Community Atlas - Growler Bay - The Lost Mines of the Desperate Mountains
JimP
🖼️ 280 images Cartographer
Getting into incompatible symbols problems. I wanted a simple circular hole where the wood hatch lets down into a square hole. But it doesn't match these floor symbols. The circular hole looks more like the walls. I guess I could build up the walls using the small wall pieces for Issue 66. But I want to get done sooner than that would take.
The big problem is planning ahead. Getting the stairs in is fine, but the wall beside it has to be done first. i have been using undo rather more often than I am used to, but this Iso/Perspectives dungeon is new to me as well.
The low walls for each room, and beside the staircase, are to show they exist as full height ones, but if I made them full height, you wouldn't be able to see the room.
Hopefully this doesn't look too cheesy.
edit: Getting the hole in the wall leading into this area is well its an older perspectives symbol and it looks way off from these symbols. And the opening is dark, when it leads outdoors.
The big problem is planning ahead. Getting the stairs in is fine, but the wall beside it has to be done first. i have been using undo rather more often than I am used to, but this Iso/Perspectives dungeon is new to me as well.
The low walls for each room, and beside the staircase, are to show they exist as full height ones, but if I made them full height, you wouldn't be able to see the room.
Hopefully this doesn't look too cheesy.
edit: Getting the hole in the wall leading into this area is well its an older perspectives symbol and it looks way off from these symbols. And the opening is dark, when it leads outdoors.
Comments
I can make a negative 3D Box (square hole) but not a negative cylinder! Positive values work as expected but if I use a negative value or simply move the mouse down, the end result is nothing but an unfilled outline of the "top" of the cylinder. WORKAROUND: Strangely, I can use the 3D Regular Poly command (IRPOLY) with a value of 90 sides to make a good-looking hole.
Does anyone else have this issue?
Here's the result using a 3D Regular Poly instead. Using Gathar's actual cylinder as a guide, I used 32 sides for the poly.
[Image_8859]
The entrance... well, I think I can fade the two fills, and maybe blend them, to get an entrance that leads out to day light.
The lower right room leads down to a flooded room. The ladder is floating on the water, not touching the bottom of the lower area. Again, the walls are representative, they don't show the full height. The blue cylinder is one I made, I changed the floor from brown to blue 73.
edit: Oh. I tihnk it would be easier for people to see all of the map of these mines, if I make them in parts. What say you all ?
I have no idea on how to fix the entrance so it looks better. I had to make a new item to make the blue hole.
I think I may have a solution for you.
Get a trapdoor symbol from Perspectives 3, then turn it so the wall is going in the right direction when you look inside the hole. Make sure to put this symbol on a sheet above whatever sheet your wall is on.
Next, make a new sheet and place it above the sheet the trapdoor symbol is on.
Add a blend mode to this new sheet with a multiply 100%.
Change the color in your color box to bright yellow (color #4).
Use the polygon drawing tool to add a yellow polygon just on the inside of the trap door. If you made the polygon too big it will bleed the yellow color out onto the surrounding wall.
Turn on sheets and effects and you should have something similar to this.
Some thoughts to consider or ignore:
- Maybe consider getting rid of the large brown stone wall and the large cobble floor, and let the map "float." Neither the wall nor the floor really matches the dungeon itself and, to me, gives the impression of an artificial container.
- Unless it's going to obscure part of the map, consider using full walls for the north and east sides ("top left" and "top right") of rooms and corridors. This can help to emphasize the cutaway aspect of the low walls. Since you're using perspectives, you can probably use PER3 wall textures to make creating walls easy (This can also be true for the smaller front/cutaway walls, if you get tired of exclusively using the CA66 symbols.) Admittedly, though, the symbols look nicer than walls drawn with the Wall tools.
- Some of the walls have one layer ("row") of stone, some have two. Is there a reason for that? In some places it looks like there might be windows. If not, then maybe consider sticking to just one layer of stone for the lowered/cutaway walls.
- Breaking the map up may or may not aid in viewing it. The coolest maps done in this style seem to be large spidery jobs that go off in multiple directions. You may want to make as much as possible on the one map. It should be easy enough to cut and paste into separate maps if you feel you need to later. Or even, make a "master map" like that and then copy and paste pieces to individual sub-maps if you want to focus on specific areas. No reason you can't have both a full and a set of partial maps, with minimal additional effort.
Also, if you're looking for more symbols, remember that TJ Vandel's CA111 Temple of Bones was designed to work well with Herwin Wielink's CA66 symbols, and both work nicely with the Wielink style built into Perspectives. I'm really looking forward to seeing where you take this!Cheers,
~Dogtag
As for removing the walls... in the past I remember folks saying they didn't like the floating corridors and rooms. Adding the two walls and the stone floor is me trying to show they are inside a mountain... if there is a better way, I can try it.
Thanks Tonnichiwa, I'll try that when I can.
I'm bothered by the colour of the hole in the top room. I really think it should be the same colour as the surrounding stones, not the same as the background.
I have been thinking about altering the walls and stone floors, along with that floor hole, to better match the Annual floor pieces. I may have to do some digging around on my hard drive and see what I have found, and what is available in the way of bitmap fills. I do have a set of them on my site, they are linked here as part of my showing how I made contours for my previous Crestar site version. I'll check those over and see if they will work for this.
Note that while I'm not in the strike zone for Tropical Storm Cindy, it might affect my internet connection.