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    • CommentAuthorJimP
    • CommentTimeJan 5th 2020 edited
     
    I am going to suppose for my next map this.

    Some large giants, oh, lets say 20' or taller, decide to build themselves a foot bath. So they dig a hole, a place to sit, and a place to cool off their feet.

    Then they, as a group, put a large rock on top of that, so their kids don't fall in. edit: top it off with dirt, maybe get some gnomes to put some shrubbery on top, for a two level effect. Then kill and eat the gnomes so the secret is safe.

    top of rock
    dwarf cave
    sitting spot off to one side of dwarf cave
    foot cooling area off to one side of dwarf cave.

    The dwarves thinks its funny tasting drinking water.

    This will probably be for location 9) Daefadel Fort or one of the other ones.

    So, before I start, likely later in the week, what do you think ?
    •  
      CommentAuthorQuenten
    • CommentTimeJan 5th 2020
     
    What a great idea - full of humour too. Love it. What about some Quentenesque naming scheme?
    • CommentAuthorjslayton
    • CommentTimeJan 5th 2020 edited
     
    A variation on the classic theme of the potion font that turned out to be a unicorn latrine?

    Will the local gnome population be paying top price for these gourmet waters?
    • CommentAuthorJimP
    • CommentTimeJan 5th 2020
     
    It will be large. You should say 'large' in soome sort of fake Monty Python Scots' Accent.

    Something like 'laaaargge'. If i got the sound in my brain of that word into text. My Scots ancestors being around 300 years back.

    Anyway, we'll see how it turns out.
    • CommentAuthorJimP
    • CommentTimeJan 6th 2020 edited
     
    The manse is a little over 4 miles away. So I will be mapping it as well.

    This png is 40 miles x 37 miles, approximately.
      Daefadel_fortb.png
    • CommentAuthorJimP
    • CommentTimeJan 7th 2020 edited
     
    The Manse about 4 miles from the Fort. Using the Suburban Residence as a model fro the CA112 Annual. Likely change the background to something else. Also make an area map to show the relationship to the cave fort, manse, and the forest. Used distance in CC3+ to see how thick the walls are. Its a bit larger than the scale on the original map, but I decided to stick with this scale. Its 25 feet where the original says 20 feet.

    This is a bit of preliminary work on The Manse. Using a Basic stone bitmap 2 for the walls. Might change that to a more visual stone later on.
      DF_Manse01_0005b.png
    • CommentAuthorLoopysue
    • CommentTimeJan 7th 2020
     
    Looks like a great start, Jim :)
    • CommentAuthorJimP
    • CommentTimeJan 7th 2020
     
    Thanks.

    Been thinking about modifying the floor plan to... but I'm unsure what to do with it exactly.

    Relabelling comes to mind for the rooms to.
    •  
      CommentAuthorQuenten
    • CommentTimeJan 7th 2020
     
    Jim, it also has facilities for travellers, and a small community to supply its needs - blacksmith, baker, a few farmers etc. The symbol is not Just a manor, it also represents a small hamlet - and nothing particular sinister (unless you want an Elf corrupted to the DARK, side, paying homage the the Great s'Trumpet.
    • CommentAuthorJimP
    • CommentTimeJan 7th 2020
     
    Argh. It's a manse symbol not a village symbol. I checked the fcw file. But okay I'll make a village.
    • CommentAuthorLoopysue
    • CommentTimeJan 8th 2020
     
    Well, you don't have to waste the map you've already done. If you have time for two you could do the village and then make this map a map of the Manse in the village?
    •  
      CommentAuthorQuenten
    • CommentTimeJan 8th 2020
     
    BA very small village, with a manse as the main building
    • CommentAuthorJimP
    • CommentTimeJan 8th 2020
     
    CA138 seems useful in this regard.
    • CommentAuthorJimP
    • CommentTimeJan 11th 2020
     
    Had some rough weather go through on Saturday, but all is well.
    • CommentAuthorJimP
    • CommentTimeJan 13th 2020
     
    I used the ruins symbols for CA138. Map is 500' x 400'. Only thing I did in effects is to turn off Glow for the text.
      abandoned_village01_00004b.png
    • CommentAuthorJimP
    • CommentTimeJan 13th 2020
     
    Added the Manse and lessened the directional shadows.
      abandoned_village01_00005b.png
    • CommentAuthorLoopysue
    • CommentTimeJan 13th 2020
     
    A whole ruined village.

    Nice work, Jim :)
    • CommentAuthorJimP
    • CommentTimeJan 13th 2020
     
    Thanks. I'll be writing a scenario for the village to.
    • CommentAuthorJimP
    • CommentTimeJan 18th 2020
     
    Sub-level 03.

    Preliminary map.
      Daefadel_Fort03_0006b.png
    • CommentAuthorLoopysue
    • CommentTimeJan 18th 2020
     
    Looks ok :)

    It might be just me, but isn't that foot bath just a little bit on the large size? Unless its one of those pools that are only ankle deep all the way across.
    • CommentAuthorJimP
    • CommentTimeJan 18th 2020
     
    Well, its for cloud giants, not dwarves.
    • CommentAuthorLoopysue
    • CommentTimeJan 18th 2020
     
    Ooooh

    I seeeeee! :D
    • CommentAuthorJimP
    • CommentTimeJan 18th 2020
     
    To be even funnier... I could make a small footbath area for the dwarves, in their areas.
    • CommentAuthorJimP
    • CommentTimeJan 21st 2020 edited
     
    No doors added yet, but here is sub-level 2. The rooms off the kitchen are store rooms.

