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    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    Sub-level 2, going deeper into the evil.
      ED_Rorial_Halls_sub02_allb.png
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019 edited
     
    Sub-level 3, two parts. A large gap inbetween.
      ED_Rorial_Halls_sub03ab.png
      ED_Rorial_Halls_sub03bb_all.png
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    Sub-level 4, where evil from the Deadly Cave entered.
      ED_Rorial_Halls_sub04_allb.png
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    Deadly Cave. Side view posted next.
      ED_Rorial_Halls_Deadly_Caveb.png
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    Side view. Three rest areas in one post next.
      Rorial_Halls_sideviewb.png
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019 edited
     
    Rest areas. Four rest areas.
      rest_area01b.png
      rest_area02b.png
      rest_area03b.png
      rest_area04b.png
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    Comments and suggestions welcome.
    • CommentAuthorLoopysue
    • CommentTimeNov 7th 2019
     
    Wow, Jim!

    They all look really good - especially when they are shown all together like this :)

    I can't see that there are any tweaks in these small images, but I know that you have worked really hard on this set so I shouldn't think there is much room for improvement anywhere.
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019 edited
     
    Whew. I'm glad to hear that. Well, read it rather.

    The rest areas don't have effects. My apologies, I'll fix that on Friday.

    I went ahead and did it today, Thursday.
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    If anyone wants to look at them as 2000 wide pixel pngs on my web site, post your rquest here and I will post them there.
    • CommentAuthorLoopysue
    • CommentTimeNov 7th 2019
     
    Yes please Jim :)
    •  
      CommentAuthorMonsen
    • CommentTimeNov 7th 2019
     
    Quite an impressive array of map there. Love them. It is a really nice dungeon you have there.
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    Okay, I'll post them there when I can.

    Thanks Monsen. I appreciate the compliment.
    • CommentAuthorLoopysue
    • CommentTimeNov 7th 2019
     
    Oh I've just thought! You don't have to do that just for me. I can look at them in the Atlas when they are uploaded like everyone else!

    I'm really not thinking this evening!
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    It isn't a problem. I'm at the time of day where I eat supper and wind down a bit. I can upload them, just not sure when.
    •  
      CommentAuthorQuenten
    • CommentTimeNov 7th 2019
     
    I love them, but i am not sure about the connections between some of the levels, especially the lower levels. I may be missing something though.

    In the cutaway map (Xsection) can you add the placement of connections, just as a diagonal line even.
    • CommentAuthorJimP
    • CommentTimeNov 7th 2019
     
    The spiral stairs will be easy. But the regular stairs might be estimated.
    • CommentAuthorWyvern
    • CommentTimeNov 8th 2019
     
    Just wondering if it may be better to renumber these all sequentially from the uppermost level downwards (so "Lookout" level becomes "Level 1"). Without the cross-section, it's counter-intuitive that Level 3 should lie above Levels 2 and 1, for instance.

    I'd also be inclined to put "Sub Levels" 3A and 3B on the same map and call it just "Sub Level 3" (or Level 8, if you follow my first suggestion here). Again, this is simply for better clarity for GMs.

    The placement of the Rest Areas isn't clear to me currently. Are these on the stairwells between levels? And if so, where?

    The shadows for the symbols on these Rest Area maps may need tweaking too, as some objects look a bit too "floaty" currently, as if not anchored to the floors sufficiently.

    I'd recommend adding an outline on the Deadly Cave level map to show where the hole in the roof leading down from Sub Level 4 is, as the Cave map doesn't seem to match up with the details showing the Cave floor on the Sub Level 4 map.

    Astonishing amount of excellent work, regardless!

    Are you going to add an overall key to show what the different floor, wall, etc., textures mean?
    • CommentAuthorJimP
    • CommentTimeNov 8th 2019
     
    I was looking them over, and found that 3B has no stairs. I'll fix that. I'm working on placing lines as stairs on the side view. And a wide area connecting the cave to Sub-Level 4.


    The different floor textures are different surfaces. Leaving up to the Dm using to determine which ones are easy to walk on, which are slick, etc.

