A list of the map tutorials so far...
A wider Perspective - Something a bit different
Isometric Dungeon - Applying isometric ideas to underground structures
To the skies and beyond - Spaceships
Roads - A quick look at mapping techniques for well travelled paths
- It Begins - A quick overview
- Villages - Basic buildings
- Jungle Trails - Forests and some new options
- Towns - Getting into further building details
- Islands - Playing with geography
- Shading and Hatching - A few techniques for adding texture and shade
- Blasphemous Mine - Underground settings
- The High Seas - Maps of ships
- Old School Wilderness - Some traditional techniques for landscapes
- Embellishments - An assortment of ways to add character to a map
- Cross Sections - Looking at maps from another angle
- Changing Elevation - Ladders, Steps and Stairs
- The Bunker - Ideas to add realism to inhabited spaces
- Small Castle or Fort - Ideas to consider for fortifications
- a. Isometric Mapping - Outdoor Isometrics
- b. Isometric Mapping (Continued) - Detailing the Isometrics
- a. How Settlements Begin - The title's pretty obvious on this one
- b. As Settlements Grow - Showing the difference between villages and towns.
- c. When Settlements Mature - Charting the progress of a town over time
- Parchment - Creating a parchment look for hand drawn maps
- Other Mapping Ideas -
- A Colour Mapping Technique
The Geomorph Series
- Intro - What are Geomorphs?
- Theory - The theory of Geomorphs (using Carcassonne as an example)
- Square Preparation - How square geomorphs go together (and don't)
- Permutations - An overview of all the possible square geomorphs in a two or three phase system.
- Hexes - Shifting the tutorials to my favoured geomorph tesseract.
- Combination - Combining geomorph systems
- Town Example - An example of a two-phase urban geomorph system
- Underground - An example of a three-phase subterranean geomorph system
- Swamp - An example of a four-phase swamp geomorph system
- Labyrinth - An example of a single-phase geomorph system
- Linking to Another - In which I link to the work of Keith J Davies
- Hex Splitting - A follow up to an interesting point about the last post