&#8217;ll probably have to play around with the bezier handles.</li>
<li>If your floor goes to the edge of the map, ensure that the walls anchors are go off the map.</li>
</ul>
</li>
<li>Once that&#8217;s done, select both the <i>Walls</i> layer and the middle layer (<i>Floor copy</i>).</li>
<li>Go <span class="command">Layer -&gt; Combine Shapes -&gt; Subtract Front Shape</span></li>
<li>Rename <i>Floor copy</i> to <i>Walls</i> (guh, Photoshop, really?).</li>
<li>Set the color of your new <i>Walls</i> layer to a dark color AGAIN (<color>#222222</color>).</li>
<li>Using the <i>Pen</i> tool, create new layers that draw interior walls and bits (doorways, etc.)</li>
<li>Merge all interior wall layers and the original <i>Walls</i> layer, setting the color and name AGAIN.</li>
</ol>
</div>
<p>So. Tedious.  But you&#8217;ve got your walls now.</p>
<p><a name="draw_doors"></a></p>
<h3>Draw Doors</h3>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/sekret_bookcase.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/sekret_bookcase.gif" alt="" width="250" class="alignright size-full wp-image-5451" /></a>Doors are important!  You&#8217;re not making a battlemap, so you really only need an indicator of where the door is. However, there is a lot of detail that you can show in the iconography of a door simply by changing its shape or fill.</p>
<p>For each type of door you have in your dungeon, you will want to create a template. Remember that <i>Templates</i> folder? Here&#8217;s where it really starts to shine.  Make several layers and layer groups within, designing the types of doors you will have.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5156" aria-describedby="caption-attachment-5156" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/dooricons.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/dooricons-150x150.png" alt="Example Door Icons" width="150" height="150" class="size-thumbnail wp-image-5156" srcset="https://designingmaps.com/wp-content/uploads/2018/05/dooricons-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/dooricons-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/dooricons-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/dooricons-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/dooricons.png 754w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5156" class="wp-caption-text">Example Door Icons</figcaption></figure>
</div>
<p>Common door types are:</p>
<ul>
<li>Normal wooden doors (just a square)</li>
<li>Iron doors (a square with an interior stroke set)</li>
<li>Secret doors (a square with an &#8220;S&#8221; set in it, or just an S)</li>
<li>Locked Doors (one of the other door types with a lock symbol)</li>
</ul>
<div class="instructions">
<div class="ih">How to Make a Door Template</div>
<div class="bi">For each type of door, you&#8217;re going to make a template object. Start with a &#8220;simple&#8221; door and then clone that for changes.</div>
<ol>
<li>Create a new layer group inside of the <i>Templates</i> group for your door. This will be in several layers.  Name the group &#8220;Simple Door&#8221; (or whatever kind of door it will become).</li>
<li>Set your paint color to white (<color>#ffffff</color>).</li>
<li>Create a new layer inside of the <i>Simple Door</i> layer and call it &#8220;Door&#8221;.</li>
<li>Using the <i>Rectangle</i> tool, draw a door shape, about 3 feet across.</li>
<li>Add a stroke to the <i>Door</i> layer: 2 pixels, inside, color <color>#222222</color>.</li>
<li>Create a new layer inside of <i>Simple Door</i> below <i>Door</i> and call it &#8220;Wall One&#8221;.</li>
<li>Set your paint color to the same as your walls (<color>#222222</color>).</li>
<li>Using the <i>Rectangle</i> tool, draw a wall to the left of the door, as thick as your walls are.</li>
<li>Duplicate the <i>Wall One</i> layer as &#8220;Wall Two&#8221; and nudge it over to the right side of the door.</li>
<li>Make sure that the door fits inside your corridors and the door holes, filling it edge to edge.</li>
<li>For other door types, duplicate <i>Simple Door</i> and modify it as needed to create additional templates.</li>
</ol>
</div>
<div class="dumbgallery right t150">
    <figure id="attachment_5151" aria-describedby="caption-attachment-5151" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/5.dungeon-doors.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/5.dungeon-doors-150x150.png" alt="Step 5: Add Doors" width="150" height="150" class="size-thumbnail wp-image-5151" srcset="https://designingmaps.com/wp-content/uploads/2018/05/5.dungeon-doors-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/5.dungeon-doors-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/5.dungeon-doors-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/5.dungeon-doors-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/5.dungeon-doors-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/5.dungeon-doors.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5151" class="wp-caption-text">Step 5: Add Doors</figcaption></figure>
</div>
<p>It&#8217;s your choice as to whether or not to turn these into <a href="/2018/06/photoshop-basics/#smart_objects">smart objects</a>.  I recommend not; if you clone the layer groups, you can modify the wall edges later if you need to when placing them.</p>
<p>Once you&#8217;ve got your door templates created, it will be time to place them in the map.</p>
<div class="instructions">
<div class="ih">How to Place Doors</div>
<ol>
<li>Create a new layer group above the <i>Walls</i> layer named &#8220;Doors&#8221;.</li>
<li>For each door on your map:
<ol>
<li>Clone a copy of the appropriate door type from your <i>Templates</i> folder.</li>
<li>Pull this layer into the &#8220;Doors&#8221; layer group.</li>
<li>Rename it something useful, like &#8220;antechamber door&#8221; or &#8220;crypt door&#8221; or whatever makes sense.</li>
<li>Drag it into place and rotate it to match and fit.</li>
<li>You may need to extend the edges to match in some places.</li>
</ol>
</li>
</ol>
</div>
<p><a name="draw_stairs"></a></p>
<h3>Draw Stairs</h3>
<p>If your map has stairs, you&#8217;ll want to add them as well.  Like doors, you&#8217;ll be creating stair templates. Stairs are easy to draw; the most difficult part is the tedium that comes from making the &#8220;step&#8221; lines.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5157" aria-describedby="caption-attachment-5157" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/dungeon-stair-examples.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/dungeon-stair-examples-150x150.png" alt="Example Stais" width="150" height="150" class="size-thumbnail wp-image-5157" srcset="https://designingmaps.com/wp-content/uploads/2018/05/dungeon-stair-examples-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/dungeon-stair-examples-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5157" class="wp-caption-text">Example Stairs</figcaption></figure>
</div>
<p>Stairs on blueprint maps usually have an indicator as to the direction the stairs run. There is a &#8220;bottom&#8221; and a &#8220;top&#8221; of a stairwell.  There are several ways to indicate this:</p>
<ul>
<li>With a triangle shape.  The &#8220;fat&#8221; part of the triangle indicates the top of the stairs.</li>
<li>With an arrow.  The arrow points &#8220;up wards&#8221;.</li>
<li>With a &#8220;u&#8221; character placed at the top of the stairs and a &#8220;d&#8221; character placed at the bottom</li>
<li>Multiple combinations thereof</li>
</ul>
<p>If your stairs are shorter than 2 squares, you&#8217;ll have to cut them down when you place them, which is why I don&#8217;t recommend turning these into smart objects.</p>
<div class="instructions">
<div class="ih">How to Make a Simple Stairwell</div>
<div class="bi">There&#8217;s a lot of layer cloning in this.</div>
<ol>
<li>Create a new layer group inside of your <i>Templates</i> group called &#8220;Stairwell&#8221;.</li>
<li>Set your paint color to something dark but not as dark as your wall color (<color>#444444</color> works)</li>
<li>Create a new layer inside of <i>Stairwell</i> called &#8220;Step&#8221;</li>
<li>Inside of the <i>Step</i> layer, use the <i>Rectangle</i> tool to draw a rectangle that is 2 pixels wide and as tall as an entire square (note that depending on your scale, you may want these to only be 1 pixel wide, or possibly wider).</li>
<li>Now you&#8217;re going to clone this layer many times and then move each copy so that they are spaced out evenly (3 pixels space between). You want to fill two squares worth of stairs.</li>
<li>Merge all of those <i>Step</i> shapes together and call the new layer &#8220;Steps Full&#8221;.</li>
<li>Create a new layer below <i>Steps Full</i> and call it &#8220;Direction Marker&#8221;.</li>
<li>Set your paint color to something much lighter (<color>#999999</color>).</li>
<li>In the <i>Direction Marker</i> layer, use the <i>Pen</i> tool to draw an elongated triangle inside of the two square area. The sharpest point is going to be at the bottom, but that doesn&#8217;t matter in a template.</li>
</ol>
</div>
<div class="dumbgallery right t150">
    <figure id="attachment_5152" aria-describedby="caption-attachment-5152" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/6.dungeon-stairs.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/6.dungeon-stairs-150x150.png" alt="Step 6: Add Stairs" width="150" height="150" class="size-thumbnail wp-image-5152" srcset="https://designingmaps.com/wp-content/uploads/2018/05/6.dungeon-stairs-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/6.dungeon-stairs-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/6.dungeon-stairs-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/6.dungeon-stairs-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/6.dungeon-stairs-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/6.dungeon-stairs.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5152" class="wp-caption-text">Step 6: Add Stairs</figcaption></figure>
</div>
<p>You can get much more complex or fancy with your stairwell designs.  Add shapes, play with opacity values, duplicate things.  The important thing here it to make sure it&#8217;s easily readable on the map.</p>
<p>Once you&#8217;ve got your templates, clone and drag them into place.  Cut them down if you have to (if the stairwell is less than 2 squares) and double them up if need be (the stairwell is wider than 2 squares, or longer than 2, etc.).</p>
<div class="instructions">
<div class="ih">How to Place Stairs</div>
<ol>
<li>Create a new layer group above the <i>Rooms</i> layer named &#8220;Stairwells&#8221;.</li>
<li>For each stairwell on your map:
<ol>
<li>Clone a copy of the appropriate stairwell type from your <i>Templates</i> folder.</li>
<li>Pull this layer into the &#8220;Stairwells&#8221; layer group.</li>
<li>Rename it something useful, like &#8220;south corridor stairs&#8221; or &#8220;crypt stairs&#8221; or whatever makes sense.</li>
<li>Drag it into place and rotate it to match and fit.</li>
<li>You may need to double it up or reduce it in size in places.</li>
</ol>
</li>
</ol>
</div>
<p><a name="draw_pits_and_traps"></a></p>
<h3>Draw Pits, Traps and Other Details</h3>
<p>Now is the time to draw and add in other details.  For unique items, it&#8217;s probably okay to skip making a template, but for things that appear multiple times you&#8217;ll want to make one.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5153" aria-describedby="caption-attachment-5153" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/7.dungeon-extras.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/7.dungeon-extras-150x150.png" alt="Step 7: Add Extras" width="150" height="150" class="size-thumbnail wp-image-5153" srcset="https://designingmaps.com/wp-content/uploads/2018/05/7.dungeon-extras-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/7.dungeon-extras-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/7.dungeon-extras-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/7.dungeon-extras-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/7.dungeon-extras-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/7.dungeon-extras.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5153" class="wp-caption-text">Step 7: Add Extras</figcaption></figure>
</div>
<p>For my little shrine, I&#8217;m going to need:</p>
<ul>
<li>A <i>well</i>, which is just a circle shape (color <color>#555555</color>, with multiple exterior strokes to draw the edges).</li>
<li>Several <i>statues</i> for the antechamber, which are stroked circles surrounding star shapes.</li>
<li>Several <i>sarcophagi</i>, which are going to be stroked <i>rounded rectangles</i> inside of stroked <i>rectangles</i>.</li>
<li>The <i>shrine</i> itself, which is just a set of platform shapes with strokes on them.</li>
<li>A small <i>pit</i> trap in the crypt chamber, which is a square shape with no fill and a dashed stroke shape attribute.</li>
</ul>
<p>Draw and place these objects as needed.  There isn&#8217;t a great need to get too detailed. Excessive detail is the enemy.  You want just enough of a sketch to serve as a reminder to the Gamemaster about where things are.</p>
<p><a name="draw_levels"></a></p>
<h3>Draw Additional Levels</h3>
<p>If your structure or dungeon has additional levels beyond the main one, add them in as well.  Ideally you can fit multiple levels of a place on a single canvas.</p>
<p>If you can&#8217;t fit everything into the single canvas, start putting each level into its own layer group and use layer comps to switch between them.  You can probably re-use common layers, like the <i>Base</i> layer.</p>
<p>The process for adding additional layers is the same loop as above, except that you&#8217;ve already created all your templates.  Haven&#8217;t you?</p>
<p><a name="add_title_and_legend"></a></p>
<h3>Add Title and Legend</h3>
<p>Add your title in a decent, readable font. It can be anywhere on the page.  Include a simple scale mark.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5154" aria-describedby="caption-attachment-5154" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/8.dungeon-labels.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/8.dungeon-labels-150x150.png" alt="Step 8: Add Labels and Legend" width="150" height="150" class="size-thumbnail wp-image-5154" srcset="https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/8.dungeon-labels.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5154" class="wp-caption-text">Step 8: Add Labels and Legend</figcaption></figure>
</div>
<p>Aren&#8217;t you glad you made a <i>Templates</i> layer?  Use that to construct your legend. You&#8217;ll probably have to make individual text layers for the legend labels in order to get them to line up properly.</p>
<p>Also remember to add in any room labels or numbers.  These should be placed where they are readable, ideally in the center of the room.  If there&#8217;s an object in the center (say, a pit), offset it to the top, right or left as much as you can where the label does not blend in with other objects.</p>
<p><a name="styling"></a></p>
<h3>Styling</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5155" aria-describedby="caption-attachment-5155" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/9.dungeon-classicstyle.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-150x150.png" alt="Classic Style Filter" width="150" height="150" class="size-thumbnail wp-image-5155" srcset="https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/05/9.dungeon-classicstyle.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5155" class="wp-caption-text">Classic Style Filter</figcaption></figure>
</div>
<p>With most blueprint maps, you won&#8217;t be doing much styling beyond that used in the construction of the map (strokes and grid patterns).  If you like, you can add some outer glows around things but honestly too much styling becomes what <a target="_new" href="https://en.wikipedia.org/wiki/Edward_Tufte">Edward Tufte</a> calls <a target="_new" href="https://en.wikipedia.org/wiki/Chartjunk">chart junk</a>: extra details that do not serve to provide information but instead muddy things.</p>
<p>Before applying any style effect, ask yourself &#8220;does this provide information?&#8221; If the answer is no, it&#8217;s probably best not to use it.</p>
<p>If you want to give your map the &#8220;classic&#8221; style colorization, you can easily do so.</p>
<div class="instructions">
<div class="ih">How to Duplicate the Classic Blue Style</div>
<ol>
<li>Set the color of your <i>Base</i> layer to <color>#18769d</color> with the <i>Paint Bucket</i> tool.</li>
<li>Create a new layer group called &#8220;Everything&#8221; and put all your layers and layer groups into it.</li>
<li>Edit the layer styles for the <i>Everything</i> group and add a <i>Color Overlay</i>, color of <color>#18769d</color>, a blend mode of <i>Color</i> and 100% opacity.</li>
<li>You may want to darken or lighten some of your shape colors to adjust.</li>
</ol>
</div>
<p><a name="finalization"></a></p>
<h3>Finalization</h3>
<p>Blueprint map finalization is pretty straight forward: there isn&#8217;t anything special you need to do to finalize these beyond making sure your <i>Templates</i> group is no longer visible (and it shouldn&#8217;t be).  Just go and <a href="/2018/06/printing-maps/">print it</a>.</p>
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		<title>Designing Fantasy Isometric Maps</title>
		<link>https://designingmaps.com/2018/06/designing-fantasy-isometric-maps/</link>
					<comments>https://designingmaps.com/2018/06/designing-fantasy-isometric-maps/#comments</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:20:25 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4551</guid>

					<description><![CDATA[Wherein I teach the basics of designing isometric blueprint fantasy maps.]]></description>
										<content:encoded><![CDATA[<p>The old fogies among us remember the magic feeling of opening <a target="_new" href="https://en.wikipedia.org/wiki/Dragons_of_Despair">Dungeon Module DL1: Dragons of Despair</a> and being stunned by the beauty of its gatefold map: an isometric view of the sunken city of Xak Tsaroth. It was a revelation that maps could look this way. <a target="_new" href="https://en.wikipedia.org/wiki/David_S._LaForce">David S. LaForce&#8217;s</a> cartography skills opened up new worlds of imagination.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5260" aria-describedby="caption-attachment-5260" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Detail_of_map_from_DL1_Dragons_of_Despair_by_David_Diesel_LaFaorce.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Detail_of_map_from_DL1_Dragons_of_Despair_by_David_Diesel_LaFaorce-150x150.jpg" alt="Xak Tsaroth, &copy; David S. LaForce" width="150" height="150" class="size-thumbnail wp-image-5260" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Detail_of_map_from_DL1_Dragons_of_Despair_by_David_Diesel_LaFaorce-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/Detail_of_map_from_DL1_Dragons_of_Despair_by_David_Diesel_LaFaorce-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5260" class="wp-caption-text">Xak Tsaroth, &copy; David S. LaForce</figcaption></figure>
</div>
<p>I believe that isometric maps can be some of the most beautiful things created. They invite exploration and discussion. They stoke curiosity and imagination. They can be enjoyed as <i>art</i>.</p>
