Live Mapping: Height Transitions in Dungeons and Caverns
Loopysue
ProFantasy 🖼️ 39 images Cartographer
Hi everyone! :)
This week, Ralf will be answering another topic request by taking a look at creating visual height differences in dungeon and cavern maps.
https://www.youtube.com/watch?v=wLgKmy3ooPY
All sessions are recorded (minus the chat), so if you miss the session you won't necessarily see what the questions were, but you can still see the video at a later date - either on Youtube or right here.
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30 minutes! :D
So I started watching this and was happy to see he did the color knockout approach (which I did a post on awhile back). I think on some list I also suggested more on how to show variation in height. Guess I need to flag this one :)
I used that knockout effect for the underground portion of the dwarven village and mines that I am working on. I love how easy that approach makes it to expand or revise your map if you do little patches at a time
I also used that approach for the interior of my ziggurat temple — and even more cutouts for floors below (for the pit trap, higher up on multistory rooms, etc.). It’s a great approach.
Creepy Crypts also uses the same method, only the knockout is placed on 2 sheets with different sheet effects and different fills, so you get a rocky or cobbly wall lining the cavity you knock out. It was probably a little bit too confusing for an annual style for new mappers, but the basic concept of eating holes in the dirt and rock will hopefully become more mainstream as it frees us all from cave entrance issues and having to make floor masks.
So, what's the timeline on the addons that Ralf mentioned near the end of the video? Yesterday? :)
Here is the little DD3 update I promised with the additional sheets, effects and drawing tools to do cut-out caves and corridors, as well as height transitions. Unzip over your CC3+ programdata folder and overwrite the existing files. I'll also update the main DD3 installer to include these.