Cosmographer 3 free download






















Subscribers can download the issue from their registration page. The one thing I noticed right away about my rough sketch from part 1, was its similarity to a boned fish; while this was unintentional, it illustrates how fluid designing a starship can be, and because of that, I decided to change the shape a little.

I began by selecting the Hull, Sleek Silver mirrored polygon after right clicking on the Draw Hull button, a custom Snap setting of 5 foot, 1 snap square grid was created. Instead of the original, half moon shape, I decided to create a hull that was somewhat triangular in shape, suggesting forward movement.

The deck was drawn next, by selecting the Deck, Lattice mirrored polygon. The Snap for it was changed to a custom 5 foot, 5 snap square grid so there would be a one foot gap between the edge of the hull and the deck. The Bulkhead, Default 0. In the picture to the right, the Deck Sheet has been hidden, as I found it visually easier to place bulkheads and symbols at this scale. The custom snap settings were created by right- clicking the Grid button in the lower right part CC3s drawing window and selecting New… , then selecting 2d Rectangular and applying the settings needed.

This meant a modification was needed. I decided to separate the room with a wall; from a narrative standpoint this also adds to passenger safety: If a portion of the hull is breached the loss of life will be lessened. With the basic room layout complete furniture placement was the next step.

The rooms numbered show the progression of furniture placement:. Room 1 left. This room had 7 single bunks , each with a gear locker, and 2 small chairs along the wall with a large table for a common area. This was a messy, cramped effort with little efficiency and a poor design. Room 2 left. Less cramped, but room to improve. The first two rooms also had the door exiting to the main hall; during an emergency or troop deployments, the hall would fill quickly and confusion would run rampant.

The doors for rooms 3 and 4 were moved to the side hall that accesses the drop ship dock area. Room 3 right. The single bunks were moved to the outer walls, the lockers split the room and one table and chair for writing home was removed. Getting closer, but still a lot of wasted space.

Room 4 right. Moved the single bunks to one end of the room and the lockers to the other. A couch for lounging and 8 small chairs for dressing were added. I also placed Deck, Plastic Irreg for a little visual distinction. The final room design was broken up into three spaces below. The sleeping area is separated from the common and dressing area by a wall inspired by the chairs from room 4. While this room layout is cramped, it is a military ship after all, I feel that it is much improved from the poorly designed first layout.

Once I was satisfied with the room layout I simply used the Mirrored Copies command accessed by right clicking the Copy button to quickly duplicate the rooms Mirrored Copies is a great solution if you have symmetrical ships or buildings with rooms that need to be duplicated across a central point.

Using the method described above: creating a room, placing symbols and rearranging them for best use of space I then created:. The dining hall , details include clockwise from tables and chairs seating for people, steam tables for serving food, a dishwasher, sinks, stove tops and ovens, a walk-in refrigerator and an elevator to travel to the storage area on deck 4 and the crew mess on deck 1.

Shower and toilet facilities for officers and enlisted personnel. You can see the result below the color background was added for web display. Joe Sweeney, the avid mapper behind the Battle Maps Tiles from the Annual, is working on a new sci-fi battle map tiles pack. We will be making this available through the Annual later in the year. The set he is building already contains well over new textures and scores of signage overlays for floors: access zones, radiation danger, chemical areas, shuttle landing zones, overhead automated cranes, etc.

Get creative. Get practical. Think of all the signs and textures you would love to see in your next sci-fi mapping project and email your ideas to jsweeney storyweaver.

The February issue of the Annual elaborates on a style introduced in Cosmographer 3 : The satellite view overland map. This large-scale, straight overhead style evokes the view a satellite might have on the landscape below.

Seamlessly-tiling textures are smoothed together through sheet effects to create the image of an unbroken, natural landscape. The source for the textures is taken from public domain images made available by NASA through their Visible Earth website. The texture are carefully crafted from these originals and made into CC3 bitmap fill styles. While it served as an inspiration, Cosmographer 3 is not required to make full use of this style.

See the Annual site for more information on this style. Check out this large-scale A2 example map created in the Annual Overland Satellite style. Here is the follow-up to our poll asking which additional Traveller starship deckplans we should do. I was a bit surprised that warships seemed to be the top choices except for the far trader. Other than those simple modifications, and using some symbols in an unorthodox way, I pretty much stuck to the Mapping Guide.

I decided to include the Hyperlinks in this map, since the Guide included it, although I usually do not use this for my own maps, though it IS a pretty useful too and quite easy to do. Have some fun experimenting with this Annual. I really had to refrain from using any of the other Cosmographer symbols I have and for those that KNOW me, know that was VERY difficult, lol because I really wanted to show this Annual as a standalone, as you do not need Cosmographer to get all these great assets.

When I decided to venture into creating maps for my and others rpgs, I thought I owed it to her to name myself Lorelei Cartography, since it was her that led me to the wonderful world of tabletop gaming in the first place. If you have already subscribed to the Annual , you can download the March issue from your registration page. If not, you can subscribe here. Create futuristic bases including exterior views and interior floorplans, with or without Cosmographer 3.

The issue also comes with 5 example maps showing two example bases. While it is a self-contained style, it shares some resources with Cosmographer 3 and can therefore easily be combined with it for access to many more floorplan symbols. If you are already subscribed, the March issue is available for download on your registration page now. For the end of the year we blast off into space and the future with the Deckplan Geomorphs tool pack.

With Cosmographer 3, you can even just continue working on such a constructed deckplan with the normal starship tools. You can subscribe to the Annual here. If you are already subscribed, the November issue is now available for download on your registration page. Dive into the depths of space with the June Annual and the Mandible-class starship. Inspired by the Ashen Stars RPG by Pelgrane press, this set of four deckplans shows a complete starship in high detail.

A science fiction cornerstone for any grand space opera, is a well-designed and believable vehicle for your PCs. A good ship design should get an emotional reaction from everyone who sees it. If you ignore a setting where your characters will spend a good portion of their campaign you risk the worst reaction of all: indifference. Like every NPC, a well designed ship should figuratively and literally propel the plot forward while serving as a hub and safe haven; a place your players can catch their breaths and decide what action to take next.

But, it should also fit into the story as well: Do you have a galaxy spanning mystery and need the best and brightest to solve it? A ship that encompasses human knowledge and understanding and aids its crew in accomplishing the mission at hand, like the Enterprise, fits the need nicely.



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