<p>The idea of making an isometric map is far scarier and boring than it actually is. You may have a vision of yourself tediously moving around anchor points, burning away your eyesight, trying desperately to get them to line up with each other while maintaining that ever-present 30 degree angle system that your grid is providing.  You may even get desperate enough to futz around with Photoshop&#8217;s grid settings, trying to get its points to align with the isometric grid.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5373" aria-describedby="caption-attachment-5373" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-akhr.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-akhr-150x150.jpg" alt="An Isometric Underground City" width="150" height="150" class="size-thumbnail wp-image-5373" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-akhr-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-akhr-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5373" class="wp-caption-text">An Isometric Underground City</figcaption></figure><figure id="attachment_5374" aria-describedby="caption-attachment-5374" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-corlantis.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-corlantis-150x150.jpg" alt="An Isometric Crypt/Museum" width="150" height="150" class="size-thumbnail wp-image-5374" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-corlantis-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-corlantis-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5374" class="wp-caption-text">An Isometric Crypt/Museum</figcaption></figure><figure id="attachment_5375" aria-describedby="caption-attachment-5375" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-shrine.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-isometric-shrine-150x150.png" alt="An Isometric Shrine" width="150" height="150" class="size-thumbnail wp-image-5375" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-shrine-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-shrine-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-shrine-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-shrine-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-shrine-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/ex-isometric-shrine.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5375" class="wp-caption-text">An Isometric Shrine</figcaption></figure>
</div>
<p>Never fear! I am going to show you an easy method that can convert any standard blueprint map into an isometric map quickly and painlessly. It&#8217;s so stupidly simple that you may decide to use it for everything going forward. I call this method <i>Isometrification</i>. I didn&#8217;t invent this technique; I learned it from a <a target="_new" href="http://www.fantasticmaps.com/2012/01/weekly-tips-2-how-to-design-a-gatehouse-adding-grids-and-building-isometric-maps/">tutorial on Fantastic Maps</a>.</p>
<h2>Considerations</h2>
<h3>Embrace Mistakes</h3>
<p>If this is your first attempt at an isometric map, the most important consideration you must have is <i>embracing mistakes</i> because you are <i>going</i> to make them, my friend.</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/daffy_hood.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/daffy_hood.gif" alt="" width="250" class="alignright size-full wp-image-5549" /></a>You will spend an hour building a thing and then suddenly realize that it&#8217;s not going to work because you laid out shadows all wrong, or your carefully constructed object isn&#8217;t rotated right. Maybe you need to change rasterized patterns.  Maybe you need to merge whole sets of layers differently.  You may get all the way to the end and discover that the entire thing needs re-doing because the canvas is too small. You&#8217;re going to vow not to make the same mistake twice and then you&#8217;ll end up doing it 10 minutes later.</p>
<p>These things happen and they are discouraging to be sure but they are also <i>learning</i> experiences.  I could write six hundred pages about the mistakes I&#8217;ve made and how I have corrected for them going forward and I would still barely scratch the surface.  The only teachers here are practice and experience.</p>
<p>So: Don&#8217;t get discouraged if you screw up.  Just take a break, come back later, and fix it.</p>
<h3>Sizing Strategies</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5271" aria-describedby="caption-attachment-5271" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/iso-square-ex.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/iso-square-ex-150x150.jpg" alt="Two Squares of the Same Size" width="150" height="150" class="size-thumbnail wp-image-5271" srcset="https://designingmaps.com/wp-content/uploads/2018/06/iso-square-ex-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/iso-square-ex-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5271" class="wp-caption-text">Two Squares of the Same Size</figcaption></figure>
</div>
<p>Isometric maps tend to favor horizontal space, even though they are designed to show vertical space.  The reason for this is that when the levels are rotated, they take up more horizontal real estate than they did before but less vertical real-estate.  Your long dungeon will end up becoming wide.</p>
<p>You&#8217;ll need to adjust your canvas size accordingly, and, like as not, you&#8217;ll be modifying it all the way up until you&#8217;re done.</p>
<p>Further, unlike normal blueprint maps, isometric maps may have a larger audience than just the Gamemaster.  Isometric maps are beautiful constructs, begging for people to ooh and ah over them. You may want to print them out nice and shiny, especially if you go the full color and texture route with your visual style.</p>
<h3>Visual Style</h3>
<p>I love isometric maps. I love to spend hours being clever with my object creation and adding details. Because I am a narcissist, I enjoy showing them off.  This means I will often pick one of two styles: a full &#8220;classic&#8221; greyscale mode (if I&#8217;m feeling nostalgic) or a full-on painterly mode (especially if it&#8217;s for consumption beyond myself).  My underground city, for example, is intended more as a player aid to stoke imagination than for tracking player location.</p>
<p>You are definitely going to want to go color or greyscale for isometric maps.  You will want to show variants in things with different colors or shades of grey.</p>
<p>You do you.  For the examples, I&#8217;m going stick to greyscale.</p>
<h4>Font Choices</h4>
<p>Even though isometric maps may be intended to be pretty, you&#8217;ll still want to stick with simple, readable fonts.</p>
<h3>Scaling Grid</h3>
<p>During the initial map construction, you&#8217;re going to be using a square scaling grid because you&#8217;ll be building your maps in an overhead view first.  However, when you move to the <i>isometrification</i> phase, you&#8217;ll want to add an isometric scaling grid &#8211; either to the entire map, or to just parts of it.</p>
<p>It is important to note the difference between actual size and distorted size of your grid squares. Isometric squares are roughly 125% wider than their corresponding square versions.  The distortion is real.</p>
<div class="dumbgallery right t150">
<figure id="attachment_5263" aria-describedby="caption-attachment-5263" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-grids.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-grids-150x150.jpg" alt="Two Shapes with the Same Grid" width="150" height="150" class="size-thumbnail wp-image-5263" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-grids-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-grids-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/ex-grids-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/ex-grids-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/ex-grids-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/ex-grids.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5263" class="wp-caption-text">Two Shapes with the Same Grid</figcaption></figure>
</div>
<p>The isometric grid patterns I have provided are named for the width of the <i>square</i> they represent, not the width they show on the map.  A 100px square is 100 by 100 pixels; the corresponding isometric square is 125 by 73 pixels (if you try to do the math your head will hurt so don&#8217;t).  Just remember that they&#8217;re labeled for <i>grid size</i> not <i>file size</i>.</p>
<p>As with most blueprints, you will likely want to work with 1 square equating to 5 or 10 feet. Work within that.  The 100 pixel grids are probably right for most work of this nature.</p>
<p>If you somehow want to have an isometric hexagon grid: via con dios, my friend.  You can do it, but it&#8217;s a hack, and I&#8217;ll explain how to do that later.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5272" aria-describedby="caption-attachment-5272" style="width: 125px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-100px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-100px.png" alt="Isometric - 100px" width="125" height="73" class="size-full wp-image-5272" /></a><figcaption id="caption-attachment-5272" class="wp-caption-text">Isometric &#8211; 100px</figcaption></figure><figure id="attachment_5274" aria-describedby="caption-attachment-5274" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-500px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-500px-150x150.png" alt="Isometric - 500px" width="150" height="150" class="size-thumbnail wp-image-5274" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Isometric-500px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/Isometric-500px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5274" class="wp-caption-text">Isometric &#8211; 500px</figcaption></figure><figure id="attachment_5275" aria-describedby="caption-attachment-5275" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-1000px.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Isometric-1000px-150x150.png" alt="Isometric - 1000px" width="150" height="150" class="size-thumbnail wp-image-5275" srcset="https://designingmaps.com/wp-content/uploads/2018/06/Isometric-1000px-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/Isometric-1000px-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5275" class="wp-caption-text">Isometric &#8211; 1000px</figcaption></figure>
</div>
<h3>Shapes vs. Pixels</h3>
<p>Build your isometric maps in shapes as long as possible. Work in pixels only in the last stages or when rasterizing layers for automatic scaling.</p>
<h2>Design Steps</h2>
<ol>
<li><a href="#initial_set_up">Initial Set up</a></li>
<li><a href="#layer_structure">Layer Structure Strategy</a></li>
<li><a href="#designing_levels">Design Overhead Levels</a></li>
<li><a href="#isometrification">Isometrifize</a></li>
<li><a href="#post_isometrification">Post-Isometrifize</a></li>
<li><a href="#greeblization">Greeblize</a></li>
<li><a href="#callouts">Include Call Outs</a></li>
<li><a href="#labels">Include Labels</a></li>
<li><a href="#styling">Style</a></li>
<li><a href="#brushwork">Do Brushwork</a></li>
<li><a href="#grid_application">Apply Grids</a></li>
<li><a href="#finalization">Finalize</a></li>
</ol>
<p><a name="initial_set_up"></a></p>
<h3>Initial Set Up</h3>
<p>The initial set up for an isometric map is no different from that of a standard blueprint map.</p>
<p>Create a new document of your selected size and resolution. The background layer is white; rename it to &#8220;Base&#8221; and change its color (with the <i>Paint Bucket</i> tool) to something off-white or even grey, say <color>#dddddd</color> or <color>#999999</color>).  This is so that you can have your dungeon floors be visible as you&#8217;re working.</p>
<p>You won&#8217;t use the grid except when you&#8217;re building levels in overhead view mode.</p>
<p>You&#8217;ll want to create a layer group inside of each level called &#8220;Shapes Backup&#8221; and store duplicates of all your working shapes here.</p>
<p><a name="layer_structure"></a></p>
<h3>Layer Structure Strategy</h3>
<p>You&#8217;re going to be duplicating your work a lot and you will need a way to easily revert to previous states, or to re-do fragments of work at a time. You should keep a very well-organized layer structure.  At a minimum, I recommend something like this:</p>
<ul>
<li><i>Templates</i> &#8211; a layer group for storing template objects
<ul>
<li><i>Isometric Templates</i> &#8211; a layer group for storing isometric template objects</li>
<li><i>Overhead Templates</i> &#8211; a layer group for storing overhead template objects</li>
</ul>
</li>
<li><i>Labels</i> &#8211; a layer group for storing all labels and other ephemera, like the Compass Rose.</li>
<li><i>Isometric Levels</i> &#8211; a layer group that contains the isometric versions of your levels</li>
<li><i>Overhead Levels</i> &#8211; a layer group that contains the overhead versions of your levels</li>
</ul>
<p>Within each level&#8217;s group, create an additional layer group called &#8220;Shapes Backup&#8221;. Store raw, unstyled copies of your major shapes for the level in here. You&#8217;ll be pulling them out and duplicating them often in order to create effects.  You&#8217;ll be using these differently between the isometric and overhead views as well.</p>
<p><i>Never throw anything away.</i></p>
<p><a name="designing_levels"></a></p>
<h3>Design Overhead Levels</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5235" aria-describedby="caption-attachment-5235" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/1.dungeon-overhead.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/1.dungeon-overhead-150x150.png" alt="Step 1: Overhead Dungeon" width="150" height="150" class="size-thumbnail wp-image-5235" srcset="https://designingmaps.com/wp-content/uploads/2018/06/1.dungeon-overhead-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/1.dungeon-overhead-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/1.dungeon-overhead-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/1.dungeon-overhead-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/1.dungeon-overhead-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/1.dungeon-overhead.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5235" class="wp-caption-text">Step 1: Overhead Dungeon</figcaption></figure>
</div>
<p>For each level in your map, design it as if you were building a <a href="/2018/06/designing-fantasy-blueprint-maps/">blueprint</a> map but with a handful of modifications.  Unsurprisingly, most of these changes involve making sure that you use shapes for everything.</p>
<p>Create these levels inside of the <i>Overhead Levels</i> layer group.  You&#8217;ll clone them into <i>Isometric Levels</i> later.</p>
<p>Don&#8217;t be an idiot and try to edit all your levels at once. Turn them on and off as you&#8217;re working.  You should align them so that they stack correctly in the vertical axis (e.g., the stairwells should match up).</p>
<p><a name="on_floors"></a></p>
<h4>Use Shaped Floors</h4>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/sorry_charlie.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/sorry_charlie.gif" alt="" width="250" class="alignright size-full wp-image-5278" /></a>Did you draw your floors in pixels?  Sorry, Charlie! Better luck next time.  Build your floor layer entirely in vector shapes.  You will also find that you want to keep the floor segments (rooms, corridors) as distinct shapes at this time (don&#8217;t merge them yet, ya shmuck).</p>
<p>If you know a part of your floor will be raised or lowered from the base floor level (a sunken chamber), make sure to keep that area as its own shape, especially if you&#8217;re going to apply a pattern to it.</p>
<p><a name="on_walls"></a></p>
<h4>Use Shaped Walls</h4>
<p>You will also want to build your walls as shapes.  These you can go ahead and merge, as it&#8217;s unlikely that you&#8217;ll be using them in the final map. They&#8217;re more of a mental guide than anything else.</p>
<p><a name="on_doors"></a></p>
<h4>Door Construction</h4>
<p>Don&#8217;t draw your doors into the walls. Use icon shapes entirely.  Don&#8217;t bother with any special door types (locked, etc.) but do worry about double doors.  Create a single, simple rectangle shape and use that. As much as possible, try to use the same one. Don&#8217;t use a smart object.</p>
<p><a name="on_stairs"></a></p>
<h4>Stairs</h4>
<p>If you set a pattern on these, you&#8217;ll want to rasterize them (see below).  If you created the step effects with shapes and icons, what you&#8217;ve done may work perfectly <i>or</i> it may shit the bed.  Don&#8217;t worry either way.  If you can, duplicate these layers so you have spares; you can apply a stair texture later.</p>
<p><a name="object_construction"></a></p>
<h4>Object Construction</h4>
<p>If you have raised objects (such as platforms, structures, pillars, etc.) draw them as just the base shape &#8211; the area it covers on the floor.  Keep them as individual shape layers.</p>
<p><a name="rasterize_pattern_layers"></a></p>
<h4>Rasterize Pattern Layers</h4>
<p>If you want to use any kind of pattern overlays on a layer (say, you want a nice cobblestone effect on your dungeon floor), you will need to rasterize a version of that layer to pixels.  This will be the version that is displayed on the final map.</p>
<p>The reason you want to rasterize it to pixels now is that the conversion process will automatically scale and rotate the pattern correctly.  If you use the converted shape layer with the pattern, the pattern will still be on the vertical axis.</p>
<div class="instructions">
<div class="ih">How to Prepare a Pattern Layer for Isometrification</div>
<div class="bi">For each layer with a pattern you want to preserve, assuming it is called &#8220;Floor&#8221;:</div>
<ol>
<li>Duplicate the <i>Floor</i> layer as &#8220;Floor Pixels&#8221;.</li>
<li>Rename <i>Floor</i> to <i>Floor Shape</i>.</li>
<li>Place <i>Floor Shape</i> into the <i>Shapes Backup</i> layer group and turn off its visibility.</li>
<li>Turn off any outer glow, stroke, and drop shadow effects on the <i>Floor Pixels</i> layer.</li>
<li>Right click on the <i>Floor Pixels</i> layer in the <i>layers</i> panel and select <span class="command">Rasterize layer style</span>.</li>
</ol>
</div>
<p><a name="isometrification"></a></p>
<h3>Isometrifize</h3>
<p>You approach the process of <i>isometrification</i> on each level of your map as a whole. Parts of the level may be higher or lower than other parts, but you will deal with that in the <i>Post-Isometrification</i> step.  Basically, if a series of rooms are connected and do not overlap, they should be thought of as a single level.</p>
<p>You&#8217;re going to clone each level and then operate on the duplicate. The reason why is that once you&#8217;ve got a look at your map in full isometric mode, you may very well need to make changes to its layout. If you have to do this, it is infinitely easier to work in the &#8220;overhead&#8221; view of the map rather than the isometric view, so you trash the isometric version and go back to the overhead version, and then re-isometrify.  It&#8217;s a process of editing.</p>
<p>Rotation and scaling must be done as <i>independent</i> operations.  Don&#8217;t try to do them both at the same time. You will not achieve the desired effect if you do.</p>
<p><a name="duplicating_whole_levels"></a></p>
<h4>Duplicate and Back Up</h4>
<p>When you&#8217;re roughly satisfied with the layout of your level in overhead view, it&#8217;s time to duplicate it into the <i>Isometric Levels</i> folder.</p>
<div class="instructions">
<div class="ih">How to Duplicate an Overhead Level</div>
<div class="bi">For each level (layer group) you intend to work on, called &#8220;Level X&#8221;:</div>
<ol>
<li>Drag the <i>Level X</i> layer group to the &#8220;Duplicate&#8221; icon in the <i>layers</i> panel. A duplicate layer group will be created called &#8220;Level X copy&#8221;.</li>
<li>Move <i>Level X copy</i> out of the <i>Vert Levels</i> folder and into the <i>ISO levels</i> folder.</li>
</ol>
</div>
<p><a name="rotating"></a></p>
<h4>Rotate</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_5238" aria-describedby="caption-attachment-5238" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/2.dungeon-rotated.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/2.dungeon-rotated-150x150.png" alt="Step 2: Rotated Dungeon" width="150" height="150" class="size-thumbnail wp-image-5238" srcset="https://designingmaps.com/wp-content/uploads/2018/06/2.dungeon-rotated-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/2.dungeon-rotated-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/2.dungeon-rotated-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/2.dungeon-rotated-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/2.dungeon-rotated-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/2.dungeon-rotated.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5238" class="wp-caption-text">Step 2: Rotated Dungeon</figcaption></figure>
</div>
<p>You&#8217;re going to rotate the level by 45 degrees. &#8220;But hey! The isometric grid is at 30 degrees, not 45!&#8221; I know, I know.  The magic of scaling (next step) will solve for that.</p>