    The rest areas are in the stairs between any floor the DM wants to use them.
    • CommentAuthorJimP
    • CommentTimeNov 8th 2019 edited
     
    This is a pain setting the pngs up for my web site. I save them as 2000 pixels wide, then reduce them to 900 pixels wide so its easier to see on my side without lots of scrolling.

    The width is 900 pixels, but the height varies from 180 to 360.

    I have aspect ratio set and clip to map border.

    I suppose there isn't a way around this.

    Was thinking of just posting the 2000 pixel wide maps, and marking the ones on my site with letters to show which stairs connect to which stairs on levels above and below, along with the side view.

    Still working on making it all go together and stairs in 3B.
    •  
      CommentAuthorMonsen
    • CommentTimeNov 8th 2019 edited
     
    All the main floor maps seems to have the same in-map height though, so perhaps you should export them to a consistent height instead, and let the width vary? That should keep the scale consistent.
    • CommentAuthorJimP
    • CommentTimeNov 8th 2019 edited
     
    I had, in Irvanview, aspect ratio locked. I can go back in and reduce them so the height is close on each one.

    Haven't uploaded them to my alpha web site yet, the differing heights makes it look awful.
    • CommentAuthorJimP
    • CommentTimeNov 8th 2019 edited
     
    Looking over my export as pngs... I have them set as 2000 by 2000 pixel exports. The width is always 2,000 pixels.

    However, the height varies. I did look, and nothing outside the map border.

    So I import them into Irvanview. Make sure they are 2000 x 800 pixels even if not saved that way from CC3+.

    Then I reduce that to 900 x 360 and save to another filename png.

    Working so far, about half of them done. I still have to finish the stairs between Sub-Level 2, 3B, and 4.

    I am also adding lines on the side view to give an overall look at how each floor/level connects to others.

    To make it easier to follow, I haven't done any stairs that skips a level and connects to two levels down. I have done that in Sraa Keep and Dwarf Home on my Crestar site. It is a bit confusing, so I left stairs like that off these maps.
    • CommentAuthorJimP
    • CommentTimeNov 8th 2019
     
    I realize I make mistakes, but this one is a doozy.

    The levels aren't the same length. But I have been exporting them as if they were the same length.

    I'll work something out.

    Anyway, once I get the stairs done and checked, should I submit the fcws in a zip file ? Or wait until I have this figured out ?
    •  
      CommentAuthorMonsen
    • CommentTimeNov 8th 2019
     
    Just submit the fcw's when they are ready. I don't need the exports anyway, I always export everything myself for the atlas.
    • CommentAuthorJimP
    • CommentTimeNov 8th 2019
     
    I can give you the fcw map sizes. I'll work on the zip this weekend. My eyes are getting tired and I would rather not submit several times.

    sub-level 3a is 300' front to back

    Lookout, level 3, sub-level 3b are 600'

    level 2, level 1, sub-level 1, sub-level 2 are 900'

    cave is 1000'

    ground and sub-level 4 are 1200'
    •  
      CommentAuthorMonsen
    • CommentTimeNov 8th 2019
     
    Take the time you need. It is a hassle to replace things to fix mistakes after maps have been integrated in the atlas, so I'd rather people take the time to be 100% certain they are done rather than hurry to submit.
    • CommentAuthorJimP
    • CommentTimeNov 9th 2019
     
    Going to be busy with a few other things today. I'll get them done when I get there.
    • CommentAuthorJimP
    • CommentTimeNov 9th 2019
     
    Backing up my hard drive. Its making odd clicking sounds.
    • CommentAuthorLoopysue
    • CommentTimeNov 9th 2019
     
    Replacing it with a brand new one might be better?
    • CommentAuthorJimP
    • CommentTimeNov 9th 2019
     
    No way to clone one. I had an external case I could put one in, and then clone that to a new internal drive. However, it stopped working several operating system upgrades ago. It worked under XP and Vista. No drive exists for it under Win 8.1 nor 10. My Win 8.1 laptop failed and I converted it to Mint linux.

