I talked myself into making an under water, eastern most underground lake, area. The plain bitmap fill works for land, but it should be rougher under the water. And there are no isometric rocks.
about 500' x 400'
I may just do this as an overhead view...
Any suggestions to fix this up as an isometric map ?
Those rocks you put in that last map have a magenta Color Key patch underneath them that is designed to cut a hole in one of the water sheets in Marine dungeon. The pink polygons are showing in your map because they don't have any effects. You might want to delete them, or the sheet they are on if you aren't using it.
update, upper left but no zoom in. The new building in the center rock is the court room.
Yes, there are torches and wooden chairs. Think of them more like magic of some sort on the torches, or maybe those old magnesium flares that scuba divers used years ago. As for the wooden table, chairs, and throne, maybe a wood that lasts underwater, like cedar.
Shutting my computer off, big thunderstorm heading into my area. Could lose power.
I would love to have more rocky island areas in the second underwater city/town. Instead of the flat areas as shown on the above maps. A bumpier surface. The map above is must too smooth.
Try a fill with a more visible texture. It gets a bit harder to find something nice due to the perspective nature of the map, but you could try with something like the Stone Lava Cooled bitmap from DD3.
Additionally, the pixelation of your current fill is really bad, causing it to appear more like a uniform mess. Try decreasing the scaling of the fill as well. That leads to more repetition when zoomed out of course, so you may need to consider working a bit with the surface, applying layers of different fills and blending them using effects to avoid the repetition.
Updated Lower Town, buildings named. Jail and Arena.
The small bit down here has treasure. The floor piece by itself, wobbles. I'll be adding sharks nearby. Why don't they attack the inhabitants ? They have been tamed, and learned its a bad idea.
Another Lower Town update. Added a Big Shark in the lower right. You could call it, The Big Kahuna Shark. Just to the left and slightly up of the text, is a treasure out in the water. Sharks guard it.
Added more marine rocks, kelp, coral, a few schools of fish, etc.
Still thinking about what other buildings I can place on these water town maps. Probably need to add rocks and kelp where the Big Shark is located.
Lost, a village. A small 15' x 21' square of logs... two unlit campfires, and a backpack. A camp fire in the lower left, Southwest, ruined keep... too obvious. Cracks in the ground. Do they lead some where ?
I think I might put some of these maps on Crestar, in The Great Erg, a very large desert area.
Comments
I talked myself into making an under water, eastern most underground lake, area. The plain bitmap fill works for land, but it should be rougher under the water. And there are no isometric rocks.
about 500' x 400'
I may just do this as an overhead view...
Any suggestions to fix this up as an isometric map ?
Tossed in some rocks from Marine dungeon, I just put them on Symbols, no other effects.
Well, in an attempt to fix some problems in playing Everquest 2, I was informed my graphics chip is better than my video card.
Resolution is 1920 x 1200 instead of 1920 x 1080. Only 128 megs video ram though, instead of gigabytes of video ram.
But it might be easier for me to see my maps.
Those rocks you put in that last map have a magenta Color Key patch underneath them that is designed to cut a hole in one of the water sheets in Marine dungeon. The pink polygons are showing in your map because they don't have any effects. You might want to delete them, or the sheet they are on if you aren't using it.
I was thinking about adding those sheets in, but various problems took up my time.
Hopefully I'll do that this week.
I did the copy and paste from one fcw to the one I'm working on, and here it is. I think I got it.
Preliminary of course.
Tired and logging out for the day.
Update, all of it, then close-ups
Water Town
upper left
upper right
central buildings
lower left
Some parts of this map are done, other parts are preliminary
More kelp, more deep rocks, more sharks, etc.
update, upper left but no zoom in. The new building in the center rock is the court room.
Yes, there are torches and wooden chairs. Think of them more like magic of some sort on the torches, or maybe those old magnesium flares that scuba divers used years ago. As for the wooden table, chairs, and throne, maybe a wood that lasts underwater, like cedar.
Shutting my computer off, big thunderstorm heading into my area. Could lose power.
Storm gone for now, but another on its way.
There are two large water caves for this area...
I would love to have more rocky island areas in the second underwater city/town. Instead of the flat areas as shown on the above maps. A bumpier surface. The map above is must too smooth.
Any suggestions on how to do that ?
Thanks muchly.
Try a fill with a more visible texture. It gets a bit harder to find something nice due to the perspective nature of the map, but you could try with something like the Stone Lava Cooled bitmap from DD3.