<p>You can rotate by 45 or -45 degrees, but you need to pick the same one for every level.</p>
<div class="instructions">
<div class="ih">How to Rotate a Level in Isometrification</div>
<div class="bi">For each level (layer group) you intend to work on, called &#8220;Level X&#8221;:</div>
<ol>
<li>Select the <i>Level X</i> layer group.</li>
<li>Activate the <i>Transform</i> tool with <span class="command">&lt;command&gt;t</span>.</li>
<li>In the options bar, set the rotation (the angle icon) to either &#8220;45&#8221; or &#8220;-45&#8221; degrees.</li>
<li>Hit <span class="command">&lt;return&gt;</span> twice (once to set the rotation, once to exit the transform.</li>
</ol>
</div>
<p>The layer should now be rotated but still appear &#8220;standing up&#8221;.</p>
<p><a name="scaling"></a></p>
<h4>Scale</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_5241" aria-describedby="caption-attachment-5241" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/3.dungeon-scaled.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/3.dungeon-scaled-150x150.png" alt="Step 3: Scaled Dungeon" width="150" height="150" class="size-thumbnail wp-image-5241" srcset="https://designingmaps.com/wp-content/uploads/2018/06/3.dungeon-scaled-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/3.dungeon-scaled-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/3.dungeon-scaled-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/3.dungeon-scaled-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/3.dungeon-scaled-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/3.dungeon-scaled.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5241" class="wp-caption-text">Step 3: Scaled Dungeon</figcaption></figure>
</div>
<p>Now you need to <i>scale</i> the level. Isometric levels will be 57.7% as &#8220;tall&#8221; as their overhead versions.  The process of scaling the level will cause the edges to fall along the 30 degree isometric grid.</p>
<div class="instructions">
<div class="ih">How to Scale a Level in Isometrification</div>
<div class="bi">For each level (layer group) you intend to work on, called &#8220;Level X&#8221;:</div>
<ol>
<li>Select the <i>Level X</i> layer group.</li>
<li>Activate the <i>Transform</i> tool with <span class="command">&lt;command&gt;t</span>.</li>
<li>In the options bar, set the height scale (the &#8220;H&#8221; value) to either &#8220;57.7%.</li>
<li>Hit <span class="command">&lt;return&gt;</span> twice (once to set the rotation, once to exit the transform.</li>
</ol>
</div>
<p>The layer should now be rotated and scaled, aligning on the 30 degree plane.  Rasterized pattern layers will have been scaled appropriately.</p>
<p><a name="move_and_place"></a></p>
<h4>Move and Place</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_5244" aria-describedby="caption-attachment-5244" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/4.dungeon-placed.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/4.dungeon-placed-150x150.png" alt="Step 4: Move and Place" width="150" height="150" class="size-thumbnail wp-image-5244" srcset="https://designingmaps.com/wp-content/uploads/2018/06/4.dungeon-placed-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/4.dungeon-placed-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/4.dungeon-placed-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/4.dungeon-placed-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/4.dungeon-placed-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/4.dungeon-placed.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5244" class="wp-caption-text">Step 4: Move and Place</figcaption></figure>
</div>
<p>Drag the level around on the canvas until it&#8217;s placed correctly.  This doesn&#8217;t have to be perfect right now; you&#8217;ll be making lots of minor tweaks to position as you go.  What you&#8217;re really trying to do here is make sure everything fits correctly.  You want to isometrify every one of your levels and place them to see if anything needs tweaking.</p>
<p>If something <i>does</i> require editing, delete the isometric version of the level, go fix the overhead version of the level, and then repeat this process.  Do this until you&#8217;re absolutely certain you aren&#8217;t going to mess with the level again.</p>
<p>That said, <i>always</i> keep your overhead versions.  Always.  You may need them for something else later, or even in the same map.  You may find that you later want to change a pattern and need to re-isometrify only a single layer and replace it in the iso versions.  You never know.  Don&#8217;t throw anything away.</p>
<p><a name="post_isometrification"></a></p>
<h3>Post-Isometrifize</h3>
<p>Once you&#8217;ve achieved satisfaction with your level, it&#8217;s time to work on the <i>post-isometrification</i> process.  This is where you do things like add vertical texture, stairs, etc.  There are several things to do in this step, and not all of them may make sense for your map &#8211; or your map&#8217;s style.</p>
<p>For instance, on a map of a dwarven city, I might include a &#8220;level lip&#8221; but maybe not in a dungeon map. My style may warrant that all doors are &#8220;isometrified&#8221; or not. The two things you will definitely want to do are level adjustment and duplicate your base shape layers.</p>
<p>You probably don&#8217;t want a &#8220;Walls&#8221; layer anymore.  You can turn that off in your Isometric version of the level.</p>
<p><a name="level_adjustment"></a></p>
<h4>Level Adjustment</h4>
<p>Are there areas (not objects) on your map that are higher or lower than the main floor of your level?  I&#8217;m talking floor surface only.  Not even raised platforms.  The actual <i>floors.</i>  You will want to raise or lower these.</p>
<p>You want to set the depths correctly on both the <i>shape</i> layers and any rasterized pixel pattern layers.  You can&#8217;t easily nudge pixel layers and have it look right.  You have to treat them as separate layers already.</p>
<div class="instructions">
<div class="ih">How to Raise or Lower Portions of a Level</div>
<div class="bi">For each area you want to move up or down:</div>
<ol>
<li>Turn off visibility for everything that isn&#8217;t the floor.  It just going to confuse you for now.</li>
<li>Select the <i>Move</i> tool.</li>
<li>Select the layer you wish to operate on in the <i>layers</i> panel. If the area is a whole layer (it should be &lt;glare&gt;>, select that layer.  If the area is part of a single layer, select the containing layer.</li>
<li>If the area is part of a larger layer, select the <i>Direct Selection</i> tool (the white arrow) and then select all the anchor points that correspond to the area you wish to change the depth of.</li>
<li>Nudge the area up or down until it reaches the correct height or depth.  Holding down <span class="command">&lt;shift&gt;</span> while using the arrow keys will move the layer 10 pixels at a time.</li>
<li>If you moved a part of a layer, connecting corridors or stairs should have automatically updated. If they didn&#8217;t, or if the corridors are on their own layer, you&#8217;ll have to move the connecting anchor points.  This may require that you use the <i>Add Anchor Point</i> tool to add points (like if your stairwell is in the middle of a corridor). Don&#8217;t forget to convert them.
<ol>
<li>Select the <i>Direct Selection</i> tool (the white arrow).</li>
<li>Select the layer that contains the anchor points that require moving in the <i>layers</i> panel.</li>
<li>Select the anchor points to move on the canvas.</li>
<li>Nudge them up or down with the arrow keys until they line up.</li>
</ol>
</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5247" aria-describedby="caption-attachment-5247" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/5.dungeon-shapes-only.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/5.dungeon-shapes-only-150x150.png" alt="Step 5: Only Shapes" width="150" height="150" class="size-thumbnail wp-image-5247" srcset="https://designingmaps.com/wp-content/uploads/2018/06/5.dungeon-shapes-only-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/5.dungeon-shapes-only-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/5.dungeon-shapes-only-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/5.dungeon-shapes-only-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/5.dungeon-shapes-only-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/5.dungeon-shapes-only.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5247" class="wp-caption-text">Step 5: Only Shapes</figcaption></figure><br />
    <figure id="attachment_5250" aria-describedby="caption-attachment-5250" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered-150x150.png" alt="Step 6: Lowered Crypt" width="150" height="150" class="size-thumbnail wp-image-5250" srcset="https://designingmaps.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/6.dungeon-crypt-lowered.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5250" class="wp-caption-text">Step 6: Lowered Crypt</figcaption></figure><figure id="attachment_5253" aria-describedby="caption-attachment-5253" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/7.dungeon-points-added.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/7.dungeon-points-added-150x150.png" alt="Step 7: Add Anchor Points" width="150" height="150" class="size-thumbnail wp-image-5253" srcset="https://designingmaps.com/wp-content/uploads/2018/06/7.dungeon-points-added-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/7.dungeon-points-added-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/7.dungeon-points-added-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/7.dungeon-points-added-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/7.dungeon-points-added-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/7.dungeon-points-added.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5253" class="wp-caption-text">Step 7: Add Anchor Points</figcaption></figure><figure id="attachment_5254" aria-describedby="caption-attachment-5254" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered-150x150.png" alt="Step 8: Lowered Stairs" width="150" height="150" class="size-thumbnail wp-image-5254" srcset="https://designingmaps.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/8.dungeon-stairs-lowered.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5254" class="wp-caption-text">Step 8: Lowered Stairs</figcaption></figure>
</div>
<p><a name="duplicate_base_shape"></a></p>
<h4>Duplicate Base Shape Layers</h4>
<p>Now that you have your shapes correctly oriented vertically, you need to copy and merge them all into a single, cohesive shape.  This shape can be used for all sorts of things, not the least being the construction of a &#8220;Level Lip&#8221; (see below).</p>
<div class="instructions">
<div class="ih">How to Merge and Duplicate a Base Shape</div>
<div class="bi">For each floor you wish to operate on:</div>
<ol>
<li>Select all of the shapes that comprise the level and place them into a new layer group, called &#8220;Original Shapes Backup&#8221; (don&#8217;t throw anything away).</li>
<li>Duplicate all of the shapes once.</li>
<li>Select all of the duplicate shapes in the <i>layers</i> panel.</li>
<li>Right click on any one of them and select <span class="command">Merge Shapes</span>.  Don&#8217;t forget to &#8220;Merge Shape Components&#8221;!</li>
<li>Rename the resultant layer &#8220;Base Shape.&#8221;</li>
</ol>
</div>
<p>One thing you can do with your <i>Base Shape</i> is use it to create faux walls as a stroke around the entire level, if your layout is conducive to it.  Just copy the <i>Base Shape</i> above the floors, set a stroke on it (centered, probably) and your fill opacity to 0%.  Bam. Instant walls.</p>
<p><a name="greeblization"></a></p>
<h3>Greeblize</h3>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/falcon_chase.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/falcon_chase.gif" alt="" width="250" class="alignright size-large wp-image-5266" /></a><a target="_new" href="https://en.wikipedia.org/wiki/Greeble">Greebles</a> are details added to things (usually blocky) that add texture and detail and imply greater complexity than may actually be there. For example, all the tubes and struts and piping that you see on the outside of the <i>Millenium Falcon</i> or a <i>Star Destroyer</i> are greebles.</p>
<p>Adding such details is called <i>greeblization</i> (a similar process of adding details to battlemaps is called <a href="/2018/06/designing-fantasy-battlemaps/#dollhousing">dollhousing</a>). Greebles are fun things to add to isometric maps but (like everything else) it can be overdone.</p>
<p>You may be tempted to add three-dimensional representations of everything in your map. Depending on what you&#8217;re trying to accomplish, this may or may not be a good idea. Excessive greebling can block details from the map.</p>
<p>For my isometric map of an underground city, I greebled up the buildings vertically so that they stood out.  This was not so much a bad effect if all of the buildings were the same vertical height; the layout of the streets between them was still visible and understandable.  However, if the buildings were of <i>different</i> heights, this detail was lost. A different, but similar problem appeared on a level where canals ran between the streets: they were lost entirely, and I had to include a call-out.</p>
<p>The answer to whether or not to greeble a thing depends on the map&#8217;s purpose and the information that is both gained and lost by doing so.  In my city&#8217;s case, the purpose was more about producing an impression rather than accurate fidelity; the audience was the players.  I felt that the layout was sufficiently described and that the impression of building height was of greater importance.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5276" aria-describedby="caption-attachment-5276" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/lake-no-greebles.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/lake-no-greebles-150x150.png" alt="Level Layout without Greeblization" width="150" height="150" class="size-thumbnail wp-image-5276" srcset="https://designingmaps.com/wp-content/uploads/2018/06/lake-no-greebles-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/lake-no-greebles-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5276" class="wp-caption-text">Level Layout without Greeblization</figcaption></figure><figure id="attachment_5267" aria-describedby="caption-attachment-5267" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/greebled_buildings_same_height.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/greebled_buildings_same_height-150x150.png" alt="Greebled Buildings of the Same Height" width="150" height="150" class="size-thumbnail wp-image-5267" srcset="https://designingmaps.com/wp-content/uploads/2018/06/greebled_buildings_same_height-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/greebled_buildings_same_height-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5267" class="wp-caption-text">Greebled Buildings of the Same Height</figcaption></figure><figure id="attachment_5269" aria-describedby="caption-attachment-5269" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/greeblized_buildings.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/greeblized_buildings-150x150.png" alt="Greebled Buildings, Different Heights" width="150" height="150" class="size-thumbnail wp-image-5269" srcset="https://designingmaps.com/wp-content/uploads/2018/06/greeblized_buildings-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/greeblized_buildings-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5269" class="wp-caption-text">Greebled Buildings, Different Heights</figcaption></figure>
</div>
<p><a name="rebuilding_objects"></a></p>
<h4>Rebuilding Objects</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_5255" aria-describedby="caption-attachment-5255" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/9.dungeon-objects-back.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/9.dungeon-objects-back-150x150.png" alt="Step 9: Objects Returneth" width="150" height="150" class="size-thumbnail wp-image-5255" srcset="https://designingmaps.com/wp-content/uploads/2018/06/9.dungeon-objects-back-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/9.dungeon-objects-back-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/9.dungeon-objects-back-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/9.dungeon-objects-back-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/9.dungeon-objects-back-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/9.dungeon-objects-back.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5255" class="wp-caption-text">Step 9: Objects Returneth</figcaption></figure>
</div>
<p>Now that the floor plan is mostly set, it&#8217;s time to start working on the objects it contains. This part is 100% chicanery.  You&#8217;re creating an <i>illusion</i> of depth but it is no more real than a movie set.</p>
<p>Note that you don&#8217;t <i>have</i> to do this.  Your map may be perfectly fine without it. In fact, this little dungeon looks great as is &#8211; I just had to fix the stairs (see below).</p>
<p>How this works is you duplicate the object you&#8217;re building as many times as it has visible &#8220;sides&#8221;, slightly changing the appearance of each of those layers, and then adjusting the anchor points of each one to create a three-dimensional version of the object.  Each visible &#8220;side&#8221; of an object is going to be its own extra layer.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5290" aria-describedby="caption-attachment-5290" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/pulleys-placed.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/pulleys-placed-150x150.jpg" alt="Pulleys in an Underground City" width="150" height="150" class="size-thumbnail wp-image-5290" srcset="https://designingmaps.com/wp-content/uploads/2018/06/pulleys-placed-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-placed-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-placed-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-placed-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-placed.jpg 637w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5290" class="wp-caption-text">Pulleys in an Underground City</figcaption></figure><figure id="attachment_5292" aria-describedby="caption-attachment-5292" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/pulleys-complete.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/pulleys-complete-150x150.jpg" alt="Completed Pulley Objects" width="150" height="150" class="size-thumbnail wp-image-5292" srcset="https://designingmaps.com/wp-content/uploads/2018/06/pulleys-complete-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-complete-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-complete-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-complete-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-complete-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-complete.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5292" class="wp-caption-text">Completed Pulley Objects</figcaption></figure><figure id="attachment_5291" aria-describedby="caption-attachment-5291" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/pulleys-expanded.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/pulleys-expanded-150x150.jpg" alt="Exploded View of Pulley Construction" width="150" height="150" class="size-thumbnail wp-image-5291" srcset="https://designingmaps.com/wp-content/uploads/2018/06/pulleys-expanded-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-expanded-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-expanded-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-expanded-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-expanded-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/pulleys-expanded.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5291" class="wp-caption-text">Exploded View of Pulley Construction</figcaption></figure>
</div>
<p>Ellipse objects are the easiest because they only have one visible &#8220;side&#8221;.</p>
<div class="instructions">
<div class="ih">How to Draw an Isometric Ellipse or Column Object</div>
