It's good work, Jim :)
update. I see I forgot to take effects off the map border, not a big deal.
Update. The small room above the water, about a 25 foot drop. Room upper left, the larger one, is about a 150 to 165 foot drop. I haven't decided where to measure from yet. The darker floor pieces could wobble when walked on... or the wall pieces fall over if a character leans on them.
900 pixel jpg, 2000 in gallery.
Okay, some additions, etc. Rooms, and some paths, numbered.
Looks really great now, Jim :)
Just need some deep water contours and evil monsters lurking - say a spiked balloon type critter. Turns people into zombies or lunatics. 😈
yeah, I could put some 'deeps' in there. i leave the monsters to the user, although I have made suggestions for the Atlas maps.
here are maps to the last room in Khilla Keep, under the city of Fondfield.
The chest on the right side, is fake, just a few coins in it. A wire attached to the back up it goes up a hole in the wall. Upabove is a large tank of water. Pull on the chest or the wire, the trap is sprung.
Which of course the player had his character does just that. Part of the wire was mithril. A very difficult item to find, armor made of it is ancient construction.
In the water below are 2 water wierds, and the real treasure.
When the trap is spring, the room fills up to the doors. Good thing the character had a rope tied around his waist.
room 210: multiple trolls. The orange dots are monsters. I didn't have a way to add monsters back then, these are CC2Pro maps.
Any chance of placing this in the Atlas somewhere. This is a great map, my friend
The iso, or the other one ?
Well. I'm not sure how to map the side view so it doesn't look bad. Not even sunrise yet.
I'll have to think about it. Sleep first.
Well, I don't really feel like mapping. But here is the start of the water trap. map is 180' x 240'
update. doors aren't showing up very well. Larger map is in Jim's Stuff gallery.
I have that problem with doors sometimes. Try putting them on the WALLS sheet, so that they have the same effects as the walls. It makes them look more like they are actually part of the walls - which they are, really.
Okay. My internet is incredibly slow this morning. I'll work on the map later.
Well, here I have added some bitmap fills to the water. Barely visible under one of them is the real treasure.
I think this is far as I can take this particular map, more debris can be added I guess, so unless someone has a location I can bore down to for this map to be placed at, this is it. I'll attach the fcw so if someone wants to use it they can.
I tried to use the same bitmap fill over the treasure as the water filled room. Doesn't look the same though.
I like the water bitmap chosen, Jim (and the underwater treasure).
For the doors issue, you might try adding a small Glow or Outer Glow Effect to their Sheet, just something to highlight where they are with a darker outline. I've tried giving them the same Effect as the walls before, and sometimes you lose the doors entirely, which isn't helpful!
With the water, the problem is using the Transparency Effect on both water Sheets. The lower water Sheet is only showing the grey stone floor, but the upper water Sheet is looking down at both the partly transparent lower water and the floor, so seems sharper and bluer. The higher Transparency Effect on the upper water Sheet adds to the problem. I added only an Edge Fade, Inner Effect of 3 units to the water2 Sheet and got this:
Just softens the edge of the fill polygons a little. You could try playing around with it, and the level of Transparency, a little more to make the treasure more, or less, obvious under the water, beyond that.
Okay. I'll look at it tomorrow. Rathervtired today. Hot here to.
Lets see if I understood. I'll check back later.
Yes, that seems to be what I got for the water Jim. You could vary the transparency more, depending on how much of the treasure you want to be still visible, but that might not make the water look as good.
The walls seem to have an odd misty grey glow now though (might be the image resolution?).
Not all the doors are similarly shadowed either - the two in the short corridor leading north into the "water room" have no shadows. Oddly, they do in the image I showed yesterday, and checking the FCW again suggests that IS a resolution effect, as if I zoom out to "whole map" in CC3+, those shadows vanish, but when I zoom in quite a way, they come back!
Incidentally, when I checked later, I found you've got the three stairway symbols in the water room on the same Layer as both water Sheets. For GM's use, it might be handy to be able to turn off the Water Layer to get a proper idea of what and where the treasure is, was what I was thinking, but the stairs should really still be there as well once that's done, for clarity.
The doors and the walls are on the same sheet. I changed the dark glow to a light gray glow.
I'll check on it again. For some reason, walls have appeared and diappeared on me for years.
All but one door was on layer walls, I moved the last one to walls. All were/are on walls sheet. I darkened the glow to a darker gray.
Stairs are now all on up and down layer.
Here are the changes.
It may be the combination of the glow and the shadow effects on the walls that are making the walls look a little "soft" and blurry around the edges.
But that short corridor with the two "invisible" doors continues to look weird, though there's probably nothing that can be done to change that!
I darkened the shadow and made the range from 3 to 6. So the short corridor doors should stand out more, but I guess they don't.
I have a feeling they must not be on the WALLS sheet, Jim.
I checked, they are. I'll check again.
Maybe they are too thin to make a proper shadow. That can happen sometimes.