Modern WebGL-based representative 3D mapping has taken little notice of time-proven rules of cartography, as if arbitrary viewing angles could somehow obliterate the need to convey a clear hierarchy of features. In this talk we will show how that long-standing shortcoming may be overcome using solely open-source software. From the choice of a basemap through the definition of intellectual and visual hierarchies to the coding of visual style, we will show how to produce 3D maps which aspire not only to the aesthetic appeal but also to the information value of a real cartographic product. The slides are available to download here.