<div class="bi">For each ellipse or columnar object, named &#8220;Column&#8221;:</div>
<ol>
<li>Rename the <i>Column</i> layer to &#8220;Column Base.&#8221; </li>
<li>Create a layer group named &#8220;Column&#8221; and place the <i>Column Base</i> layer inside of it.</li>
<li>Add a single pixel inside stroke to <i>Column Base</i> so that you can see what you&#8217;re doing.</li>
<li>Duplicate <i>Column Base</i> as &#8220;Column Top&#8221; and place this <i>above</i> <i>Column Base</i></li>
<li>Using the <i>Move</i> tool, nudge <i>Column Top</i> upwards to the height of the object.</li>
<li>Switch to the <i>Add Anchor Point</i> tool.</li>
<li>On the <i>Column Base</i> layer, add two anchor points to either side of the top. It&#8217;s possible there is a center point there; ignore it if so.</li>
<li>Switch to the <i>Convert Anchor Point</i> tool.</li>
<li>Tap each of the anchor points you just made (and if there is one in the center, that one, too).  The shape should change subtly.</li>
<li>Switch to the <i>Direct Selection</i> tool (the white arrow).</li>
<li>Click and drag each of your two new anchor points up to meet the edge point of the <i>COlumn Top</i> layer.</li>
<li>Optionally add some gradient overlays to both layers to create depth.</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5234" aria-describedby="caption-attachment-5234" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/1.column-base.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/1.column-base-150x150.jpg" alt="Step 1: Column Base" width="150" height="150" class="size-thumbnail wp-image-5234" srcset="https://designingmaps.com/wp-content/uploads/2018/06/1.column-base-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/1.column-base-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/1.column-base-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/1.column-base-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/1.column-base-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/1.column-base.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5234" class="wp-caption-text">Step 1: Column Base</figcaption></figure><figure id="attachment_5237" aria-describedby="caption-attachment-5237" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/2.column-stroke.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/2.column-stroke-150x150.jpg" alt="Step 2: Stroke Column" width="150" height="150" class="size-thumbnail wp-image-5237" srcset="https://designingmaps.com/wp-content/uploads/2018/06/2.column-stroke-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/2.column-stroke-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/2.column-stroke-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/2.column-stroke-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/2.column-stroke-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/2.column-stroke.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5237" class="wp-caption-text">Step 2: Stroke Column</figcaption></figure><figure id="attachment_5240" aria-describedby="caption-attachment-5240" style="width: 150px" class="wp-caption alignnone"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/3.column-raised-150x150.jpg" alt="Step 3: Raised Column Top" width="150" height="150" class="size-thumbnail wp-image-5240" srcset="https://designingmaps.com/wp-content/uploads/2018/06/3.column-raised-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/3.column-raised-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/3.column-raised-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/3.column-raised-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/3.column-raised-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/3.column-raised.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /><figcaption id="caption-attachment-5240" class="wp-caption-text">Step 3: Raised Column Top</figcaption></figure><figure id="attachment_5243" aria-describedby="caption-attachment-5243" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/4.column-add_points.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/4.column-add_points-150x150.jpg" alt="Step 4: Add Anchor Points" width="150" height="150" class="size-thumbnail wp-image-5243" srcset="https://designingmaps.com/wp-content/uploads/2018/06/4.column-add_points-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/4.column-add_points-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/4.column-add_points-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/4.column-add_points-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/4.column-add_points-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/4.column-add_points.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5243" class="wp-caption-text">Step 4: Add Anchor Points</figcaption></figure><figure id="attachment_5246" aria-describedby="caption-attachment-5246" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/5.column-drag_point.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/5.column-drag_point-150x150.jpg" alt="Step 5: Drag Points" width="150" height="150" class="size-thumbnail wp-image-5246" srcset="https://designingmaps.com/wp-content/uploads/2018/06/5.column-drag_point-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/5.column-drag_point-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/5.column-drag_point-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/5.column-drag_point-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/5.column-drag_point-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/5.column-drag_point.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5246" class="wp-caption-text">Step 5: Drag Points</figcaption></figure><figure id="attachment_5249" aria-describedby="caption-attachment-5249" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/6.column-completed.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/6.column-completed-150x150.jpg" alt="Step 6: Completed Column" width="150" height="150" class="size-thumbnail wp-image-5249" srcset="https://designingmaps.com/wp-content/uploads/2018/06/6.column-completed-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/6.column-completed-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/6.column-completed-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/6.column-completed-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/6.column-completed-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/6.column-completed.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5249" class="wp-caption-text">Step 6: Completed Column</figcaption></figure><figure id="attachment_5252" aria-describedby="caption-attachment-5252" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/7.column-gradients.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/7.column-gradients-150x150.jpg" alt="Step 7: Styled Column" width="150" height="150" class="size-thumbnail wp-image-5252" srcset="https://designingmaps.com/wp-content/uploads/2018/06/7.column-gradients-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/7.column-gradients-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/7.column-gradients-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/7.column-gradients-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/7.column-gradients-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/7.column-gradients.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5252" class="wp-caption-text">Step 7: Styled Column</figcaption></figure>
</div>
<p>For objects that aren&#8217;t rounded, the process is pretty much the same except that you create a layer for each &#8220;side&#8221; and color them differently.</p>
<div class="instructions">
<div class="ih">How to Draw an Isometric Polygon Object</div>
<div class="bi">For each object, named &#8220;Object&#8221;:</div>
<ol>
<li>Rename the <i>Object</i> layer to &#8220;Object Base.&#8221; </li>
<li>Create a layer group named &#8220;Object&#8221; and place the <i>Object Base</i> layer inside of it.</li>
<li>Add a single pixel inside stroke to <i>Object Base</i> so that you can see what you&#8217;re doing.</li>
<li>Duplicate <i>Object Base</i> as &#8220;Object Top&#8221; and place this <i>above</i> <i>Object Base</i></li>
<li>Using the <i>Move</i> tool, nudge <i>Object Top</i> upwards to the height of the object.</li>
<li>Duplicate <i>Object Base</i> twice as &#8220;Shadows&#8221; and &#8220;More Shadows&#8221; and place them both above <i>Object Base</i></li>
<li>Turn off visibility of <i>Object Base</i> (you may want this again).
<li>Change the color of <i>Shadows</i> to darker than your object&#8217;s color (say <color>#999</color>.</li>
<li>Change the color of <i>More Shadows</i> to something even darker (say <color>#777777</color>.</li>
<li>Switch to the <i>Direct Selection</i> tool (white arrow).</li>
<li>Working in the <i>Shadows</i> layer, drag the two anchor points from the far edge of one of the sides up to the corners of the <i>Object Top</i> layer on that side. You may have to adjust all four anchor points to get a straight line (the isometrification stage will often move anchor points from perfect pixel points).</li>
<li>Do the same in the <i>More Shadows</i> layer, just on the opposite side.</li>
<li>If your object has multiple sides visible (like a hexagon), you&#8217;ll have to do the same for each additional side.</li>
<li>If you like, add some effects to give it depth.  I find that boxy objects don&#8217;t typically need this, however, and it tends to muddy things up.</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_5236" aria-describedby="caption-attachment-5236" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/1.object-base.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/1.object-base-150x150.jpg" alt="Step 1: Object Base" width="150" height="150" class="size-thumbnail wp-image-5236" srcset="https://designingmaps.com/wp-content/uploads/2018/06/1.object-base-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/1.object-base-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/1.object-base-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/1.object-base-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/1.object-base-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/1.object-base.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5236" class="wp-caption-text">Step 1: Object Base</figcaption></figure><figure id="attachment_5239" aria-describedby="caption-attachment-5239" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/2.object-stroke.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/2.object-stroke-150x150.jpg" alt="Step 2: Stroked Object Base" width="150" height="150" class="size-thumbnail wp-image-5239" srcset="https://designingmaps.com/wp-content/uploads/2018/06/2.object-stroke-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/2.object-stroke-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/2.object-stroke-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/2.object-stroke-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/2.object-stroke-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/2.object-stroke.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5239" class="wp-caption-text">Step 2: Stroked Object Base</figcaption></figure><figure id="attachment_5242" aria-describedby="caption-attachment-5242" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/3.object-raised.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/3.object-raised-150x150.jpg" alt="Step 3: Object Top Raised" width="150" height="150" class="size-thumbnail wp-image-5242" srcset="https://designingmaps.com/wp-content/uploads/2018/06/3.object-raised-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/3.object-raised-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/3.object-raised-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/3.object-raised-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/3.object-raised-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/3.object-raised.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5242" class="wp-caption-text">Step 3: Object Top Raised</figcaption></figure><figure id="attachment_5245" aria-describedby="caption-attachment-5245" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/4.object-drag_points.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/4.object-drag_points-150x150.jpg" alt="Step 4: Drag Points on Side" width="150" height="150" class="size-thumbnail wp-image-5245" srcset="https://designingmaps.com/wp-content/uploads/2018/06/4.object-drag_points-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/4.object-drag_points-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/4.object-drag_points-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/4.object-drag_points-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/4.object-drag_points-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/4.object-drag_points.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5245" class="wp-caption-text">Step 4: Drag Points on Side</figcaption></figure><figure id="attachment_5248" aria-describedby="caption-attachment-5248" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/5.object-side_one.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/5.object-side_one-150x150.jpg" alt="Step 5: Finish Side One" width="150" height="150" class="size-thumbnail wp-image-5248" srcset="https://designingmaps.com/wp-content/uploads/2018/06/5.object-side_one-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/5.object-side_one-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/5.object-side_one-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/5.object-side_one-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/5.object-side_one-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/5.object-side_one.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5248" class="wp-caption-text">Step 5: Finish Side One</figcaption></figure><figure id="attachment_5251" aria-describedby="caption-attachment-5251" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/6.object-completed.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/6.object-completed-150x150.jpg" alt="Step 6: Completed Object" width="150" height="150" class="size-thumbnail wp-image-5251" srcset="https://designingmaps.com/wp-content/uploads/2018/06/6.object-completed-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/6.object-completed-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/6.object-completed-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/6.object-completed-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/6.object-completed-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/6.object-completed.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5251" class="wp-caption-text">Step 6: Completed Object</figcaption></figure>
</div>
<p><a name="styling_stairs"></a></p>
<h5>Styling Stairs</h5>
<p>It is entirely possible that your stairway already look how you want them &#8211; especially if you rasterized them.  If they look like crap, however, you can apply one of these patterns to the stairway and it should work out.  Pick the right pattern for the direction that the stair runs in.</p>
<p>You may find that your stairs are part of a larger corridor shape (as in the case of my dungeon).  In this case, you&#8217;ll have to clip out the stairs into their own layer and then style them.</p>
<div class="dumbgallery t150">
    <figure id="attachment_5281" aria-describedby="caption-attachment-5281" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/stairs-w-patterns.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/stairs-w-patterns-150x150.jpg" alt="Stairs with Patterns" width="150" height="150" class="size-thumbnail wp-image-5281" srcset="https://designingmaps.com/wp-content/uploads/2018/06/stairs-w-patterns-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/stairs-w-patterns-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/stairs-w-patterns-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/stairs-w-patterns-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/stairs-w-patterns-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/stairs-w-patterns.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5281" class="wp-caption-text">Stairs with Patterns</figcaption></figure><figure id="attachment_5279" aria-describedby="caption-attachment-5279" style="width: 5px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Stairs-Isometric-EW.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Stairs-Isometric-EW.png" alt="Stairs - Isometric - EW" width="5" height="3" class="size-full wp-image-5279" /></a><figcaption id="caption-attachment-5279" class="wp-caption-text">Stairs &#8211; Isometric &#8211; EW</figcaption></figure><figure id="attachment_5280" aria-describedby="caption-attachment-5280" style="width: 5px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/Stairs-Isometric-NS.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/Stairs-Isometric-NS.png" alt="Stairs - Isometric - NS" width="5" height="3" class="size-full wp-image-5280" /></a><figcaption id="caption-attachment-5280" class="wp-caption-text">Stairs &#8211; Isometric &#8211; NS</figcaption></figure>
</div>
<p><a name="rebuilding_doors"></a></p>
<h5>Rebuilding Doors</h5>
<div class="dumbgallery right t150">
    <figure id="attachment_5270" aria-describedby="caption-attachment-5270" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/iso-doors.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/iso-doors-150x150.jpg" alt="Isometric Doors" width="150" height="150" class="size-thumbnail wp-image-5270" srcset="https://designingmaps.com/wp-content/uploads/2018/06/iso-doors-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/06/iso-doors-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/06/iso-doors-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/06/iso-doors-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/06/iso-doors-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/06/iso-doors.jpg 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5270" class="wp-caption-text">Isometric Doors</figcaption></figure>
</div>
<p>If you want three-dimensional, isometric doors, you&#8217;ll build them in the same way that you build an isometric object (described above). You will want to only create a handful of doors (one for each orientation) and then turn them into a <a href="/2018/06/photoshop-basics/#smart_objects">smart object</a> templates.</p>
<p>Clone specific door templates and place them where ever you need to.</p>
<p><a name="making_level_lip"></a></p>
<h4>Making a Level Lip</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_5258" aria-describedby="caption-attachment-5258" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed-150x150.png" alt="Dungeon with Level Lip" width="150" height="150" class="size-thumbnail wp-image-5258" srcset="https://designingmaps.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/12.dungeon-level-lip-fixed.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5258" class="wp-caption-text">Dungeon with Level Lip</figcaption></figure>
</div>
<p>If you don&#8217;t like the way your rooms and corridors look floating in two dimensions, you can make them three-dimensional fairly easily &#8211; even if you&#8217;ve applied a pattern to them that you&#8217;ve rasterized and already scaled.  Level lips are &#8220;vertical&#8221; &#8211; they are slices of the floor.</p>
<p>You do this by duplicating the base shape layer twice, shifting one down by 10 or 20 pixels, and then deleting the &#8220;top&#8221; one.  You can then apply the same layer style (the one from the &#8220;overhead&#8221; layers) and it will lay out vertically.</p>
<div class="instructions">
<div class="ih">How to Create and Style a Level Lip</div>
<div class="bi">For each floor level of your map, called &#8220;Floor&#8221;, with a saved <i>Floor Base</i> shape:</div>
<ol>
<li>Duplicate <i>Floor Base</i> twice, naming them in this order: &#8220;Lip Top&#8221; and &#8220;Lip Bottom&#8221;.</li>
<li>Select the <i>Move</i> tool.</li>
<li>Select the <i>Lip Bottom</i> layer.</li>
<li>Nudge the <i>Lip Bottom</i> layer downwards by 10 pixels or so (whatever you think will look good).  Holding down <span class="command">&lt;shift&gt;</span> while using the arrow keys will move the layer 10 pixels at a time.</li>
