How to Draw a Map is a fascinating meditation on the centuries-old art of map-making, from the first astronomical maps to the sophisticated GPS guides of today.
Create authentic-looking maps of fantasy cities, hamlets, fortifications and more in a popular tabletop, RPG style. • 30+ step-by-step demonstrations show you how to create your own unique RPG maps • Learn how to draw fantasy cities, medieval settlements and more from a professional gaming illustrator • Tips and techniques for drawing fences, stone walls, forests, fields, bridges, footpaths, mountains, harbors, shields, coats of arms and other cartography elements Put your design and drawing skills on the map!
Learn to create authentic fantasy maps step-by-step! Orcs prepare for battle against high Elves, Dwarves retreat to the mountains and men march to the sea to reclaim crumbling fortresses. Fortunes are decided. Kingdoms are lost. Entire worlds are created. This book will teach you to bring your fictional realm to life with simple step-by-step instructions on how to draw authentic fantasy maps. Set the stage for adventure by illustrating domains, castles and battle lines, mountains, forests and sea monsters! Learn to create completely unique and fully functional RPG maps time and time again on which your world can unfold. All the skills necessary to create awe-inspiring maps are covered! • Landscapes. Add depth, balance and plausibility with rocky coastlines, towering mountains, dark forests and rolling plains. • Iconography. Mark important places--towns and cities, fortresses and bridges--with symbolic iconography for easy-to-understand maps. • Typography. Learn how to place readable text and the basics of decorative script. Bonus instruction teaches you to create fonts for Orcs, Elves, Vikings and dragons. • Heraldry and shield design. Depict cultural and political boundaries with shields and colors. • Advanced cartography. Includes how to draw landmarks, country boundaries and political lines. Build roads to connect merchants and troops, troll cairns and dragon lairs. And complete your maps with creative backgrounds, elaborate compasses and thematic legends. 30+ step-by-step demonstrations illustrate how to construct an entire fantasy world map from start to finish--both digitally and by hand!
Argues that maps can be manipulated to distort the truth, and shows how they have been used for propaganda in international affairs, political districting, and finding toxic dump sites
Geography is essential to a child's education. And basic to that study is a simple outline of countries and continents. In Draw Europe I have tried to give students an easy introduction to committing the map of Europe to memory. Through simple, step-by-step instructions, students learn to draw each country as it connects to its neighbors and, with a little practice, will be able to draw Europe as a whole.
Hand Drawn Maps is a fun 'how to' book about hand drawn cartography. It is introduced by a brief history of maps and map making, followed by five sections covering everything you need to know to make your own maps. Section 1 covers the practicalities, so by the end of it you are equipped to create your own map using compasses, neatlines, cartouche, handlettering, and your own symbols. Section 2 looks at different types of map, from picture and word maps to architectural blueprints and video game maps. Section 3 uses a wide range of examples to show the reader how to create maps of places, from early strip maps used to describe the journeys taken by 18th-century stagecoaches to dungeon and treasure maps. Section 4 covers maps of ideas. There are exercises throughout to enable the reader to build on the knowledge they have just gained. The book is completed by six stand-alone projects.
Created in 1973 by Greg Svenson, a core member of Dave Arneson's "Blackmoor Bunch," and preserved for 35 years by David Megarry, the famous author of The Dungeon! board game, the Tonisborg Mega-Dungeon is now finally revealed in all of its original glory.As the only surviving Twin Cities dungeon from this era that was not created by Dave Arneson himself, it offers a unique historical perspective on early dungeon adventure games.Seasoned Referees will find much to benefit their games within the pages of this book, as will the novice Referee, who may be unfamiliar with some of the traditional methods of Old School ROle-Playing Games (RPG's). No matter your experience level, you will find everything you need to bring Tonisborg back to life within this volume.Includes: -Full-color reproductions of all 10 levels of Tonisborg Dungeon, complete with the original dungeon keys, or stocking lists. -Greg Svenson reveals how the dungeon came about and why it is a bridge between what came before and what comes after.-Extensive play guidelines teach you how to make Tonisborg rise again as a real-life experience for you and your players.-Updated maps and keys have been reconstructed from the originals for ease of play.-A set of historically accurate game rules have been included that are ideal for developing an original style adventure campaign.
Sketch maps, despite their intuitive, informal appearance and seemingly naïve use, are intellectual devices and efficient tools that shape the geographical imagination, regardless of the drawing skills of their makers. By delineating the silhouettes of nations, we express territorial knowledge and geopolitical stereotypes that, although shaped at school from an early age, organized the way we interact with the world. why do we still need to draw maps? What is behind our common and naturalized practice of sketching maps? This innovative book deciphers why and how the intuitive mechanisms behind sketch mapping activate multiple conscious and unconscious knowledges about place and space.
"As a visual language framework, Thinking Mapsa offers a way for young learners to represent their ideas by visually mapping their fundamental patterns of thinking. The authors offer a wide range of materials, strategies, and evidence-based practices for implementing with Pre-K-2 children"--