View Full Version : Village of Pramayama

10-28-2012, 04:09 PM
I've always been exceedingly jealous of the beautiful city and village maps posted on this forum (not to mention the overlands) because I'm exceedingly bad at it. I always struggle with getting the effects to look right and the general scale of these larger maps. This is the first village that I'm reasonably proud of. I submit it to the jury for feedback and criticism. (Made with CC3) I encourage you to be both cruel and kind.


*A little backstory - I'm going to be updating/adapting this old D&D expert set adventure module ("Master of the Desert Nomads" and "Temple of Death") to 3.5 for my Al-Qadim game. A lot of the story and encounters are going to be changed to fit my needs, but the nuts and bolts will remain. So, I'll be doing a series of maps for the adventure. This is the first. I've loosely based it off the map provided, but changed almost everything about it. This will be the village where the PCs will begin. Its a small village that focuses on fishing, farming, and a little ranching. Its situated in the scrublands bordering the desert environment.

10-28-2012, 04:17 PM
I really like it. Wouldn't have guessed that it was made in CC3. I admire you for your ability to produce such original and characterful maps using that software. Have some rep! :)

10-28-2012, 05:03 PM
Thanks! I started learning to map using CC3 back in April (so its actually easier and more intuitive to use it rather than Photoshop.) For some things I think its the best software (i.e. Encounter, Dungeon, and Building mapping) and for others its more of a challenge. I've done a few towns and villages with Photoshop, and its always a trade off between the awesome effects possible with PS and the incredibly annoying way in which you have to place buildings. I'm hoping to get better at using CC3 for these kinds of things.

10-28-2012, 08:21 PM
That looks the business !! I admire your skill in CC3 (my copy is languishing on my hard drive exiled away from my unskilled hands...) Everything looks right to me. The only thing I might say is that the fish market cold be put right on the docks. (This is just my opinion) most fish sellers stay near the docks/ocean for ease of transport and sales. In any case great job !! (oh and repped) :)

Blaidd Drwg
10-29-2012, 11:19 AM
Very nice indeed. Like jtougas, I have tried CC3, and I've ran away screaming :P I suck at it and it's really nice to see someone who does not ;)
The only nitpick I can think of is the water. The repetition of the tile you used is a bit distracting. I have no idea how to fix that in CC3 tho.
Rep to you!

10-29-2012, 01:36 PM
thanks guys...i'll likely make Version 2 to fix a couple text errors and make some adjustments from suggestions received here and at the profantasy forum. However, Hurricane Sandy is quickly approaching and I probably won't be able to get to it for a while. (I live in the Dirty Jerz...Stay dry)

10-29-2012, 01:48 PM
I know how you feel. I'm 300 miles away and the wind is blowing 40 mph. Stay safe :)

10-31-2012, 11:07 PM
I think this looks great. I do like City Designer maps but I really like those who take it and make craft their own style from them. I also really like the muted palette you have used.

I hope Sandy has been gentle to you. Best wishes on that front.

11-04-2012, 06:34 PM
There are a couple of textual errors:

"ahve" should be "have"
"savegry" should be "savagery"

Also, "Desert Win" seems an odd name for the inn, so my hunch is that it really should be "Desert Wind", but perhaps it simply has an odd name.

There seems to be rather a lot of interior wall for a simple village, especially as it has no obvious function.

11-05-2012, 09:09 AM
Yeah, the textual errors are driving me nuts(especially the "Desert Wind" tavern). I'll fix that when I can get around to doing a version 2. I'm also going to be adding more buildings in the next version. (The power outage left by Sandy kept me away from mapping for the last week)

Walls: the original module map that I used for inspiration had lots of interior walls separating different homesteads...While I largely abandoned their layout scheme, I tried to keep that element....but I'm increasingly thinking that I will eliminate most of those interior walls. The exception being the walls that surround the communal farm/pasture and the walls which surround the docks.

11-05-2012, 01:37 PM
Here's V2...i've incorporated many of the really helpful suggestions made and consider this to be "done"...However, comments and criticisms are still welcome so that I can make future maps better. (Full resolution version can be found by following the link in my signature)


I've increased the number of houses and decreased their size (to better reflect the change in scale that I implemented). I also reduced the number of internal walls so that it makes more sense. Finally, I fixed some typos and added more labels. Thanks again for all the suggestions!

11-05-2012, 01:50 PM
Looks Great. I liked the first version a lot and this one is even better. :)

11-05-2012, 02:10 PM
Thanks...I took a cue from your work with the castle and decided to do a relatively hefty remodel.

11-05-2012, 06:10 PM
Nice job on this anomiecoalition, the thatch-work roofs look very convincing.


11-05-2012, 07:16 PM
Thanks....I should mention that all of the buildings used in this map are from Profantasy (not sure which add-on or specific product...but they came out of my default program folders).

11-05-2012, 07:54 PM
Hey, I haven't been on in awhile, and this was one of the first maps I took a look at - love it! Everything's really 'cohesive' and works together. The font is legible and fits the map, too.