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    Congratulations, Relyt. It's a great map.
    • CommentTimeMar 8th 2019
    Relyt, if dungeons are your specialty, what about doing some both for your own campaigns, and double them up with the Community Atlas? Just a plug for Artemisia, especially the Elen Daelarion map with plenty of cave entrances
    • CommentAuthorRelyt
    • CommentTimeMar 8th 2019
    I tend to use custom symbols, I purposely did not use any in the Diabolic Lock, normally I would have used Photoshop to upscale and apply filters to the large stone trap doors to make them look less stretched. However, I can try to get those that don't use custom symbols in the atlas.
    • CommentAuthorJimP
    • CommentTimeMar 9th 2019
    I'm willing to share all of the cave entrances that Quenten made.
    • CommentAuthorWyvern
    • CommentTimeMar 9th 2019
    Relyt commented that:Wyvern just came out of nowhere at the end...

    Which is what you'd expect a wyvern to do, really ;)

    Well done Relyt; great looking map!

    Not sure what the answer to low voter turnouts might be. Personally, and as I noted earlier, I thought it was an appallingly difficult choice, since I could easily see ANY of the final maps featuring in a published scenario on places such as DriveThru RPG. I particularly liked that we had such an interesting range of styles and designs. That though does make comparisons much harder to me, since while I think many of us are often captivated by artistic drawings with lots of detail, the simpler lines of other styles are frequently of much greater help to GM's running a story. The earliest published dungeon and surface location maps were all black and white (or some similar bi-colour - the paper and whatever coloured ink seemed to work best, commonly sepia ink on cream paper stock) with little more than stairs, doors and traps marked, for instance. What's often called now the "Old School Style", those blue or grey and white dungeon maps favoured by AD&D's originators, TSR, were very straightforward, for all they added extra information beyond the earlier basic level. (Worryingly, I STILL think of those blue/grey and white maps as the "new" style; which dates me rather more than them, I suspect...)

    What's especially interesting in this respect is that the two most recent major hardcopy scenario books published by Wizards of the Coast to support the 5th edition of D&D, Waterdeep: Dragon Heist and Waterdeep: Dungeon of the Mad Mage have both included ONLY black-and-white line-drawing maps for running the adventures (ignoring the pull-out poster-sized colour maps of Waterdeep city in Dragon Heist), very much in that earlier style. In general, this decision seems to have been accepted with relatively little fuss, though the VTT community has been involved in creating a range of more pictorial maps to replace the originals for VTT use - mostly because players, and possibly VTT GM's, seem not to be sufficiently used to coping with the simpler kinds of map in such an electronic setting.

    Strongly suggests that all kinds of maps can be broadly accepted within the RPG community though; handy that CC3+ and its add-ons, especially with the Annuals, provide such a broad range of options already!
    • CommentTimeMar 14th 2019 edited
    Just a note that even if the challenge is over, the dungeon itself is still open for new maps. I hope to have this turn into a true mega-dungeon one day. Levels can be tiny or huge, and visual design can range from simple line drawings to photo-realistic, anything goes.

    Just stick to the main rule; one entrance in from above, one exit going down. This simple rule allow people using the dungeon to use exactly what maps they want, in any order they want, and let us also have a dungeon that can be added on indefinitely. I'll also allow variations of this, for example if someone want to design two (or more) levels that are tightly knit together (Perhaps getting to the exit means going up and down between the levels at different locations) as long as the complete set of levels you submit follow the general rule of 1 entrance to the set, and one exit.

    @Wyvern: You make an interesting point here. In my eyes, the functionality of a map always trumps its looks. How "pretty" I make a map largely depends on if it is going to be used as a player illustration/battlemap or not. For the latter, I think a pretty detailed map kind of makes it easier to immerse the players, helps them visualize the place. On the other hand, for DM's only map, the simple stuff is often better. And if it is a player-handout, made by an in-game character, I always prefer simple stuff (unless said NPC is actually an artist)
    • CommentAuthorJimP
    • CommentTimeMar 14th 2019
    I've done go up to go down a level in Dwarf Home and a few other maps like Sraa Keep.

    I'm apparently making 35 dungeon maps for Quenten's surface maps. But I'll see what I can crank out for the Atlas megadungeon. I'm also working on Dwarf Home...

    Some of the ones I submitted for this megadungeon were 500' x 400'. I'll stick to that size.