<li>Select both <i>Lip Top</i> and <i>Lip Bottom</i> in the <i>layers</i> panel.</li>
<li>Go <span class="command">Layer -&gt; Combine Shapes -&gt; Subtract Front Shape</span>. Don&#8217;t forget to &#8220;Merge Shape Components&#8221;.</li>
<li>There may be artifacts you don&#8217;t want in this shape.  Manually delete them with the <i>Direct Selection</i> tool (the white arrow).</li>
<li>Rename the resultant layer to &#8220;Level Lip&#8221;.</li>
<li>Set the color of <i>Level Lip</i> to something different (<color>#777777</color>).</li>
<li>Switch to the <i>Direct Selection</i> tool (white arrow).</li>
<li>Go around the edges of the <i>Level Lip</i> shape and lift corners in places where it doesn&#8217;t connect in a manner similar to building a side on an object.</li>
<li>If you floor layer has a pattern, copy that pattern from the floor shape in the corresponding &#8220;overhead&#8221; layer and apply it to the level lip.</li>
<li>You may also want to add a couple gradients running from either side to give depth to it.  I find that this rarely works well, and usually end up skipping this or adding depth freehand with brushes later.</li>
</ol>
</div>
<p>If you edit the layout of the floor layer later, you may have to rebuild your level lip.</p>
<p><a name="water_elements"></a></p>
<h4>Water Elements</h4>
<p>Water elements can be tricky to get right if you&#8217;re trying to apply several styles to them &#8211; especially if you want to crate shorelines.  You will nearly always need to rasterize them to pixels before isometrification in order to get the correct visual distortion.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5265" aria-describedby="caption-attachment-5265" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-water.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-water-150x150.png" alt="Water Example" width="150" height="150" class="size-thumbnail wp-image-5265" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-water-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-water-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5265" class="wp-caption-text">Water Example</figcaption></figure>
</div>
<p>If you want interior shorelines, you&#8217;re in for a rough time.  While it&#8217;s easy to create them using strokes on the <i>outside</i> of a layer (as described in the <a href="/2018/06/designing-fantasy-outdoors-maps/#shoreline_strokes">outdoors maps</a> article), inner strokes always overprint one another.  The solution is to make a second shape, larger than your lake or waterway, duplicate the water shape, cut it out of the larger shape, and then apply strokes to <i>that</i>.</p>
<p>You&#8217;ll want to rasterize the stroke later before isometrification.  There will be cruft; just delete that with an eraser.</p>
<p><a name="callouts"></a></p>
<h3>Include Call Outs</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5268" aria-describedby="caption-attachment-5268" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/greebles_forge.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/greebles_forge-150x150.png" alt="A Level Call Out" width="150" height="150" class="size-thumbnail wp-image-5268" srcset="https://designingmaps.com/wp-content/uploads/2018/06/greebles_forge-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/greebles_forge-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5268" class="wp-caption-text">A Level Call Out</figcaption></figure>
</div>
<p>Isometric maps can often benefit from <i>call outs</i> which describe similar things in a different way, or show exploded versions of the map.  A call out can be an overhead view of the element in question, for instance.  This is when you add those.</p>
<p>Don&#8217;t allow your call out markers (the lines that point to things) to obscure details in the map.  You may want to create them in two layers so that you can use different blending modes to avoid this problem if you absolutely <i>must</i> run the line over some map details.</p>
<p><a name="labels"></a></p>
<h3>Include Labels</h3>
<p>Add your labels, legend, title box, and compass to the map.  You may or may not want to isometrify labels; this is often dependant on the label&#8217;s function.  Labels for individual levels should not be isometrified, but labels on objects inside isometric levels should be.</p>
<p><a name="styling"></a></p>
<h3>Style</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5256" aria-describedby="caption-attachment-5256" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/10.dungeon-stroked.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/10.dungeon-stroked-150x150.png" alt="Step 10: Stroked Dungeon" width="150" height="150" class="size-thumbnail wp-image-5256" srcset="https://designingmaps.com/wp-content/uploads/2018/06/10.dungeon-stroked-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/10.dungeon-stroked-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/10.dungeon-stroked-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/10.dungeon-stroked-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/10.dungeon-stroked-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/10.dungeon-stroked.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5256" class="wp-caption-text">Step 10: Stroked Dungeon</figcaption></figure>
</div>
<p>At this point you should have a mostly serviceable map.  What you want to do now is go over it and do things like add strokes, glows, gradients, and shadows to things to create depth (or the illusion thereof) and to pull out important features.</p>
<p>As with all maps, being subtle is probably more useful than being heavy-handed.  Less is more and all that.</p>
<p><a name="brushwork"></a></p>
<h3>Do Brushwork</h3>
<p>If you have a <a href="/2018/06/fantasy-map-design-basics/#pen_tablets">pen tablet</a> (or a lot of patience), feel free to go over your map and add details here and there as you feel are needed: vertical seams on level lips, for instance, or water flow lines in canals and the like.  Again: <i>less is more</i>.  You&#8217;re transmitting information first and making pretty second.</p>
<p><a name="grid_application"></a></p>
<h3>Apply Grids</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_5259" aria-describedby="caption-attachment-5259" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/13.dungeon-grid.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/13.dungeon-grid-150x150.png" alt="Dungeon with Grid" width="150" height="150" class="size-thumbnail wp-image-5259" srcset="https://designingmaps.com/wp-content/uploads/2018/06/13.dungeon-grid-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/13.dungeon-grid-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/06/13.dungeon-grid-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/06/13.dungeon-grid-800x800.png 800w, https://designingmaps.com/wp-content/uploads/2018/06/13.dungeon-grid-450x450.png 450w, https://designingmaps.com/wp-content/uploads/2018/06/13.dungeon-grid.png 1000w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5259" class="wp-caption-text">Dungeon with Grid</figcaption></figure>
</div>
<p>Say you want to have an isometric grid on your levels.  This is easy to do. Pick the right pattern and apply it to either the top-most layer, or duplicate <i>Base Shape</i> with a fill of 0% and place it.  You may have to move it around in the layer stack to avoid unfortunate clashing with things like stair patterns.</p>
<p>You could, of course, rasterize a square grid layer inside of your overhead version of the level and it will automatically scale and size for you.  I don&#8217;t like this method, however, as it can have some unpredictable effects.  If you use an applied isometric grid pattern, you can turn off &#8220;link with layer&#8221; and the grids will all sync up.</p>
<h4>Isometric Hexagon Grids</h4>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/06/drumroll.gif"><img decoding="async" src="https://www.gaijin.com/wp-content/uploads/2018/06/drumroll.gif" alt="" width="250" class="alignright size-full wp-image-5261" /></a><br />
You may find that you want to apply an isometric hexagon grid in some places.  This is doable, but it&#8217;s not easily done via patterns.  The reason why is that, like the surface of your map, the hexagon grid will distort as it goes.  Isometric grids are on a 30 degree rotation.  If you rotate a <i>horizontally</i> stacked hexagon grid 30 degrees, you get&#8230;&lt;drumroll&gt; a <i>vertically</i> stacked hexagon grid.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_5264" aria-describedby="caption-attachment-5264" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/06/ex-iso-hex-grid.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/06/ex-iso-hex-grid-150x150.png" alt="Example Isometric Hex Grid" width="150" height="150" class="size-thumbnail wp-image-5264" srcset="https://designingmaps.com/wp-content/uploads/2018/06/ex-iso-hex-grid-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/06/ex-iso-hex-grid-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-5264" class="wp-caption-text">Example Isometric Hex Grid</figcaption></figure>
</div>
<p>To get a proper isometric hexagon grid, you&#8217;re going to have to rasterize it and then isometrify it.  You&#8217;ll need to make the initial grid shape larger (at least <i>taller</i>) than the area you&#8217;re going to apply it to.  It&#8217;s best to just do this on a layer that&#8217;s the size of the entire canvas, unless you&#8217;re going to apply the grid <i>everywhere</i>, in which case you should do it on a layer that&#8217;s twice as big for safety&#8217;s sake.</p>
<div class="instructions">
<div class="ih">How to Make an Isometric Hexagon Grid</div>
<ol>
<li>Create a new layer and call it &#8220;Isometric Hexagons&#8221;.</li>
<li>Set your paint color to anything (<color>#ffffff</color>).</li>
<li>Using the <i>Paint Bucket</i> tool, tap anywhere in the canvas.  The entire canvas should turn white.</li>
<li>Apply a <i>pattern overlay</i> with the hex grid of your choice.</li>
<li>Set the fill opacity of <i>Isometric Hexagons</i> to 0%.</li>
<li>Right click on <i>Isometric Hexagons</i> and select <span class="command">Rasterize Layer Style</span>.</li>
<li>Select the <i>Isometric Hexagons</i> layer.</li>
<li>Activate the <i>Transform</i> tool with <span class="command">&lt;command&gt;t</span>.</li>
<li>In the options bar, set the rotation (the angle icon) to either &#8220;45&#8221; or &#8220;-45&#8221; degrees.</li>
<li>Hit <span class="command">&lt;return&gt;</span> twice (once to set the rotation, once to exit the transform.</li>
<li>Activate the <i>Transform</i> tool with <span class="command">&lt;command&gt;t</span>.</li>
<li>In the options bar, set the height scale (the &#8220;H&#8221; value) to either &#8220;57.7%.</li>
<li>Hit <span class="command">&lt;return&gt;</span> twice (once to set the rotation, once to exit the transform.</li>
<li>Move the <i>Isometric Hexagons</i> layer into place and clip as needed.</li>
<li>Set the blending mode of the <i>Isometric Hexagons</i> layer so that it stands out.</li>
</ol>
</div>
<p><a name="finalization"></a></p>
<h3>Finalize</h3>
<p>Isometric map finalization is pretty straight forward: there isn&#8217;t anything special you need to do to finalize these beyond making sure any <i>Templates</i> are no longer visible. You will want to re-rasterize any outer glows or drop shadows (or actually turn those on instead of rasterizing; you&#8217;re finalizing now). You likely applied your grid in an earlier step so you&#8217;re good to go on that front.</p>
<p>Just go and <a href="/2018/06/printing-maps/">print it</a>.</p>
]]></content:encoded>
					
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		<title>Designing Fantasy Battlemaps</title>
		<link>https://designingmaps.com/2018/06/designing-fantasy-battlemaps/</link>
					<comments>https://designingmaps.com/2018/06/designing-fantasy-battlemaps/#comments</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:13:22 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[battlemaps]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4025</guid>

					<description><![CDATA[Wherein I discuss the basics of creating <i>Battlemaps</i>.]]></description>
										<content:encoded><![CDATA[<p>Battlemaps are highly detailed, realistic, and small-scale maps meant to be used with miniatures or tokens.  They are intended for printing. For serious: if you&#8217;re not going to print the map out for play, don&#8217;t bother making a battlemap.  Make a blueprint instead; it will take less time.</p>
<p>Battlemaps require much more time to create than other types. This is because you&#8217;re working at a level were small object detail is viable or even important.  This leads the mind towards wanting to make things as realistic as possible, which tends to take a lot of time.</p>
<p>In this article, I&#8217;m going to show you how to make a battlemap for a small, simple inn, such as might be found in any fantasy setting.  This is a long post, but there&#8217;s a lot of information here.</p>
<p>It is possible to map out an entire dungeon as a battlemap.  In fact, I have done so! It took a lot of time.  I recommend against doing this.  Instead, use a blueprint and a <i>dry-erase battlemat</i>.  You can buy battlemaps in all sorts of shapes and sizes (I prefer ones that fold up) and that already have printed grids (usually squares on one side and hexes on the other). You can sketch out the walls and important areas of a room quickly and easily and then erase them when they&#8217;re done.</p>
<p>If you actually make full battlemaps for only parts of your dungeon, the players will know combat approaches when you pull out the battlemap and lay it on the table.</p>
<h2>Considerations</h2>
<h3>A Quick Note on Realism</h3>
<p>I want to warn you: Do <i>NOT</i> fall into the &#8220;Realism is better&#8221; trap here.  It is not.  Maps are meant to convey information.  While they can be <i>beautiful</i>, they are not works of art.  If you want to make a painting, make a painting.</p>
<p>Battlemaps convey local, immediate information to players.  It is highly likely that the players are going to be involved in combat in the area.  This means that they will want to know <i>exactly</i> where other things are in relation to their characters:  walls, doors, enemies, other player characters, cliff edges, fires, furniture, and difficult terrain are all things that they need to know <i>at a glance</i>.  Playing on a battlemap helps people pick targets because they know how far away they are and helps spell-casters not blow up the entire party with a fireball.</p>
<p>When a battlemap looks too realistic, these important details (how far away is the door?) get lost.  I&#8217;ve seen maps that are absolutely gorgeous, hyper-realistic, and completely useless. Of <i>course</i> it&#8217;s darker in the lowest deck of the ship; I still need to know where the ladder is.  It will be tempting to blend the Player Grid (see below) to the point where it&#8217;s too subtle to notice and your players suffer eyestrain trying to determine the number of squares between X and Y.</p>
<p>For this purpose, you should feel free to ditch &#8220;realism&#8221; in many places and enhance the map with additional keys.  For instance, wooden doors set into wooden walls may not be recognizable as doors without squinting.  A solution: add a non-realistic and easy-to-read stroke inside the door itself to help distinguish that it is a functional object.</p>
<h3>Printing and Sizing Strategies</h3>
<p>Make sure you&#8217;ve read the &#8220;On File Resolutions and Dimensions&#8221; section in <a href="/2018/06/fantasy-map-design-basics/">Fantasy Map Design Basics</a>.</p>
<p>With most maps, altering the size and resolution can be done after the fact.  You want to add more detail to your island? Up the scale, clean some edges, no problem.  However, with battlemaps, it is important to <i>start</i> knowing the size of the map.</p>
<p>When starting a battlemap, know ahead of time how big you plan to <i>print</i> it and set your canvas size to that exactly.  If you&#8217;re going to print at 11 inches by 14 inches, set the canvas size to 11 inches by 14 inches, with a display resolution of 300dpi.</p>
<p><i>Always</i> use 300dpi, even if you don&#8217;t think you&#8217;re going to print it.  It costs you nothing and you will regret it if you ever have to upscale.</p>
<p>Photoshop has some default canvas sizes you can pick from that may meet your needs but honestly just create a new document of any size and then resize it immediately.</p>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/12/illus-8x11.5.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/illus-8x11.5-300x186.png" alt="" width="300" height="186" class="alignright size-medium wp-image-4143" srcset="https://designingmaps.com/wp-content/uploads/2018/12/illus-8x11.5-300x186.png 300w, https://designingmaps.com/wp-content/uploads/2018/12/illus-8x11.5-450x278.png 450w, https://designingmaps.com/wp-content/uploads/2018/12/illus-8x11.5.png 671w" sizes="(max-width: 300px) 100vw, 300px" /></a>Sometimes you will want to create a single map that is in chunks &#8211; like a dungeon, where you want to reveal a room at a time.  This is a great strategy and I&#8217;ll go in more detail about that below, but if you plan to do so it&#8217;s good to pick a uniform size for each section.  Further, you&#8217;ll want the size to be an even number (so 11&#215;14 and not 11&#215;8.5).  The reason why is that when you apply the <i>Scaling Grid</i> you want the grids to match and when the size isn&#8217;t divisible by a whole inch, things get funky.</p>
<p>For the inn, I&#8217;m not going to go big. I want to be able to print this at home cheaply, so I&#8217;m going to set the canvas size to 8.5 inches by 11 inches at 300dpi (it&#8217;s going to be a single page, so I&#8217;m not worried about the player grids matching up).  Set the color of the background layer (the dirt) to a brown color (<color>#603913</color>) by double-clicking it to make it editable and then filling it using the <i>Paint Bucket</i> tool.</p>
<h3>Scaling Grid</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_4362" aria-describedby="caption-attachment-4362" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/0-inn-workinggrid.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/0-inn-workinggrid-150x150.jpg" alt="Inn with Background and Grid" width="150" height="150" class="size-thumbnail wp-image-4362" srcset="https://designingmaps.com/wp-content/uploads/2018/12/0-inn-workinggrid-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/0-inn-workinggrid-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4362" class="wp-caption-text">Inn with Background and Grid</figcaption></figure>
</div>
<p>A hallmark of battlemaps is the <i>Scaling Grid</i>.  This is an overlay of squares or hexes that represent a single &#8220;space&#8221; on the map.  In many games, a single &#8220;space&#8221; on the battlemap represents a 5 foot square area.</p>
<p>The choice to use a square or a hexagon player grid depends on the game. Most character-based role-playing games will use squares, while most tactical war games will use hexagons.  Either way, you should always use a &#8220;1 inch&#8221; grid pattern (measured in inches, not pixels). Battlemaps do not typically have sub-grids.</p>
<p>When it comes time to <i>finalize</i> the map, you&#8217;ll end up doing a lot more with this grid. I&#8217;ll discuss that later, but for now you have something you can work with.</p>
<h2>Design Steps</h2>
<p>The steps to to creating a battlemap are:</p>
<ol>
<li><a href="#draw_base">Draw the Base</a></li>
<li><a href="#add_walls">Add Walls, Doors, and Other Objects</a></li>
<li><a href="#add_basic_style">Add Basic Style</a></li>
<li><a href="#dollhousing">Dollhousing</a></li>
<li><a href="#add_ground_detail">Add Ground Detail</a></li>
<li><a href="#finalization">Finalization</a></li>
</ol>
<p><a name="draw_base"></a></p>
<h3>Draw the Base</h3>
