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    • CommentAuthorJimP
    • CommentTimeAug 1st 2016
     
    The three rectangles are pit traps. I'll think about the block.
    • CommentAuthorLoopysue
    • CommentTimeAug 1st 2016
     
    Sigh... I wouldn't have been any safer, then, by avoiding the bright yellow one LOL!
    • CommentAuthorJimP
    • CommentTimeAug 1st 2016
     
    They go down about 10 feet, and have smooth sides. Rope would heelp, but most of the pit traps in dungeons and dragons rpg type dungeons don't have a way to easily get back out. Particularly if the entire group falls in. I don't do spikes in pits right away... I leave that for later.

    One time I got tired of the player complaints about pit traps. I had stone slabs come in and block their characters' escape from the pit trap. Then the trap only sank, with a great loud grinding of stone on stone, about 1 foot downwards. After it dropped that one foot, the stone slabs blocking their escape moved out of the way. They were a bit upset, but I got a nice laugh out of it.
    • CommentAuthorLoopysue
    • CommentTimeAug 1st 2016
     
    I'm beginning to pity your poor players, Jim! LOL
    • CommentAuthorJimP
    • CommentTimeAug 1st 2016
     
    Well, the store players just charge in... my home players check things first. Peer around corners with a metal mirror on a stick. The home players came up with a method for their characters to go around a corner, or go into a T-corridor section and still be able to defend and survive.

    The store players I got to say more often, 'Are you sure you want to do that ?' than I ever did for the home players.
    •  
      CommentAuthorMonsen
    • CommentTimeAug 2nd 2016
     
    Posted By: JimPThe store players I got to say more often, 'Are you sure you want to do that ?' than I ever did for the home players.
    Sounds like your players know their GM. I find it quite interesting how players get trained to react in a certain way based on their GM. I've encountered quite a few interesting player habits, like the 10-foot-trap-checking-pole, a tool almost completely useless in my games. I am sure my players would die quite quickly in your dungeons :)
    • CommentAuthorJimP
    • CommentTimeAug 2nd 2016
     
    Well, listening to me is the best way.

    Fer instance, 'You don't notice any dirt in the room'. The room is multiple levels below the ground's surface.

    Store players, 'we all walk in and look for secret doors except for the thief who watchs for monsters trying to sneak up on us.'

    Home players, 'We toss a rock into the room.'

    The floor gives way. The floor is clean because the trap floor keeps dumping any dust into the deep pit.
    • CommentAuthorjslayton
    • CommentTimeAug 3rd 2016
     
    Posted By: Monsenthe 10-foot-trap-checking-pole, a tool almost completely useless in my games.

    The "10 foot pole, 11 foot problems" sort of DM, eh?
    • CommentAuthorJimP
    • CommentTimeAug 3rd 2016 edited
     
    Making most of level 3 in one larger map. 250' x 200'. With several sub-levels. Yes, a 5' gap on the right hand passageway.
      lev0301_011b.png
    • CommentAuthorJimP
    • CommentTimeAug 3rd 2016 edited
     
    a better version of level 3. I tried filling in under the stairs area... I've added a few possible treasure boxes. Room 4 goes nowhere. Its a trick, maybe a trap.

    I used three different patterns of the under stairs fill. One looks awful, the other two look okay to me.
      lev0301_028b.png
    • CommentAuthorLoopysue
    • CommentTimeAug 3rd 2016 edited
     
    I like the stair fills that are diagonal best, Jim. the one furthest to the right of the map seems to have developed an extra node that's got a bit skewed off. Other than that these maps of yours are growing in complexity and quality all the time.
    • CommentAuthorJimP
    • CommentTimeAug 3rd 2016
     
    These iso ones also give me a headache... I'll very likely go back to the typical overhad view for the other levels. And thanks.
    • CommentAuthorLoopysue
    • CommentTimeAug 4th 2016
     
    Oh no! Don't go and abandon it, Jim! I think these pieces of yours are pretty impressive, you know. The fact that I was only able to pick up one tiny little point (quite literally) means its excellent work. I really like it :)
    • CommentAuthorJimP
    • CommentTimeAug 4th 2016
     
    I like making elaborate maps... and while the Iso annual is capable, I have to do things over and over too much.
    •  
      CommentAuthorDogtag
    • CommentTimeAug 4th 2016
     
    That style makes beautiful maps but the main problem is that it's entirely done with symbols. Symbols for the floors, walls, doors, everything.

    Jim, I posted a sample glowing archway in your related thread. One thing I did that made it easier was create a FLOORS sheet (there wasn't one in the default template). It made things easier to select once I started placing stuff in the "room."