    But, I think I can get an external USB hard drive and clone my current drive to that. Then payday reverse the process.

    In the mean time, I'm backing all of my files up to an older USB external hard drive.
    • CommentAuthorJimP
    • CommentTime7 days ago
     
    Not clicking today; however, I will continue with my plans to back the entire rive up.

    Back to this map series.

    I am sort of working on a text file of information for each level. Room x is where a last stand took place. Room y has a secret door behind the boxes.

    The floor in rooms x and y are covered in lose dirt.

    Or should I key each room and info about each level ?
    • CommentAuthorJimP
    • CommentTime7 days ago
     
    A 'slight' delay as I decide to redraw the side view, or shorten sub-level 2.

    The side view of sub-level 2 is about 460 feet. The map of rooms is 900 feet.

    I may slide the side-view of sub-level 2 towards the front of the mountain, and lengthen it towards the back the mountain.

    Onward !
    • CommentAuthorJimP
    • CommentTime6 days ago
     
    I'm going to print out some of the sub-levels to help me line it all up. So... likely later in the week for any thing further on this.
    • CommentAuthorJimP
    • CommentTime5 days ago
     
    Sub-level 2 is longer than the mountain. So I'm going to have to look it over and cut out some bits.

    Of course, I could always add that into the blank area of sub-level 3...
    •  
      CommentAuthorMonsen
    • CommentTime5 days ago
     
    Well, it is underground, perhaps they dug a bit into the earth next to the mountain.
    • CommentAuthorJimP
    • CommentTime5 days ago edited
     
    Side view still in progress. But here it is so far.

    Sub-level 2 is 900' long, not the 465' shown on this map.

    2nd edit: of course, if that had thought about it, they could have cut a stone stair way from Level 2 down to sub-level 2. With secret passageways connecting to Level 1, ground level, and sub-level 1. Less chance of being pinned in and taken out. But then, they might have survived the onsalught.

    edit: Nov 13. Side-view updated to the most recent version.
      Rorial_Halls_sideviewb2.png
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Urf. The side view scale was too small. I'm rescaling the side view map. So I wont need to rework sub levels 2, 3, and 4.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    I believe I have solved the preoblems with this map. I'll post them to my web site today and maybe into Thursday.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    I got done uploading them quickly...

    Full size lookout down to ground level

    Full size Sub-level 1 down to the Deadly Cave

    I'll create a separate page on the web site for the rest areas.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    •  
      CommentAuthorMonsen
    • CommentTime4 days ago
     
    Would have been nice to see the rest areas marked on the side-view map as well.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Posted By: MonsenWould have been nice to see the rest areas marked on the side-view map as well.


    They can be placed anywhere, but I can place them if you want me to.
    •  
      CommentAuthorMonsen
    • CommentTime4 days ago
     
    I think you should. Things to be placed anywhere don't really fit in with the atlas, because everything needs to be placed somewhere for me to be able to link to it. (And if it isn't linked to, nobody would ever find them)

    You might want to include in the map notes that the positions are just examples, and the DM is encouraged to move them as they please, or even add more.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Okay. I'll work on that. I'm going to take a break from working on maps today though.

    And if anyone wants to post some feedback on the maps I would appreciate it.

    All maps on my site linked above are 2000 pixels wide.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Silly me. I just have to mark the rest areas on the side-view map.
    • CommentAuthorJimP
    • CommentTime4 days ago
     
    Updated on my web site and this is the new one. Probably be much easier to read on the web site. Link above.
      Rorial_Halls_sideviewb3.png
    •  
      CommentAuthorQuenten
    • CommentTime4 days ago
     
    Jim, i wonder if the outline of the mountain be made smooth so as to make its shape more pleasing. this is my personal view, so ignore it if you like it as it is. i like the trees on the mountain - perhaps more on the slopes
    • CommentAuthorLoopysue
    • CommentTime4 days ago
     
    I think that would present a problem with the alignment of the two places where the dungeon meets the surface. Maybe to build this into a cliff face would be better? So that the two entrances can remain pretty much vertically aligned, but the ground form be more realistic?