    Likely other rooms will be added for each sub-level.
      Daefadel_Fort02_0005b.png
    • CommentAuthorJimP
    • CommentTimeJan 24th 2020
     
    Oops. Forgot to keep track of the spiral staircase that connects ground level to sub-level 3.

    Updated map.
      Daefadel_Fort02_0006b.png
    • CommentAuthorLoopysue
    • CommentTimeJan 24th 2020
     
    That's definitely an improvement on the barracks alignment as well. The corridor looked a bit odd heading diagonally straight for the base of that N-S version before.
    • CommentAuthorJimP
    • CommentTimeJan 24th 2020
     
    Well, putting the spiral stairs where it belonged, made it too easy for the dwarves to connect both sub-levels to the stairs. So I had to move the room.

    Have to build in some things so they fail, otherwise this isn't abandoned.
    •  
      CommentAuthorQuenten
    • CommentTimeJan 24th 2020
     
    Love it, Jim
    • CommentAuthorJimP
    • CommentTimeJan 25th 2020
     
    After I get ground level done, I'll tie in the entrance to the Fort and the small vilalge via an overall map.

    Then the text.
    • CommentAuthorJimP
    • CommentTimeJan 27th 2020 edited
     
    Try this again. My computer is acting up. Could be my cheap keyboard and mouse.

    Anyway, here is ground level.

    Have to think about how I'm going to map the foot bath.

    Rememberance Hall has some haunted paintings. I'll explain later... the Orcs were unpleasantly surprised by Dwarf Heroes.
      Daefadel_Fort01_0005b.png
    • CommentAuthorLoopysue
    • CommentTimeJan 27th 2020
     
    Well I wouldn't like to try coming down the northernmost set of stairs with two ballistae pointing at me! :P
    • CommentAuthorJimP
    • CommentTimeJan 27th 2020
     
    Well, yes. But those stairs are for the inhabitants. Unless something evil takes over ther ground floor and fires at any dwarves trying to come up.

    Note this is the only connection between sub-level 2 and sub-level 3. A very fatal flaw.
    • CommentAuthorLoopysue
    • CommentTimeJan 27th 2020
     
    I'll be the one who stays outside, then. The lookout :)
    • CommentAuthorJimP
    • CommentTimeJan 28th 2020
     
    Probably a good idea as I seldom have wandering monsters show up.
    •  
      CommentAuthorMonsen
    • CommentTimeJan 29th 2020
     
    Posted By: JimPNote this is the only connection between sub-level 2 and sub-level 3. A very fatal flaw.
    Your dwarves always seem to be such horrible military planners :)
    • CommentAuthorLoopysue
    • CommentTimeJan 29th 2020
     
    They're utterly dreadful!

    And there I was thinking dwarves where clever...
    • CommentAuthorJimP
    • CommentTimeJan 29th 2020
     
    Too obvious a death trap for the defenders ?

    I can change it.
    •  
      CommentAuthorMonsen
    • CommentTimeJan 29th 2020
     
    Nah, players won't find it obvious anyway. They would only notice if you put up a neon sign announcing the fact.
    • CommentAuthorJimP
    • CommentTimeJan 29th 2020
     
    My home players would most of the time, but not the store players I had to work with.
    • CommentAuthorJimP
    • CommentTimeJan 30th 2020
     
    Added some trees and text. Drop shadow on the text.
      abandoned_village01_00007b.png
    • CommentAuthormike robel
    • CommentTimeJan 30th 2020
     
    This does not look like a happy place to live. All the buildings look destroyed and the trees are broken?
    • CommentAuthorJimP
    • CommentTimeJan 30th 2020
     
    Attacked after or before the dwarves, and wiped out.
    • CommentAuthorJimP
    • CommentTimeFeb 8th 2020 edited
     
    A preliminary area map. The green areas will be replaced.

    Yes, this is a Ferraris style area map. 4.5 miles by 4.5 miles. I'll adjust the hill sizes later on.

    edit: and fractalize them.
      DF_area01_0004b.png
    • CommentAuthorLoopysue
    • CommentTimeFeb 9th 2020
     
    Good start, Jim :)
    • CommentAuthorJimP
    • CommentTimeFeb 9th 2020
     
    Thanks. I need to go ahead and wind this map up and then work on the dungeon city.
    • CommentAuthorJimP
    • CommentTimeFeb 9th 2020
     
    Update on the overall map. Sparse vegetation.

    Note on fractilization. I had to select fractilization ( left click), select hill, then right click do it.
      DF_area01_0014b.png
    •  
      CommentAuthorQuenten
    • CommentTimeFeb 9th 2020
     
    Jim, to make it look even better, now you have fractalized, triy smoothing them, and see if you like that - even if you have to refractalize and resmooth. I just think contours look nicer smoothed.
    •  
      CommentAuthorQuenten
    • CommentTimeFeb 9th 2020
     
    Also, there should be one not ruined Inn, on the periphery , as this is still a waystop on one of the main roads - perhaps the village is in the process of repair, like a lot of Aussie towns are. It actually doesn't show as a ruin on the main map, but it could have had a bushfire through it - hence the sparse vegetation; or a dragon caused fire, or an arsonist dark elf.
    • CommentAuthorJimP
    • CommentTimeFeb 9th 2020
     
    Okay, I can do that.

    How about one of the 1800s building floor plans from the Annual CA112 ?
    • CommentAuthorJimP
    • CommentTimeFeb 9th 2020
     
    Okay, I looked in the CC3+ help, and in the Tome, I found several items on smoothing.

    So please post how to do it the way it will work for these hills.

    I do have a copy of the map before I fractalized them.