<p>Ideally you have a vague idea of how the map is going to be laid out. Sketching on paper ahead of time can save some headaches, but don&#8217;t import that paper. I will often create a layer called &#8220;sketch&#8221; and draw on that using a tablet.  Either way, you&#8217;re going to have to start laying down elements.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_4363" aria-describedby="caption-attachment-4363" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/1-inn-base.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/1-inn-base-150x150.jpg" alt="Inn with Base Layer" width="150" height="150" class="size-thumbnail wp-image-4363" srcset="https://designingmaps.com/wp-content/uploads/2018/12/1-inn-base-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/1-inn-base-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4363" class="wp-caption-text">Inn with Base Layer</figcaption></figure>
</div>
<p>Start with the floor.  Make a shape (color <color>#dddddd</color>) that will cover the <i>entire</i> floor.  Don&#8217;t worry about walls just yet. I like to use the various <i>Shape</i> tools to draw in large areas, one layer per room, and then merge them all together (remember to &#8220;Merge Shape Components&#8221; if you do this!).  When I&#8217;ve done that, I&#8217;ll then futz with the anchor points on the edges to size it how I like, or to make angles, or whatever.</p>
<p>Whatever you end up with, call this layer &#8220;Base&#8221; (or whatever you like, but I&#8217;ll be using the term <i>Base</i>).</p>
<p>Feel free to modify this as you go.  Add, remove, reshape, whatever.  That&#8217;s the point of using vectors here.</p>
<p>The inn isn&#8217;t going to be that big: a large room for a bar, a kitchen/storage area, a large common room for sleeping, and a small room for the owners to sleep in. All the walls will be made out of stone and the floors out of wood.</p>
<p>Once you have a floor, you may want to move on to the walls.</p>
<p><a name="add_walls"></a></p>
<h3>Add Walls, Doors, and Other Objects</h3>
<div class="dumbgallery right t150">
    <figure id="attachment_4364" aria-describedby="caption-attachment-4364" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/2-inn-outerwalls.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/2-inn-outerwalls-150x150.jpg" alt="Inn with Outer Walls" width="150" height="150" class="size-thumbnail wp-image-4364" srcset="https://designingmaps.com/wp-content/uploads/2018/12/2-inn-outerwalls-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/2-inn-outerwalls-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4364" class="wp-caption-text">Inn with Outer Walls</figcaption></figure>
</div>
<p>When it comes time to add walls to a set of rooms, you may think to yourself, &#8220;Self, I&#8217;ll just copy the <i>Base</i> layer, re-size it by 20 pixels on each side, call it <i>Walls</i>, and then subtract a copy of the <i>Base</i> from that! Simple-dimple!&#8221; You&#8217;d be right!  This is a great <i>starting</i> place. Do just that, and make sure your <i>Walls</i> layer has a color of <color>#222222</color>.</p>
<p>Resizing a layer is easy: hit <span class="command">&lt;command&gt;t</span> to activate the resize controls.  Holding down <span class="command">&lt;shift&gt;</span> while resizing constrains the aspect ratio, and you can see how many pixels your increasing the layer by.  If you want 20 pixels on a side, increase it by 40.  When you&#8217;re done, hit <span class="command">&lt;enter&gt;t</span> and then re-center the layer.</p>
<p>Alternatively, duplicate the <i>Base</i> layer and then using the <i>Direct Selection</i> tool select the outer anchors for each wall and nudge them outwards by however large you want (30 pixels is good).  Remember: holding down <span class="command">&lt;shift&gt;</span> while doing so moves things by 10 pixels at a time.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_4365" aria-describedby="caption-attachment-4365" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/3-inn-interiorwalls.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/3-inn-interiorwalls-150x150.jpg" alt="Inn with Interior Walls" width="150" height="150" class="size-thumbnail wp-image-4365" srcset="https://designingmaps.com/wp-content/uploads/2018/12/3-inn-interiorwalls-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/3-inn-interiorwalls-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4365" class="wp-caption-text">Inn with Interior Walls</figcaption></figure>
</div>
<p>But that&#8217;s simply going to give you a box around the floor, with no internal walls. How do you make those easily?  The <i>Pen</i> tool.  Create a new layer called &#8220;Internal Walls&#8221;.  Hell, you can create a lot of these layers.  Maybe use a different color for these (the colors will merge later). Draw your walls with the <i>Pen</i> tool.  You may want to make sure that they overlap your main <i>Walls</i> layer where they intersect it (you&#8217;ll fix this later).</p>
<p>Go back over your interior wall anchor points.  Make sure they line up with your exterior walls (either perfectly on the grid or overlapping).  Nudge areas around to make sure they&#8217;re the right width. At 300dpi resolution, if one &#8220;inch&#8221; (the size of the grid) stands for 5 feet, then a single foot is 60 pixels.  Doorways are often around 3 feet wide, sometimes less, sometimes more.  Exterior walls for small structures tend to be a half-foot thick (30 pixels) while interior walls are smaller (20 pixels). Exterior walls for castles and larger building will be even thicker.</p>
<p>When you&#8217;ve got them laid out and futzed with them enough, merge all your interior wall shapes with your main <i>Walls</i> layer.  Don&#8217;t forget to <span class="command">Merge Shape Components</span>.  Now you have your walls as a single layer.</p>
<p>Note that if you have different <i>kinds</i> of walls (some stone, some wood, say), that you&#8217;ll want to have each of them be their own shapes because you&#8217;ll want to apply different patterns to them.</p>
<p>Got some doors?  Make shapes for them, too.  Place them and rotate them into where you want them. You should keep your doors that run left-to-right on a different layer than the ones that run top-to-bottom because when you apply patterns to them you want them to run the right direction (an alternative &#8211; and frankly, better &#8211; solution is to create a single door as a template, get your patterns right, rasterize it, and then place them, but you&#8217;ll figure that out when you get there).</p>
<p>You may find that you need to make some holes in the walls for your doors. Do that now. You may find that you need to resize the widths of your doorways or increase the size of your <i>Base</i> layer.  This is why you use shapes.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_4366" aria-describedby="caption-attachment-4366" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/4-inn-doors_and_walkway.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/4-inn-doors_and_walkway-150x150.jpg" alt="Inn with Doors and Walkway" width="150" height="150" class="size-thumbnail wp-image-4366" srcset="https://designingmaps.com/wp-content/uploads/2018/12/4-inn-doors_and_walkway-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/4-inn-doors_and_walkway-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4366" class="wp-caption-text">Inn with Doors and Walkway</figcaption></figure>
</div>
<p>Got a stairwell?  Just make a shape to block it in for now (there&#8217;s a separate set of instructions for them &#8211; see <a href="/2018/06/technique-making-stairs/">Technique: Making Stairs</a>).</p>
<p>Add a <i>Walkway</i> to the inn&#8217;s door (maybe use the <i>Freeform Pen</i> tool!).</p>
<p>You&#8217;ll want to develop a consistent color scheme for your objects.  What colors you use probably won&#8217;t matter (unless you apply patterns in modes that bleed the color through), but you want them to be distinct (so that you can work on the map with Layer Styles turned off).  I use these colors:</p>
<ul>
<li><b>Background:</b> <color>#603913</color> (brown)</li>
<li><b>Base:</b> <color>#dddddd</color> (super-light grey)</li>
<li><b>Walls:</b> <color>#222222</color> (super-dark grey)</li>
<li><b>Doors:</b> <color>#c7a13b</color> (yellow ochre)</li>
<li><b>Water:</b> <color>#00aeef</color> (blue)</li>
<li><b>Vegetation:</b> <color>#008740</color> (green)</li>
<li><b>Roads/Paths:</b> <color>#c69c6d</color> (tan)</li>
</ul>
<p><a name="add_basic_style"></a></p>
<h3>Add Basic Style</h3>
<p>Right now your map probably just looks like some shapes and not very different from a blueprint map.  Now you can start applying layer effects &#8211; especially pattern overlays &#8211; to the elements.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_4367" aria-describedby="caption-attachment-4367" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/5-inn-patterns.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/5-inn-patterns-150x150.jpg" alt="Inn with Initial Patterns" width="150" height="150" class="size-thumbnail wp-image-4367" srcset="https://designingmaps.com/wp-content/uploads/2018/12/5-inn-patterns-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/5-inn-patterns-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4367" class="wp-caption-text">Inn with Initial Patterns</figcaption></figure>
</div>
<p>Is the map in a cave?  Find a good stone texture and use that as the overlay for the <i>Base</i> layer.  Are you walls made of wood or stone? Apply the right pattern.  Patterns can be found lots of places; I recommend signing up or joining a site like <a href="https://www.sketchuptextureclub.com/">Sketchup Texture Club</a> to find them.  Any pattern will do; seamless patterns are the best, however.</p>
<p>Add and remove layer effects as you see fit. Give your walls a subtle outer glow (Blend mode: Multiply, Opacity: 75%; Color: <color>#222222</color>; Technique: Softer; Spread: 0; Size: 20) to simulate depth, or add slight strokes to emphasize things if needed.</p>
<p>You may want to call out interactive objects differently. I like to put a 2 pixel yellowish stroke on the inside of doors to distinguish them, for instance.  Purely realistic battlemaps aren&#8217;t overly useful: Maps are meant to <i>convey information</i> at a glance.</p>
<p>For the inn, I&#8217;ll set the floors to a light wood, the walls to a stone pattern, and the doors to a darker wood pattern.  The <i>Walkway</i> gets a flagstone paving treatment and I&#8217;ll just apply a simple &#8220;dirt&#8221; pattern to the outside for now (I&#8217;ll revisit this later).  Add a layer for the kitchen floor and give it a stone treatment (kitchens were made on stone floors to help prevent fires).</p>
<p>Here are some of my favorite patterns for floors and walls:</p>
<div class="dumbgallery t150">
    <figure id="attachment_4123" aria-describedby="caption-attachment-4123" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless-150x150.jpg" alt="Paving Flagstones - Seamless" width="150" height="150" class="size-thumbnail wp-image-4123" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/12/Paving-Flagstones-Seamless.jpg 1024w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4123" class="wp-caption-text">Paving Flagstones &#8211; Seamless</figcaption></figure><figure id="attachment_4125" aria-describedby="caption-attachment-4125" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Paver-Stones-Seamless.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Paver-Stones-Seamless-150x150.jpg" alt="Paver Stones - Seamless" width="150" height="150" class="size-thumbnail wp-image-4125" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Paver-Stones-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/Paver-Stones-Seamless-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4125" class="wp-caption-text">Paver Stones &#8211; Seamless</figcaption></figure><figure id="attachment_4126" aria-describedby="caption-attachment-4126" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Flagstones-Seamless.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Flagstones-Seamless-150x150.jpg" alt="Flagstones - Seamless" width="150" height="150" class="size-thumbnail wp-image-4126" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Flagstones-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/Flagstones-Seamless-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/12/Flagstones-Seamless-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/12/Flagstones-Seamless-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/12/Flagstones-Seamless-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/12/Flagstones-Seamless.jpg 1024w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4126" class="wp-caption-text">Flagstones &#8211; Seamless</figcaption></figure><figure id="attachment_4387" aria-describedby="caption-attachment-4387" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Cobblestone-Seamless.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Cobblestone-Seamless-150x150.jpg" alt="Cobblestone - Seamless" width="150" height="150" class="size-thumbnail wp-image-4387" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Cobblestone-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/Cobblestone-Seamless-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/12/Cobblestone-Seamless-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/12/Cobblestone-Seamless-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/12/Cobblestone-Seamless-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/12/Cobblestone-Seamless.jpg 1024w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4387" class="wp-caption-text">Cobblestone &#8211; Seamless</figcaption></figure><figure id="attachment_4127" aria-describedby="caption-attachment-4127" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless-150x150.jpg" alt="Black Marble Tile - Seamless" width="150" height="150" class="size-thumbnail wp-image-4127" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless-300x301.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless-800x803.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless-450x452.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/12/Black-Marble-Tile-Seamless.jpg 900w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4127" class="wp-caption-text">Black Marble Tile &#8211; Seamless</figcaption></figure><figure id="attachment_4132" aria-describedby="caption-attachment-4132" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Dark-Wood-Seamless.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Dark-Wood-Seamless-150x150.png" alt="Dark Wood - Seamless" width="150" height="150" class="size-thumbnail wp-image-4132" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Dark-Wood-Seamless-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/12/Dark-Wood-Seamless-300x300.png 300w, https://designingmaps.com/wp-content/uploads/2018/12/Dark-Wood-Seamless-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/12/Dark-Wood-Seamless.png 400w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4132" class="wp-caption-text">Dark Wood &#8211; Seamless</figcaption></figure><figure id="attachment_4133" aria-describedby="caption-attachment-4133" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Light-Wood.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Light-Wood-150x150.png" alt="Light Wood - Seamless" width="150" height="150" class="size-thumbnail wp-image-4133" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Light-Wood-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/12/Light-Wood-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4133" class="wp-caption-text">Light Wood &#8211; Seamless</figcaption></figure><figure id="attachment_4388" aria-describedby="caption-attachment-4388" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Old-Boards-Seamless.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Old-Boards-Seamless-150x150.jpg" alt="Old Boards - Seamless" width="150" height="150" class="size-thumbnail wp-image-4388" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Old-Boards-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/Old-Boards-Seamless-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/12/Old-Boards-Seamless.jpg 280w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4388" class="wp-caption-text">Old Boards &#8211; Seamless</figcaption></figure>
</div>
<p><a name="dollhousing"></a></p>
<h3>Dollhousing</h3>
<div class="dumbgallery right t300">
    <figure id="attachment_4115" aria-describedby="caption-attachment-4115" style="width: 189px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/dollhousing.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/dollhousing-189x300.png" alt="An example of Dollhousing" width="189" height="300" class="size-medium wp-image-4115" srcset="https://designingmaps.com/wp-content/uploads/2018/12/dollhousing-189x300.png 189w, https://designingmaps.com/wp-content/uploads/2018/12/dollhousing-450x715.png 450w, https://designingmaps.com/wp-content/uploads/2018/12/dollhousing-300x476.png 300w, https://designingmaps.com/wp-content/uploads/2018/12/dollhousing.png 636w" sizes="(max-width: 189px) 100vw, 189px" /></a><figcaption id="caption-attachment-4115" class="wp-caption-text">An example of Dollhousing</figcaption></figure>
</div>
<p><i>Dollhousing</i> is the term I use to describe the process of filling the battlemap with objects and dressing to give it &#8220;life&#8221;.  Tables, chairs, desks, beds, and other furniture are required to fill out a battlemap.  Desks need papers and books, kitchens need barrels and onions and chickens and ham hocks.</p>
<p>Fill your battlemap with these things as need be, either by using pre-made assets images or by creating your own objects.  I prefer to make my own assets, but that&#8217;s me.  I find the process soothing. I recommend making a separate file that contains a library of battlemap assets.</p>
<p>You can search the internet for &#8220;Battlemap Assets&#8221; or something similar to find packages of pre-made objects like chairs and tables.  Be warned, though: these assets may not be set to the scale you&#8217;re using, and resizing them (especially enlarging them) will dilute their fidelity.</p>
<p>The section on <a href="/2018/06/making-battlemap-assets/">Making Battlemap Assets</a> goes into greater detail about this process.  I highly recommend you work in a separate library for &#8220;common&#8221; items (chairs, tables, beds, etc.) and pull those into your map from there.</p>
<div class="dumbgallery right t150">
    <figure id="attachment_4369" aria-describedby="caption-attachment-4369" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/6-inn-dressing.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/6-inn-dressing-150x150.jpg" alt="Inn with Dressing" width="150" height="150" class="size-thumbnail wp-image-4369" srcset="https://designingmaps.com/wp-content/uploads/2018/12/6-inn-dressing-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/6-inn-dressing-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4369" class="wp-caption-text">Inn with Dressing</figcaption></figure>
</div>
<p>However, it is nearly always true that specialized assets will need to be constructed for individual maps. In the case of the inn, I&#8217;ll have to create a specialized Bar.</p>
<p>Create a new layer group called &#8220;Items&#8221;.  This is where you&#8217;re going to put all the layers for the dollhouse items.  I like to create sub-groups for each room as well (&#8220;Kitchen&#8221;, &#8220;Storage&#8221;, &#8220;Main Room&#8221;, &#8220;Common Room&#8221;, etc.).  This way you can turn on or off all the items at the same time.</p>
<p>Placing an asset is very simple.</p>
<div class="instructions">
<div class="ih">How to Place an Asset</div>
<ol>
<li>Open the asset or asset library in Photoshop (you&#8217;ll have a new tab) and switch to it.</li>
<li>If the file contains a single asset:
<ol>
<li>Type <span class="command">&lt;command&gt;a</span> to select all of it</li>
<li>Type <span class="command">&lt;command&gt;c</span> to copy all of the pixels</li>
<li>Switch back to your map</li>
<li>Type <span class="command">&lt;command&gt;c</span> to paste the pixels (this will create a new layer)</li>
<li>Move it into position</li>
</ol>
</li>
<li>If the file contains multiple assets:
<ol>
<li>Select the asset&#8217;s layer (or group, if you haven&#8217;t merged it)</li>
<li>Hold and drag the layer up to Photoshop&#8217;s tab bar and move the cursor over your battlemap.  Photoshop should switch documents automatically (but the layer panel will remain unchanged).</li>