    Cheers,
    ~Dogtag
    • CommentAuthorJimP
    • CommentTimeAug 4th 2016
     
    Yeah, if there was a larger selection of Iso symbols, that would be great. Idea for an Annual issue or two.

    I have to straighten out some map errors on my Traveller sector maps, and then I'll look at the file you created.

    Having to do some cleanup and furniture re-arrangement around the house, I'll have more free time after that. Relatives coming.
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016 edited
     
    Well, as part of this module there is a huge iso cave way down below. The Dundjinnni iso symbols are going to come in handy as this cave has houses, several towers, columns, buildings, mold gardens, etc. I'l sort of working on this map... but its painful having to move large numbers of floor/dungeon tiles so they fit together well. No maps to post yet...
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016
     
    A very preliminary map of this huge cave complex. Done in CC3+.
      citycave01_0018b.png
    • CommentAuthorLoopysue
    • CommentTimeAug 20th 2016
     
    Excellent start, Jim :)

    Is there an alternative to that crissy-crossy fill. I sometimes have difficulty looking at large areas of it. (Too many floaters in my eyes - the fill starts moving on me!)
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016
     
    One of the problems i've noticed is the dragging of symbols, its not an isometric area in Perspectives. Its the overhead square or rectangle used for overhead maps. Makes it much harder to move/adjust symbols in Perspectives.
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016 edited
     
    Thats a regular stone bitmap fill. I don't like it and will look for a better one.

    Here is more to the cave with a two towers from the Dundjinni iso symbols.

    I could use more iso buildings. I'm using the wall and floor symbols to make up some of the buildings.

    Different background fill.
      citycave01_000026b.png
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016 edited
     
    Posted By: LoopysueExcellent start, Jim :)

    Is there an alternative to that crissy-crossy fill. I sometimes have difficulty looking at large areas of it. (Too many floaters in my eyes - the fill starts moving on me!)


    Mine do that to, but no floaters in my eyes.

    edit:

    fill change made and I probably need to make the lake larger.
    • CommentAuthorLoopysue
    • CommentTimeAug 20th 2016
     
    You lucky thing! I always seem to have a good dozen in both my eyes. I'm all right unless I start moving my eyes around too much!

    Much nicer fill in the background now :D

    It must take an awful long time to place all those tiles like that. Don't you have a snap facility in perspectives?
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016
     
    Yes, there is snap... but well I realize I have things too small like the lake, or I need to move a building. Easier to just delete the tiles than move them. If I just move them, I then have to go back and adjust them and bring to front, etc. Plus I'm doing this on a laptop.

    So I've just increased the lake size, and deleted instead of moving the tiles.
    • CommentAuthorLoopysue
    • CommentTimeAug 20th 2016
     
    Snap (in the card playing sense) I work on a laptop as well :D

    15 inch

    I think I nearly gave someone a heart attack the other day when I owned up to that fact. LOL

    I have, though, just purchased a nice new 27 inch screen with a gift token I forgot I had on Amazon. Delivery on Monday. I can't wait!!!
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016 edited
     
    I need to get some of the storage stuff out of my room, put a table in here, and start using my 39" tv. It has some faults in the lcd display, but they are in the lower left corner. Its great for mapping... and playing Everquest.

    And here is the newest... had to delete, moving bad, reasons upthread.

    Since the module is copyright, I always modify.
      citycave01_000061b.png
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016
     
    Update, and this is it for me mapping today.
      citycave01_000066b.png
    • CommentAuthorLoopysue
    • CommentTimeAug 20th 2016
     
    Its all looking very interesting, Jim.

    Is it just my eyes being wonky again, or is that an area of... green knitting?

    I can't imagine it is, really, so I thought I should ask! LOL
    •  
      CommentAuthorDogtag
    • CommentTimeAug 20th 2016 edited
     
    Jim, are you using an isometric grid? An isometric grid with snap and cursor snap should help with the floor symbol placement.

    Also, i don't know if you already do this, but when I did that mockup with the arch glow a weak or so ago, I found that copying sections of floor that I'd already laid out made it easier to create larger areas. Just a thought.

    Looks good so far. Personally, I like the bridges.

    Cheers,
    ~Dogtag
    • CommentAuthorJimP
    • CommentTimeAug 20th 2016 edited
     
    The fuzzy area with the green and red are mushrooms and toadstools.

    The huge green area is a green fill that looks like algae covered pond water to me. Or knitting. I tried adjusting the scale of the fill...

