Part 4. I'll give in a few days and then submit. Rooms 9, 10, and 11. The 'wall carvings' hide secret doors. The door at 9 swings left, hiding the porcullis. The characters have to come into room 10, then close the door. Then they can see the portcullis and the wood/rope bridge.
The fog in room 5 and the rocks in room 8 cover pits.
Take your time before submitting. I'll be away from home for about two weeks, and while I 'll still be active here, I won't have the setup with me to handle atlas submissions until I am back around August 6th.
Posted By: JimPDoesn't seem to be lots of interest for these though.
Seemed to be lot of interests on the first ones though. Right now, I am seeing traffic at the forums at a very low level, haven't been this quiet in quite a while, so I believe part of the reason is that people is simply away for the holidays. In average, there have been 1 post every three hours in the last day, and it's been like that for a while now, so not many people commenting much on anything. I think these are cool though. And I love having these for the atlas, because it helps showcase all the different things you can do with CC3+.
Part 5 so far... rooms 5 and 7 are from part 4. Edit, fixing typos.
Oh, a dining area, with food on nice linen and light by torches... just ignore what is behind the curtain. The picnic basquet, well a chest but it will have to do, a bed, a bath, and a cleaver with cutting board... and an emergency exit. I wonder who lives here ? :-)
The area between room 5 and the dining room has a stair that drops off into nothingness. Something monstrous, or monies, could be hiding in the stalagtites in the center of the room.
I'm really loving the way you are making these look Jim. Fantastic work here. I really like that you put them on a white background too. I didn't know it would do this but it seems to make everything stand out so much more. They look great!
Thanks ! I am rather puzzeled why I have to do a 'retangular png' save as instead of just a png save as... When I do the later, all I get is the compass and scale.
The white backgorund does bother me though, where are the walls and the mountain ? But it is easier to see the rooms and stairs. I just leave off the grid and don't put in a floor for it to float above. I will likely put a floor under the staris that drop off. Otherwise it becomes too much like the Twilight Zone.
Dungeon maps often include stairs descending to the next level and don't show the floor or room where the stairs lead so, personally, I have no problem reconciling that the stairs go down to another level somewhere.
Also, knowing this is a cave/mine/dungeon system, I have no problem understanding that the mountain is basically everything I don't see on the map. As I mentioned before, my personal opinion is that these sorts of maps [generally] look better "floating" like this, without huge, framing walls and floors. But, naturally, that's just my opinion.
The one thing I would suggest is to maybe change the white background to a less-harsh tan color or very mild parchment background. It might be possible that a light gray could work, but I think that would blend too much with the stone symbols. You can see examples of what I mean in the sample maps for the style or for this test I did ages ago, when this issue of the annual first came out:
Personally, I like the parchment background, which contrasts nicely with the actual map, making it pop and easy to see, while also being less harsh than plain white. The gray "parchment" looks okay but I think it may be too dark and it provides less contrast, which makes it less easy to see the map. A lighter gray might work, but I personally like the tan parchment more.
As for the stairs leading down to ignominy, a numbered map note should take care of that nicely, I'd guess.
Broken bridges, and fog covering what ever is down below. Could the bridges be on something large's back ? And everytime it moves in its sleep, a bridge breaks ?
Nicely done! I still wouldn't go down there myself. Way too much danger. And knowing my luck I would slip and fall down one of those deep drop-offs you've got going on. When I was in my 20's sure, but not now...I don't know if I became more wise, or if I just became more lazy :P
JimP cryptically wrote:Broken bridges, and fog covering what ever is down below. Could the bridges be on something large's back ? And everytime it moves in its sleep, a bridge breaks ?
A bit more... a feeding station has been added. And something huge could be on the otherside of the large stone door... but I don't know what kind of reptilian tail i could put there.
Oh, the walls, floors, and stairs/ramps are supported by the mountain unless otherwise noted. Very few are just floating in air.
Feeding station ? Anyway, why is there a guard room ? Doesn't seem defensible. And a large twice life size portcullis. And a room that has broken and partially fallen downward.
I'm thinking about adding other mine areas in the empty upper left and upper right areas, that don't connect to this bit.
The rooms, etc. upper left of map are cut off from the surface, the tunnels have colapsed as you can see from the rocks on the stairs leading to this area. The rooms dead end once past the water area. I'll submit after Monsen gets back.
I probably won't get a chance to comment on many maps right now but had to pop in to say how wonderful I think these are Jim! I love perspective maps and you are creating a real masterpiece here.
You can't get much cooler than a huge perspective dungeon!
Thanks ! I am trying to figure out how to draw the room off that large cavern opening on the lowest room on this map. There is something sleeping in there... large and reptilian.
Comments
The fog in room 5 and the rocks in room 8 cover pits.
I think these are cool though. And I love having these for the atlas, because it helps showcase all the different things you can do with CC3+.
Currently doing some ham radio configuration, if I can get off this computer... clean up my shack, etc.
Oh, a dining area, with food on nice linen and light by torches... just ignore what is behind the curtain. The picnic basquet, well a chest but it will have to do, a bed, a bath, and a cleaver with cutting board... and an emergency exit. I wonder who lives here ? :-)
The area between room 5 and the dining room has a stair that drops off into nothingness. Something monstrous, or monies, could be hiding in the stalagtites in the center of the room.
The white backgorund does bother me though, where are the walls and the mountain ? But it is easier to see the rooms and stairs. I just leave off the grid and don't put in a floor for it to float above. I will likely put a floor under the staris that drop off. Otherwise it becomes too much like the Twilight Zone.
Also, knowing this is a cave/mine/dungeon system, I have no problem understanding that the mountain is basically everything I don't see on the map. As I mentioned before, my personal opinion is that these sorts of maps [generally] look better "floating" like this, without huge, framing walls and floors. But, naturally, that's just my opinion.
The one thing I would suggest is to maybe change the white background to a less-harsh tan color or very mild parchment background. It might be possible that a light gray could work, but I think that would blend too much with the stone symbols. You can see examples of what I mean in the sample maps for the style or for this test I did ages ago, when this issue of the annual first came out:
(Click the image for a high-resolution version)
FWIW, I really like these last few "deeper" maps you've done. They're just asking to be explored.
Cheers,
~Dogtag
The stairs that appear to go nowhere, don't go anywhere... they just stop above a foggy nothingness.
I'll look into various backgrounds.
Two so far.
As for the stairs leading down to ignominy, a numbered map note should take care of that nicely, I'd guess.
Rock on.
More rock falls, broken furniture, and debris.
Oh, the walls, floors, and stairs/ramps are supported by the mountain unless otherwise noted. Very few are just floating in air.
Feeding station ? Anyway, why is there a guard room ? Doesn't seem defensible. And a large twice life size portcullis. And a room that has broken and partially fallen downward.
I'm thinking about adding other mine areas in the empty upper left and upper right areas, that don't connect to this bit.
The rooms, etc. upper left of map are cut off from the surface, the tunnels have colapsed as you can see from the rocks on the stairs leading to this area. The rooms dead end once past the water area. I'll submit after Monsen gets back.
I'll still be away for about a week before I can handle submissions.
You can't get much cooler than a huge perspective dungeon!
Thanks Shessar !