Kobold Hall (DMG map; cutout style w/ lighting)
Kobold Hall
This is a map I've been working on for use in a VTT (it's the map from the 4E DMG, I scanned the one in the book but I can't get it to fit a 50 px/sq grid!). The walls are done in a cut-out style, which I was very thrilled to figure out. Short version:
1. Draw all your floors.
2. Trace a closed poly around all your combined floors (on the WALLS layer); I recommend copying it to a hidden TEMP layer as a backup too.
3. Put another closed poly over your whole map (WALLS layer)
4. Multipoly these together (make sure your on the WALLS sheet/layer, and you have the fill style and such you want selected already).
Note that Wall Shadow, Point of Light does not like filled polys very much, so if you want block light at their edges, you need to make a STOPLIGHT sheet/layer (beneath WALLS). You can then copy your TEMP tracing of the floors to this sheet/layer and change it to hollow. This sheet will stop the light correctly.
This is a map I've been working on for use in a VTT (it's the map from the 4E DMG, I scanned the one in the book but I can't get it to fit a 50 px/sq grid!). The walls are done in a cut-out style, which I was very thrilled to figure out. Short version:
1. Draw all your floors.
2. Trace a closed poly around all your combined floors (on the WALLS layer); I recommend copying it to a hidden TEMP layer as a backup too.
3. Put another closed poly over your whole map (WALLS layer)
4. Multipoly these together (make sure your on the WALLS sheet/layer, and you have the fill style and such you want selected already).
Note that Wall Shadow, Point of Light does not like filled polys very much, so if you want block light at their edges, you need to make a STOPLIGHT sheet/layer (beneath WALLS). You can then copy your TEMP tracing of the floors to this sheet/layer and change it to hollow. This sheet will stop the light correctly.
Comments
But for me something is missing. The rooms just look to clean for me.
The light effects on the other hand are done very well.
Lighting Test Map