<li>Drag the layer down into the <i>canvas</i> (not the layers panel) and release</li>
<li>The asset will appear and you can change its position.</li>
</ol>
</li>
</ol>
</div>
<p>You&#8217;ll want to give subtle shadows to your assets.  Do this with an <i>Outer Glow</i> layer effect: Blend Mode: Multiply; Opacity: 75%; Color: <color>#222222</color>; Spread: 20 pixels; Size: 20 pixels.  Objects that are &#8220;taller&#8221; (have a top surface higher from the ground) may want a larger sized glow, while smaller objects (especially tools set on tables and the like) will want smaller glows.</p>
<p>Much of the time, creating an asset is straightforward.  A table is a shape made with the <i>Rounded Rectangle</i> tool, a pattern of wood or boards, and a dark grey shadow or outer glow to indicate depth. Maybe a stroke or two. You&#8217;ll probably want to rasterize it if you do rotation so that the pattern doesn&#8217;t rotate with it.</p>
<p>Other times, you&#8217;ll have to create an object out of multiple layers, each one with its own function and style.  A simple bed, for instance, may require several layers:  a base, one for the cover, one for the cover&#8217;s &#8220;tuck down&#8221;, one for each pillow. When you create a complex object, make sure to do so within a containing layer group so the object can be manipulated as a whole.</p>
<p>If you have a pen tablet and know how to use it, add layers for shadows or details that you can add with brushes.  I like to keep a layer for &#8220;Lights&#8221; (set to <i>Screen</i>) and a layer for &#8220;Darks&#8221; (set to <i>Multiply</i>).</p>
<p>Start populating the inn with things.  The kitchen needs a stove and a fire pit as well as some sacks and chickens and cutting boards.  The store-room needs barrels and crates.  The sleeping rooms need beds and chests.  Add whatever details you feel are necessary.  Do some research about what kinds of things would be there.</p>
<h4>Creating the Bar</h4>
<p>Inns serve food and drink.  That means that they have bars.  You need to put a bar in the inn. The bar is going to serve both as a place to order drinks and as a gateway to the kitchen.  Since barrels and crates will have to be moved through it, it will need a lifting door.  The bar area itself will need casks and barrels (obviously) but for now just concentrate on making the bar itself.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4373" aria-describedby="caption-attachment-4373" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/1-bar-make-shape.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/1-bar-make-shape-150x150.jpg" alt="Make the Shape for the Bar" width="150" height="150" class="size-thumbnail wp-image-4373" srcset="https://designingmaps.com/wp-content/uploads/2018/12/1-bar-make-shape-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/1-bar-make-shape-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4373" class="wp-caption-text">Make the Shape for the Bar</figcaption></figure><figure id="attachment_4374" aria-describedby="caption-attachment-4374" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/2-bar-layerstyle.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/2-bar-layerstyle-150x150.jpg" alt="Add a Layer Style to the Bar" width="150" height="150" class="size-thumbnail wp-image-4374" srcset="https://designingmaps.com/wp-content/uploads/2018/12/2-bar-layerstyle-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/2-bar-layerstyle-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4374" class="wp-caption-text">Add a Layer Style to the Bar</figcaption></figure><figure id="attachment_4375" aria-describedby="caption-attachment-4375" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/3-bar-hingebase.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/3-bar-hingebase-150x150.jpg" alt="Add a Hinge Base Layer" width="150" height="150" class="size-thumbnail wp-image-4375" srcset="https://designingmaps.com/wp-content/uploads/2018/12/3-bar-hingebase-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/3-bar-hingebase-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4375" class="wp-caption-text">Add a Hinge Base Layer</figcaption></figure><figure id="attachment_4376" aria-describedby="caption-attachment-4376" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/4-bar-finished.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/4-bar-finished-150x150.jpg" alt="The Finished Bar" width="150" height="150" class="size-thumbnail wp-image-4376" srcset="https://designingmaps.com/wp-content/uploads/2018/12/4-bar-finished-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/4-bar-finished-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4376" class="wp-caption-text">The Finished Bar</figcaption></figure>
</div>
<p>Start by creating the shape of the bar itself.</p>
<div class="instructions">
<div class="ih">How to Create a Basic Bar</div>
<ol>
<li>Create a new layer group and call it &#8220;Bar (Working).&#8221;</li>
<li>Using the <i>Rectangular Shape</i> tool, draw the shape of the bar in a new layer called &#8220;Bar Base.&#8221;  You want it to be roughly two feet across, so 120 pixels in width. Give it a nice brown color (<color>#8c6239</color>)</li>
<li>Double click the <i>Bar Base</i> layer to edit its layer style.  Add a wood pattern to it (I used a walnut burl texture and applied it in <i>Soft Light</i> at 50% scale) and give it an outer glow (Multiply, <color>#222222</color>, 75% opacity, 0 pixel spread, 20 pixel size)</li>
</ol>
</div>
<p>So far so good, but it doesn&#8217;t quite feel realistic yet.  Add some hinges to the bar for the lifting door.</p>
<div class="instructions">
<div class="ih">How to Add Hinges to a Bar</div>
<ol>
<li>Create a new layer above <i>Bar Base</i> called &#8220;Hinge Base&#8221;.</li>
<li>Using the <i>Rectangle Shape</i> tool, make a thin rectangle that reaches from one edge of the bar to the other and is roughly 5 pixels, located around 3 feet from the edge.</li>
<li>If you have a nice brass pattern you like, apply that. Otherwise, make sure the color is something yellowish, like <color>#e2bb78</color>.</li>
</ol>
</div>
<div class="dumbgallery right t150"><figure id="attachment_4166" aria-describedby="caption-attachment-4166" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/make-hinge-shadow.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/make-hinge-shadow-150x150.png" alt="How to Make Hinge Shadows" width="150" height="150" class="size-thumbnail wp-image-4166" srcset="https://designingmaps.com/wp-content/uploads/2018/12/make-hinge-shadow-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/12/make-hinge-shadow-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4166" class="wp-caption-text">How to Make Hinge Shadows</figcaption></figure></div>
<p>You should now have a rectangle where the hinges are supposed to go.  Next, you&#8217;re going to add some details using the <i>Brush</i> tool.  Don&#8217;t worry! You won&#8217;t have to know how to draw at all, just how to click on the canvas.  You&#8217;re only using two colors.</p>
<div class="instructions">
<div class="ih">How to Create Hinge Mark Layers</div>
<div class="bi">Create three new layers above <i>Hinge Base</i>, thus:</div>
<ul>
<li>&#8220;Highlights&#8221;, with a blend mode set to &#8220;Screen&#8221;</li>
<li>&#8220;Shadows&#8221;, with a blend mode set to &#8220;Multiply&#8221;</li>
<li>&#8220;Hinge Marks&#8221;, with a blend mode set to &#8220;Darken&#8221;</li>
</ul>
</div>
<p>Now add a subtle shadow to the hinge using the <i>Brush</i> tool.</p>
<div class="instructions">
<div class="ih">How to Add Shadow to the Hinges</div>
<ol>
<li>Select the <i>Shadows</i> layer.</li>
<li><span class="command">&lt;command&gt;&lt;click&gt;</span> on the <i>Hinge Base</i> layer to make a selection of its size.  This prevents you from drawing outside of the hinge.</li>
<li>Set your paint color to <color>#222222</color>.</li>
<li>Select the <i>Brush</i> tool.</li>
<li>From the top menu, choose your brush type: Hard Round, 1 pixel in size.</li>
<li>Set brush opacity to 100%</li>
<li>Turn on your grid (<span class="command">&lt;command&gt;&#8217;</span>) and zoom in to where you can see individual pixels but the entire object is visible.</li>
<li>Click on the bottom left pixel that is <i>outside</i> of the hinge object.</li>
<li>While holding down the <span class="command">&lt;shift&gt;</span> key, click on the bottom right pixel that is <i>outside</i> of the hinge object.</li>
<li>A darker line (probably appearing about 2 pixels) will appear on the screen.</li>
</ol>
</div>
<div class="dumbgallery right t150"><figure id="attachment_4168" aria-describedby="caption-attachment-4168" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/make-hinge-highlights.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/make-hinge-highlights-150x150.png" alt="How to Make Hinge Highlights" width="150" height="150" class="size-thumbnail wp-image-4168" srcset="https://designingmaps.com/wp-content/uploads/2018/12/make-hinge-highlights-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/12/make-hinge-highlights-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4168" class="wp-caption-text">How to Make Hinge Highlights</figcaption></figure></div>
<p>Next, add a subtle highlight in the same manner, except using the <i>Highlights</i> layer and the color <color>#dddddd</color>:</p>
<div class="instructions">
<div class="ih">How to Add highlights to the Hinges</div>
<ol>
<li>Select the <i>Hightlights</i> layer.</li>
<li><span class="command">&lt;command&gt;&lt;click&gt;</span> on the <i>Hinge Base</i> layer to make a selection of its size.  This prevents you from drawing outside of the hinge.</li>
<li>Set your paint color to <color>#dddddd</color>.</li>
<li>Select the <i>Brush</i> tool.</li>
<li>From the top menu, choose your brush type: Hard Round, 1 pixel in size.</li>
<li>Set brush opacity to 100%</li>
<li>Turn on your grid (<span class="command">&lt;command&gt;&#8217;</span>) and zoom in to where you can see individual pixels but the entire object is visible.</li>
<li>Click on the top left pixel that is <i>outside</i> of the hinge object.</li>
<li>While holding down the <span class="command">&lt;shift&gt;</span> key, click on the top right pixel that is <i>outside</i> of the hinge object.</li>
<li>A lighter line (probably appearing about 2 pixels) will appear on the screen.</li>
</ol>
</div>
<p>You&#8217;ll notice that if you don&#8217;t click exactly in the center that the lines will be larger than 1 pixel.  That&#8217;s fine.  Trust the layer modes.</p>
<p>Now add in the hinge marks.  For this, use the <i>Pencil</i> tool as it draws perfect lines.  The process is similar but you&#8217;ll be doing this multiple times.</p>
<div class="instructions">
<div class="ih">How to Add Hinge Marks to the Hinges</div>
<ol>
<li>Select the <i>Hinge Marks</i> layer.</li>
<li><span class="command">&lt;command&gt;&lt;click&gt;</span> on the <i>Hinge Base</i> layer to make a selection of its size.  This prevents you from drawing outside of the hinge.</li>
<li>Set your paint color to <color>#222222</color>.</li>
<li>Switch to the <i>Pencil</i> tool.</li>
<li>From the top menu, choose your brush type: Hard Round, 1 pixel in size.</li>
<li>Set brush opacity to 100%</li>
<li>Turn on your grid (<span class="command">&lt;command&gt;&#8217;</span>) and zoom in to where you can see individual pixels but the entire object is visible.</li>
<li>About every 10 pixels, click on the top pixel that is <i>outside</i> of the hinge object.</li>
<li>While holding down the <span class="command">&lt;shift&gt;</span> key, click on the pixel that is directly below but <i>outside</i> of the hinge object.</li>
<li>A dark, nearly black line will appear on the screen.</li>
<li>Repeat this process until the lines are present across the hinge.</li>
<li>You can then slide the <i>Hinge Marks</i> layer around to get it more centered.</li>
</ol>
</div>
<p>Play around with the opacity of these layers.  The <i>Hinge Marks</i> layer may want to be at 75% opacity, for instance.  Use your best judgement.</p>
<div class="dumbgallery right t150"><figure id="attachment_4167" aria-describedby="caption-attachment-4167" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/make-hinge-marks.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/make-hinge-marks-150x150.png" alt="How to Make Hinge Marks" width="150" height="150" class="size-thumbnail wp-image-4167" srcset="https://designingmaps.com/wp-content/uploads/2018/12/make-hinge-marks-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/12/make-hinge-marks-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4167" class="wp-caption-text">How to Make Hinge Marks</figcaption></figure></div>
<p>At this point, you should have a fairly decent bar shape!  You can add more details as you desire (spills, cups, etc.) but the heavy lifting has been done.  Now you may want to <i>rasterize</i> it so that it doesn&#8217;t eat up a lot of CPU power simply being drawn (see &#8220;Tip: Temporary Rasterizing&#8221; in the <a href="/2018/06/photoshop-layer-styles-and-effects/">Photoshop Layer Styles and Effects</a> article for details).</p>
<p>Throw a couple of barrels underneath it.  Bars need barrels.  Add some chairs underneath it as well.</p>
<p><a name="add_ground_detail"></a></p>
<h3>Add Ground Detail</h3>
<p>You&#8217;ll notice that the outside looks kind of&#8230; plain.  Time to spruce it up.  You do this with a technique that is simple but uses the brushes. You&#8217;re going to <i>paint</i> texture over the ground in a several places.</p>
<p>First, you need to import some textures.  For this tutorial, I&#8217;m going to be super simple here and use a single grass texture and a gravel texture.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4179" aria-describedby="caption-attachment-4179" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Gravel-Seamless.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Gravel-Seamless-150x150.png" alt="Gravel - Seamless" width="150" height="150" class="size-thumbnail wp-image-4179" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Gravel-Seamless-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/12/Gravel-Seamless-110x110.png 110w, https://designingmaps.com/wp-content/uploads/2018/12/Gravel-Seamless.png 200w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4179" class="wp-caption-text">Gravel &#8211; Seamless</figcaption></figure><figure id="attachment_4180" aria-describedby="caption-attachment-4180" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/Green-Grass-Seamless.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/Green-Grass-Seamless-150x150.jpg" alt="Green Grass - Seamless" width="150" height="150" class="size-thumbnail wp-image-4180" srcset="https://designingmaps.com/wp-content/uploads/2018/12/Green-Grass-Seamless-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/Green-Grass-Seamless-300x300.jpg 300w, https://designingmaps.com/wp-content/uploads/2018/12/Green-Grass-Seamless-110x110.jpg 110w, https://designingmaps.com/wp-content/uploads/2018/12/Green-Grass-Seamless-800x800.jpg 800w, https://designingmaps.com/wp-content/uploads/2018/12/Green-Grass-Seamless-450x450.jpg 450w, https://designingmaps.com/wp-content/uploads/2018/12/Green-Grass-Seamless.jpg 1024w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4180" class="wp-caption-text">Green Grass &#8211; Seamless</figcaption></figure>
</div>
<p>Add some grass.</p>
<div class="instructions">
<div class="ih">How to Add Grass</div>
<ol>
<li>Create a new layer right above the background/dirt layer and call it &#8220;Grass&#8221;.</li>
<li>Set your paint color to a green (<color>#008740</color>).  You&#8217;ll never see it unless you turn off layer effects, but green is good.</li>
<li>Double click the <i>Grass</i> layer and set a pattern overlay using your grass texture.  There&#8217;s nothing to see here yet, though! That&#8217;s fine.</li>
<li>Switch to the <i>Brush</i> tool.  Set your brush to Hard Round, and large (300 pixels or more), with a low opacity (20% at the highest).</li>
<li>Start drawing in the layer.  You&#8217;ll begin seeing grass appear.</li>
<li>Go over a lot of the area once and continue to do in patches to thicken it. You&#8217;ll have to lift the cursor up a lot.  Paint in so that it&#8217;s not even overall and your grass has different thicknesses. You can be really sloppy here: just trust the math of the pattern and opacity.</li>
</ol>
</div>
<div class="dumbgallery right t150">
    <figure id="attachment_4370" aria-describedby="caption-attachment-4370" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/7-inn-ground_detail.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/7-inn-ground_detail-150x150.jpg" alt="Inn with Ground Detail" width="150" height="150" class="size-thumbnail wp-image-4370" srcset="https://designingmaps.com/wp-content/uploads/2018/12/7-inn-ground_detail-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/7-inn-ground_detail-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4370" class="wp-caption-text">Inn with Ground Detail</figcaption></figure></div>
<p>You will use this painting technique a lot. If you have a pen tablet with pressure sensitivity, use a brush with pressure sensitivity set to <i>opacity</i>.</p>
<p>Add some gravel around the path to the inn&#8217;s door.</p>
<div class="instructions">
<div class="ih">How to Add Gravel</div>
<ol>
<li>Create a new layer right above the <i>Grass</i> layer and call it &#8220;Gravel&#8221;</li>
<li>Set your paint color to a greyish color (say, <color>#cccccc</color>). Again, you&#8217;ll never see this unless you turn off layer styles.</li>
<li>Double click the <i>Gravel</i> layer and set a pattern overlay using your gravel texture.</li>
<li>Switch to the <i>Brush</i> tool.  Set your brush to Hard Round, and large (300 pixels or more), with a low opacity (20% at the highest).</li>
<li>Draw around the edges of the pathway to the inn&#8217;s door.  Add opacity as needed.</li>
</ol>
</div>
<p>That doesn&#8217;t look quite right, though. The path is difficult to discern since it&#8217;s similar in color to the gravel.  So change the color of the gravel.</p>
<div class="instructions">
<div class="ih">How to Change the Gravel&#8217;s Color</div>
<ol>
<li>Open the layer styles dialog for the <i>Walkway</i> layer, which already has a pattern.</li>
<li>Add an <i>Outer Glow</i>, thus: Blend Mode: Overlay; Opacity: 50%; Color: <color>#c69c6d</color>, Spread: 0; Size: 220 pixels</li>
<li>Add a <i>Stroke</i>: Size: 2 pixels; Position: Outside; Blend Mode: Multiply; Opacity: 50%; check &#8220;Overprint&#8221;.</li>
</ol>
</div>
<p>The edges of the walkway should now look much better!</p>
<p>You&#8217;re mostly done with the basics now. It&#8217;s missing a lot of things that should be accounted for, though. The place is probably pretty dreary without windows, for instance, and there don&#8217;t have any assets for cups and crockery &#8211; but this is good for this tutorial.</p>
<p><a name="finalization"></a></p>
<h3>Finalization</h3>
<p>Finalization of a battlemap has a few extra steps beyond the normal finalization routines.</p>
<h4>Cleaning Some Effects</h4>
<p>Sometimes you&#8217;ll find that there are shadows or glows cast by some objects that are creeping into places they don&#8217;t belong.  The shadow of a table crossing through a wall, for instance.  In these cases, rasterizing the objects makes their shadows &#8220;solid&#8221;, so you can then remove or trim them using any standard tool (select and delete, or an eraser, or whatever).  I usually have to do this with doors that are casting shadows into their containing walls, for instance.</p>
<h4>Cleaning the Scaling Grid</h4>
<p>By default, your <i>Scaling Grid</i> will be covering the entire map.  That may not be necessary or desirable.  As such, you may want to reduce the grid&#8217;s coverage to only the &#8220;playable&#8221; areas on the map.  You&#8217;re going to delete sections from your grid layer to do this.</p>
<div class="instructions">
<div class="ih">How to Clean Your Scaling Grid</div>
<ol>
<li>Duplicate the <i>Master Grid</i> layer and call it &#8220;Working Grid&#8221; Make sure this layer &#8211; and only this layer &#8211; is selected.</li>
<li>Delete every part of the <i>Working Grid</i> that you don&#8217;t want to be showing. There are several ways to do this.