    I tried copying huge areas, but due to the squares around the iso symbols not matching up with the edges, I cannot easily get them to meet up edge to edge.

    I'm using a perspectives template.
    •  
      CommentAuthorDogtag
    • CommentTimeAug 20th 2016 edited
     
    But are you using a grid? Or, even better, I recommend the Draw>Hex or Square Overlay menu option — even if you remove or hide the grid overlay for the finished map once you're done. I didn't use PerPro much, but I find the Per3 grid to be a little "temperamental." I recommend the overlay because it seems to configure the Perspectives drawing grid to match the overlay. It makes placing things a thousand times easier*.

    I posted about it a couple of weeks ago. I recommend people check the Center option, under the Draw column of the Set snap grid section (see the first picture in the linked post), but leave the other Draw checkboxes clear. This creates fewer snap positions so placement is quicker and easier.

    The map would probably require some re-work, but it would go a LOT faster because you wouldn't have to eyeball everything.

    Just my $0.02.

    ~Dogtag


    * This claim has not been empirically tested or verified by any reputable agency, but I'll bet they like the sound of it.

    • CommentAuthorJimP
    • CommentTimeAug 20th 2016
     
    Oh, no I don't typicaly used grids except to show distances after the map is drawn. Of course, the hex maps I've posted here are for a rpg that uses them, those I use the grid to map with.
    •  
      CommentAuthorDogtag
    • CommentTimeAug 20th 2016 edited
     
    Which is cool. I'm just saying that, if you choose to use one while drawing an iso map (and then hide or remove it later), it'll make it easier (a lot easier) to match up the iso floor symbols.
    • CommentAuthorJimP
    • CommentTimeAug 21st 2016
     
    I'll think about it.

    I haven't noticed any partial iso floor tiles to make a jagged edge with, I didn't look too hard so there might be some.
    • CommentAuthorJimP
    • CommentTimeAug 26th 2016
     
    Level 3 done with the CA 95 clouds under the floor.
      lev0301b.png
  1.  
    Wow - I really, really like the perspectives maps!

    I have not gotten that upgrade yet.

    Good stuff JimP!
    • CommentAuthorLoopysue
    • CommentTimeAug 27th 2016
     
    I really like the clouds beneath the map. Gives it that extra 'fantasy feel' :)
    • CommentAuthorJimP
    • CommentTimeAug 27th 2016
     
    This is from an Annual #66 from 2012. And while I like working with it, I need to use my large mnitor not my laptop, to make these maps.

    The clouds are from Annual #95, 2014, Alyssa Faden Overland. Since the clouds make their own sheet, its easier to move them under or above the map.
    • CommentAuthorNacon4
    • CommentTimeSep 4th 2016
     
    Posted By: JimPThis is from an Annual #66 from 2012. And while I like working with it, I need to use my large mnitor not my laptop, to make these maps.

    The clouds are from Annual #95, 2014, Alyssa Faden Overland. Since the clouds make their own sheet, its easier to move them under or above the map.


    I have to ask can you fall off the sides of the level? I ask because I'm terrified of heights!
    • CommentAuthorJimP
    • CommentTimeSep 4th 2016
     
    No, although that is an idea. Its an iso dungeon to give it more of a 3D look than I can manage with an overhead map.
    • CommentAuthorJimP
    • CommentTimeDec 24th 2016 edited
     
    Here is tier 5 of the B4 adventure module. The two large areas in the left center is the entrance and the large mud pit and the smaller mud pit upper right are the home of the main bad buy. Follower of Zargon areas. Since I'm thinking about running this adventure, I don't want to get too detailed.

    larger map on my site
      tier05b.png
    • CommentAuthorJimP
    • CommentTimeDec 24th 2016
     
    No update on the city cave map yet.
    • CommentAuthorTonnichiwa
    • CommentTimeDec 24th 2016
     
    That's a really cool map Jim. I think what you have chosen as a background color makes me love it more. Great job!
    • CommentAuthorJimP
    • CommentTimeDec 24th 2016
     
    Thanks !
    • CommentAuthorLoopysue
    • CommentTimeDec 24th 2016 edited
     
    I like the look of that fill as well. Which one is it?

    EDIT: I like the map, but I also like the fill ;)
    • CommentAuthorJimP
    • CommentTimeDec 27th 2016
     
    Its Mountain Brown Light.
    • CommentAuthorJimP
    • CommentTimeAug 8th 2017 edited
     
    Changing the exterior upper levels. A few shrubberys and some slime to give it a two level effect. Along with 2 skulls on poles to warn of danger.
      side_toplev01_0005b.png