Village of Pramayama (My first village map)
anomiecoalition
Traveler
I've always been exceedingly jealous of the beautiful city and village maps posted on this forum (not to mention the overlands) because I'm exceedingly bad at it. I always struggle with getting the effects to look right and the general scale of these larger maps. This is the first village that I'm reasonably proud of. I submit it to the jury for feedback and criticism.
*A little backstory - I'm going to be updating/adapting this old D&D expert set adventure module ("Master of the Desert Nomads" and "Temple of Death") to 3.5 for my Al-Qadim game. A lot of the story and encounters are going to be changed to fit my needs, but the nuts and bolts will remain. So, I'll be doing a series of maps for the adventure. This is the first. I've loosely based it off the map provided, but changed almost everything about it. This will be the village where the PCs will begin. Its a small village that focuses on fishing, farming, and a little ranching. Its situated in the scrublands bordering the desert environment.
A full resolution version can be found here: (http://drunkennerdery.wordpress.com/2012/10/28/village-of-pramayama/)
*A little backstory - I'm going to be updating/adapting this old D&D expert set adventure module ("Master of the Desert Nomads" and "Temple of Death") to 3.5 for my Al-Qadim game. A lot of the story and encounters are going to be changed to fit my needs, but the nuts and bolts will remain. So, I'll be doing a series of maps for the adventure. This is the first. I've loosely based it off the map provided, but changed almost everything about it. This will be the village where the PCs will begin. Its a small village that focuses on fishing, farming, and a little ranching. Its situated in the scrublands bordering the desert environment.
A full resolution version can be found here: (http://drunkennerdery.wordpress.com/2012/10/28/village-of-pramayama/)
Comments
Think you did a good job here.
The effects a great. Good use of different sizes of shadows.
Personally I would have liked to see a few more houses.
A good two dozen seems not enough for a town to support its own Town hall and barracks.
Another thing I would problably change.
All the plants have the same facing. Not to noticable here but somewhat disturbing in the full sized map.
To make symbols randomly rotate, open the Symbol Manager, select one or more symbols, click on Options button, check Random Transformation, click another Options button, check Rotate and type 360° in the Range box.
You can also check Scale and type something like 0.9 1.1 if you want.
Houses: You make a good point about the number of houses. I imagined the town hall to be more a meeting place for villagers and home for the leader and the barracks to house maybe two dozen local self-defense forces. So, I should have a few more houses. I just have to be careful not to overwhelm the map with them...maybe I'll try to shrink the existing ones down a bit and then add a few more.
Plants: Thanks for the tip JDR...i'll definately try that on the next one. I don't think i'll have the energy to fix it on this one. Is there anyway to retroactively apply it?
I'll probably try to do a revised version (there are also some text errors that are driving me nuts)...but that all depends on this hurricane (I live in the Dirty Jerz and it seems to barreling straight for me).
But serious, be carefull.
If you want to see a full sized version...go here (http://drunkennerdery.wordpress.com/2012/10/28/village-of-pramayama/)
Does anyone know of a good tutorial on color theory for the novice? (This way, I can achieve similar results in the future on purpose)
~Dogtag