<ul>
<li>Use the <i>Rectangular Marquee Tool</i> tool or the <i>Polygonal Lasso Tool</i> to select areas and then hit the <span class="command">&lt;delete&gt;</span> key</li>
<li>Select an entire layer at once (say, your &#8220;Walls&#8221; shape layer) by holding down the <span class="command">&lt;command&gt;</span> key and clicking the layer in question, and hitting the <span class="command">&lt;delete&gt;</span> key.</li>
<li>Selecting the inverse of a layer (as above, but go <span class="command">Select -> Inverse</span>) and deleting what&#8217;s <i>not</i> there.</li>
</ul>
</li>
</ol>
</div>
<p>I typically delete along these lines:</p>
<ul>
<li>The <i>inverse</i> of my floor or base layer (so immediately only the playable area)</li>
<li>My various &#8220;wall&#8221; layers (so that the grid lines don&#8217;t show up in the walls)</li>
<li>My various &#8220;door&#8221; layers (so the lines aren&#8217;t inside doors)</li>
</ul>
<h4>Scaling Grid Finalization</h4>
<div class="dumbgallery right t150">
    <figure id="attachment_4371" aria-describedby="caption-attachment-4371" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/12/8-inn-final-grid.jpg"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/12/8-inn-final-grid-150x150.jpg" alt="Inn with Final Grid" width="150" height="150" class="size-thumbnail wp-image-4371" srcset="https://designingmaps.com/wp-content/uploads/2018/12/8-inn-final-grid-150x150.jpg 150w, https://designingmaps.com/wp-content/uploads/2018/12/8-inn-final-grid-110x110.jpg 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4371" class="wp-caption-text">Inn with Final Grid</figcaption></figure>
</div>
<p>The display mode you select for a battlemap&#8217;s Scaling Grid is different from other maps.  With battlemaps, the Scaling Grid imparts <i>essential</i> information so it shouldn&#8217;t take much effort to pick out.</p>
<p>Pick a blend mode for the grid.  <i>Overlay</i> usually works very well, but you should play around with it.  You may want to experiment with applying a color overlay, rasterizing that, and then selecting a different blend mode, even. With the inn, I&#8217;ve set the Scaling Grid to <i>Color Dodge</i> with a 50% opacity.</p>
<p>Place the grid layer in the stack where it works best: Below any legends, markers, and labels (game information), but above any room contents or details (location information).  If you&#8217;ve &#8220;cleaned&#8221; it, you may not need to move it at all.</p>
]]></content:encoded>
					
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		<title>Randomly Generating Land Mass</title>
		<link>https://designingmaps.com/2018/06/randomly-generating-land-mass/</link>
					<comments>https://designingmaps.com/2018/06/randomly-generating-land-mass/#respond</comments>
		
		<dc:creator><![CDATA[jorm]]></dc:creator>
		<pubDate>Mon, 18 Jun 2018 17:12:43 +0000</pubDate>
				<category><![CDATA[Cartography]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mapping]]></category>
		<guid isPermaLink="false">https://www.gaijin.com/?p=4208</guid>

					<description><![CDATA[Wherein I describe a technique that generates random coastlines and land masses.]]></description>
										<content:encoded><![CDATA[<p>In this post you&#8217;re going to learn a technique to randomly generate landmass objects and coastlines.  Since coastlines are fractal in nature, having a lot of randomness is good.</p>
<p>This post is about a specific technique to randomly generate landmass.  Other techniques (like using brushes or shapes) are discussed in <a href="/2018/06/designing-fantasy-outdoors-maps/">Designing Fantasy Outdoors Maps</a>.</p>
<p>This method is great for drawing natural looking coastlines using Photoshop&#8217;s own randomization mathematics.  It&#8217;s great for when you don&#8217;t already have an idea for the landmass&#8217; shape in mind or want to add a bunch of randomness to an existing shape.  This method requires some patience but it is rewarding.</p>
<p><a name="generate_randomness"></a></p>
<h3>Generating Randomness</h3>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/illus-posterize.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/illus-posterize-150x150.png" alt="" width="150" height="150" class="alignright size-thumbnail wp-image-4234" srcset="https://designingmaps.com/wp-content/uploads/2018/05/illus-posterize-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/illus-posterize-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a>What you do here is generate a layer full of random coastlines.  You will then selectively pick the shapes and edges you like from the randomness and paste them into your master layer.</p>
<p>Generate some randomness some using the <i>Clouds</i> filter and apply some <i>Posterization</i> to it.</p>
<div class="instructions">
<div class="ih">How to Generate Random Clouds</div>
<ol>
<li>Create a new, empty layer above <i>Water</i> in your file and call it &#8220;Coastline Sources&#8221;.</li>
<li>Set your colors to white (<color>#ffffff</color>) and black (<color>#000000</color>).</li>
<li>With <i>Coastline Sources</i> selected, go <span class="command">Filter -&gt; Render -&gt; Clouds</span>. The layer should be filled with black-and-white clouds. Not super-useful yet.</li>
<li>Go to <span class="command">Image -&gt; Adjustments -&gt; Posterize</span>.  Set the &#8220;Levels&#8221; value to 2.  Click &#8220;Okay&#8221;.</li>
</ol>
</div>
<div class="dumbgallery t150">
    <figure id="attachment_4231" aria-describedby="caption-attachment-4231" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-clouds.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-clouds-150x150.png" alt="Fill the Layer with Clouds" width="150" height="150" class="size-thumbnail wp-image-4231" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-clouds-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-clouds-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4231" class="wp-caption-text">Fill the Layer with Clouds</figcaption></figure><figure id="attachment_4229" aria-describedby="caption-attachment-4229" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-posterize.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-posterize-150x150.png" alt="" width="150" height="150" class="size-thumbnail wp-image-4229" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-posterize-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-posterize-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4229" class="wp-caption-text">Clouds After Posterization</figcaption></figure>
</div>
<p><a href="https://www.gaijin.com/wp-content/uploads/2018/05/illus-colorrange.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/illus-colorrange-150x150.png" alt="" width="150" height="150" class="alignright size-thumbnail wp-image-4233" srcset="https://designingmaps.com/wp-content/uploads/2018/05/illus-colorrange-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/illus-colorrange-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a>This creates a layer filled with random, fractal looking shapes. You&#8217;re going to transfer sections and stitch them together in another layer but first you should decide which shapes look cooler:  the black or the white.  Your mind will naturally see the black pixels as &#8220;water&#8221;, but feel free to think inversely.  Delete the color you don&#8217;t want.</p>
<div class="instructions">
<div class="ih">How to Delete the Color You Don&#8217;t Want</div>
<ol>
<li>With the <i>Coastline Sources</i> layer selected, go <span class="command">Select -&gt; Color Range</span> to open the dialog.</li>
<li>Set your &#8220;Fuzziness&#8221; to 0.</li>
<li>Click anywhere in the canvas on the color you want to delete.</li>
<li>Click &#8220;Okay&#8221;.  The dialog will dismiss and all the selected color areas will be selected.</li>
<li>Hit the <span class="command">&lt;delete&gt;</span> key.
    </ol>
</div>
<p><a name="coastline_sources"></a></p>
<h3>Using Coastline Sources</h3>
<p>It is time to choose bits or even whole cloth sections fo inclusion in the landmass. This will involve a lot of cutting, pasting, and layer merging, so create a new layer group called &#8220;Landmass Working&#8221;.</p>
<p>For my example, I&#8217;ve picked out an area in the <i>Coastline Sources</i> that I want to use as my primary island shape.  I&#8217;m going to use that as the &#8220;base&#8221; shape and resize it to fill the area.</p>
<div class="instructions">
<div class="ih">How to Select and Initial Coastline Source</div>
<ol>
<li>Make sure that <i>Coastline Sources</i> is your selected layer.</li>
<li>Select that area (use the <i>Marquee Selection</i> tool or the <i>Polygonal Lasso Tool</i> to do this).</li>
<li>Hit <span class="command">&lt;command&gt;c</span> to copy it wholesale.</li>
<li>Hit <span class="command">&lt;command&gt;d</span> deselect everything.</li>
<li>Turn off visibility of <i>Coastline Sources</i> (so it doesn&#8217;t muddy what you&#8217;re doing).</li>
<li>Create a new layer inside of the <i>Landmass Working</i> group and name it &#8220;Base&#8221;. Select that layer.</li>
<li>Hit <span class="command">&lt;command&gt;v</span> to paste the selected pixels into the layer.</li>
</ol>
</div>
<div class="instructions">
<div class="ih">How to Resize Your Coastline</div>
<ol>
<li>You may want to zoom out to see the entire canvas.</li>
<li>Hit <span class="command">&lt;command&gt;t</span> activate the transformation tool on the layer.</li>
<li>Drag the corners while holding down the <span class="command">&lt;shift&gt;</span> key to maintain aspect ratio until it is the size you want it to be (you&#8217;re going to fill the entire area).</li>
<li>You can also drag the pixels around or rotate them if you so desire.</li>
<li>Hit <span class="command">&lt;return&gt;t</span> when done.</li>
</ol>
</div>
<p>If you zoom in, you&#8217;ll notice that the edges are blurry.  Don&#8217;t worry about that right now.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4223" aria-describedby="caption-attachment-4223" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-highlightarea.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-highlightarea-150x150.png" alt="Main Area Source Selection" width="150" height="150" class="size-thumbnail wp-image-4223" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-highlightarea-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-highlightarea-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4223" class="wp-caption-text">Main Area Source Selection</figcaption></figure><figure id="attachment_4228" aria-describedby="caption-attachment-4228" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-150x150.png" alt="Pasted Selection into Working Landmass Folder" width="150" height="150" class="size-thumbnail wp-image-4228" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4228" class="wp-caption-text">Pasted Selection into Working Landmass Folder</figcaption></figure><figure id="attachment_4227" aria-describedby="caption-attachment-4227" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-resize.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-resize-150x150.png" alt="Resized Initial Paste with Cruft" width="150" height="150" class="size-thumbnail wp-image-4227" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-resize-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-resize-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4227" class="wp-caption-text">Resized Initial Paste with Cruft</figcaption></figure>
</div>
<p><a name="spot_welding"></a></p>
<h3>Spot-Welding Coastlines</h3>
<p>At this point there&#8217;s a lot of cruft.  You&#8217;re making an island, not a peninsula.  Clean that up by deleting what you don&#8217;t want.  Use the <i>Marquee Selection</i> tool or the <i>Polygonal Lasso Tool</i> to select large areas for deletion, and one of the various <i>Eraser</i> tools for finer detail. The <i>Block</i> eraser tool is good for this, as is the <i>Pencil</i>.  Avoid using brush erasers at this point because they can be&#8230; fuzzy.</p>
<p>You&#8217;ll notice that there are now some stark edges.  It&#8217;s a good thing you didn&#8217;t throw away your <i>Coastline Sources</i> layer!  Fill in those edges with patches from the sources layer.</p>
<div class="instructions">
<div class="ih">How to Spot-Weld Coastlines</div>
<div class="bi">Study your missing edges. Get an idea for the kind of shape you&#8217;ll want them to become.</div>
<ol>
<li>Turn off visibility of the <i>Landmass Working</i> group.</li>
<li>Turn on visibility of <i>Coastline Sources</i> and select that layer.</li>
<li>Find the sources for your &#8220;patches&#8221;.</li>
<li>For each:
<ol>
<li>Select that area.</li>
<li>Hit <span class="command">&lt;command&gt;c</span> to copy it wholesale.</li>
<li>Hit <span class="command">&lt;command&gt;d</span> deselect everything.</li>
<li>Turn off visibility of <i>Coastline Sources</i> (so it doesn&#8217;t muddy what you&#8217;re doing).</li>
<li>Create a new layer inside of the <i>Landmass Working</i> group and name it &#8220;Patch&#8221; (or something similar. Select that layer.</li>
<li>Hit <span class="command">&lt;command&gt;v</span> to paste the selected pixels into the layer.</li>
</ol>
</li>
</ol>
</div>
<p>Now that the patch layers are in with the base landmass, move,rotate, and scale them into place like you did earlier using the <i>Transform</i> tool (<span class="command">&lt;command&gt;t</span>).  Once you&#8217;ve got them in the right positions, select all the layers inside of the <i>Landmass Working</i> folder and <span class="command">Merge Layers</span>. Delete any cruft that you don&#8217;t want.</p>
<p>At this point you should have a respectable looking island. Its edges are going to be blurry in places but you&#8217;ll be manually fixing that with brushes later.</p>
<p>I will often use this method to create the coastlines for islands or areas that I have already designed at a larger scale. Just cut and paste sections from your cloud layer, move them into position, re-size and merge.</p>
<div class="dumbgallery t150">
    <figure id="attachment_4226" aria-describedby="caption-attachment-4226" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-cutdown.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-cutdown-150x150.png" alt="Landmass After Removing Unwanted Cruft" width="150" height="150" class="size-thumbnail wp-image-4226" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-cutdown-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-paste-1-cutdown-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4226" class="wp-caption-text">Landmass After Removing Unwanted Cruft</figcaption></figure><figure id="attachment_4225" aria-describedby="caption-attachment-4225" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-missingedges-hightlight.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-missingedges-hightlight-150x150.png" alt="Hard Edges on Working Landmass" width="150" height="150" class="size-thumbnail wp-image-4225" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-missingedges-hightlight-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-missingedges-hightlight-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4225" class="wp-caption-text">Hard Edges on Working Landmass</figcaption></figure><figure id="attachment_4222" aria-describedby="caption-attachment-4222" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-edges-choices.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-edges-choices-150x150.png" alt="Source Choices for Patches" width="150" height="150" class="size-thumbnail wp-image-4222" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-edges-choices-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-edges-choices-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4222" class="wp-caption-text">Source Choices for Patches</figcaption></figure><figure id="attachment_4224" aria-describedby="caption-attachment-4224" style="width: 150px" class="wp-caption alignnone"><a href="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-landmass.png"><img decoding="async" loading="lazy" src="https://www.gaijin.com/wp-content/uploads/2018/05/working-outdoors-coasts-landmass-150x150.png" alt="Final Working Landmass" width="150" height="150" class="size-thumbnail wp-image-4224" srcset="https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-landmass-150x150.png 150w, https://designingmaps.com/wp-content/uploads/2018/05/working-outdoors-coasts-landmass-110x110.png 110w" sizes="(max-width: 150px) 100vw, 150px" /></a><figcaption id="caption-attachment-4224" class="wp-caption-text">Final Working Landmass</figcaption></figure>
</div>
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