Additionally, the pixelation of your current fill is really bad, causing it to appear more like a uniform mess. Try decreasing the scaling of the fill as well. That leads to more repetition when zoomed out of course, so you may need to consider working a bit with the surface, applying layers of different fills and blending them using effects to avoid the repetition.
Thanks. Kinda busy today. I'll try that later on.
I tried several scale settings for the current bitmap fill, but couldn't get it to look good. I'll keep trying.
I plan another underwater area, deeper down. I'll have to look over the maps and decide from there nothing decided just yet.
It looked too dark, so I used a different one. Castlewall_LtBrown_blu_kpl
overall map, and a 5 k pixel one in my JimP's Gallery -> larger Atlas maps
Note the kelp looks like there is a water flow. Those submerged rocks on the bottom of the map look a bit slippery.
I'm not sure how to add a compass rose to this map and scale so they look correct.
dorm area furthest from the viewer. The ceiling is covered. Cut-away so you can see detail.
I added some rocks from Sue's newest Annual.
dorm area closer to the viewer, same deal, it has a roof, but cut-away so you can see detail.
Preliminary map for Water Town, lower. An area of crime, and danger.
Note the algae covered rocks. No giant snail wranglers will come down here to clean the algae off the rocks. And notice the cloudy water.
You've never heard of them ? Well, since I just made them up, I'm not surprised. Need some giant snail symbols that are Isometric and Atlas ready...
Local rules for both water towns, no swimming over a building. Must use entrances and walkways.
This could get lots of maps; however, I am leaning towards doing what I did previously. Using strip maps to connect the water areas to the surface.
Needs fixing up, but I've added two symbols from City Ruins CA138. 5k in my gallery. And a transparent water over the entire map.
I thought of this during the mapping session today.
Updated Lower Town, buildings named. Jail and Arena.
The small bit down here has treasure. The floor piece by itself, wobbles. I'll be adding sharks nearby. Why don't they attack the inhabitants ? They have been tamed, and learned its a bad idea.
Another Lower Town update. Added a Big Shark in the lower right. You could call it, The Big Kahuna Shark. Just to the left and slightly up of the text, is a treasure out in the water. Sharks guard it.
Added more marine rocks, kelp, coral, a few schools of fish, etc.
Still thinking about what other buildings I can place on these water town maps. Probably need to add rocks and kelp where the Big Shark is located.
A bit of an update to Water Town, Upper. The connection to Water Town, Lower is in the lower left corner of Upper Town.
I'm not making a tunnel connecting them, unless requested.
This is a current list of maps and map names, along with projected maps.
If you see a bad wording, etc. please let me know.
the earlier map versions are up thread.
Burnt Pillar Area
burnt_pillar_area.fcw
Guard keep
guard_keep.fcw
guard_keep_basement.fcw
Red Out keep
red_out_keep.fcw
red_out_keep_basement.fcw
Unforgiven keep
unforgiven_keep.fcw
unforgiven_keep_basement.fcw
Bastion keep
bastion_keep.fcw
bastion_keep_basement.fcw
Burned keep
burned.fcw
Deep Side View
deep_side_view.fcw
Water Town Lower
water_town_lower.fcw
Water Town Upper
water_town_upper.fcw
Deep overhead view
deep_under_burnt_pillar.fcw
tunnel stairs under keeps
stairs_a.fcw under Burnt Pillar
stairs_b.fcw under Scorch keep
stairs_c_fcw under Burned keep
scorched_keep.fcw Scorched keep
lost_village.fcw Lost village
not started yet
Scorch keep
Burned village
And 2 strip maps connecting the water areas to the long tunnel. 23 maps.
Scorched keep, with a pit door for going down into the tunnels below.
Is this a bit busy ?
Hmmm... I don't see a Scorched village, so that is off the list.
Lost, a village. A small 15' x 21' square of logs... two unlit campfires, and a backpack. A camp fire in the lower left, Southwest, ruined keep... too obvious. Cracks in the ground. Do they lead some where ?
I think I might put some of these maps on Crestar, in The Great Erg, a very large desert area.
I'm going to a cardiologist on Tuesday April 2, to see if I have a heart murmur or not.
I'll let you know.
Hope all will turn out well, Jim, thinking of you.
Oh no! I hope everything will be ok.
Good luck Jim. Hopefully all will be fine.
Good luck! Sending love...
Good luck, and all the very best Jim!