Battlemap: Temple of the Sea
Ralf
Administrator, ProFantasy 🖼️ 18 images Mapmaker
And here's another battle map from our 13th Age game: a Temple of the Sea, where the waves can roll in and roll out freely.
Created with Dungeon Designer 3 and Symbol Set 2. Click the image to get to my website where you can download a full-size version.
Created with Dungeon Designer 3 and Symbol Set 2. Click the image to get to my website where you can download a full-size version.
Comments
Awesome map.
Edit: This would also make a wonderful temple to Strassha, the Water elemental lord in Moorcock's Elric stories.
Cheers,
Dogtag
@Dogtag: It's just one simple Edge Fade Inner effect on the water (50% opacity on the inside), but what might be tricking the eye a bit is that the floor gets darker towards the right - there are a few dark (black 10%) transparencies overlayed over the floor which stack towards the right. I'll be sharing the FCW file when we have SS2 available for CC3+, shouldn't be long now.
You can fudge a transparency gradient with the Edge Fade effects, but only along straight lines.
@seycyrus: Your temple isn't half bad either! Just needs some detail and variation in the floor fill style.
Are the wave reflections/crests just edge faded white polygons?
I'm also sort of curious.... how many sheets do you generally add to your maps beyond the default?
@jedius: Yes, those are just white smooth polygons with an Edge Fade Inner effect. Two sheets actually for two layered poylgons.
@ArgoForg: Quite a few (5-10 perhaps?) take a look at the attached map. Now that SS2 is available for CC3+ you should be able to see the map properly, if you have both DD3 and SS2 installed.
I'd love to know what the scenario/encounter involves with this one, and have you factored in any special conditions to the encounter like the water impeding movement, or the statue animating, or something?
All the best
DMG
I'm actually taking the time to look through your FCW to learn some of what you did. Maybe this is a basic question - your black floor transparencies - what was the process you used to get them their unique shape? LIST shows me they are not multipolies. Did you trace the walls? If so - does that mean you had to create a drawing tool for these (as opposed to the standard polygon tool) to let you trace?
Similarly, can you please explain how you put the gradient on the stairs in slightly more detail? Particularly how you get the same shape in just fractional sizes to create the gradient effect. I know you mentioned it to Dogtag above but I can't quite figure out how to replicate it (and being able to make stairs of any shape without a symbol seems like a particularly useful skill).
Thanks!
Jedius
yes, I did create a drawing tool for the floor transparencies. I drew the arcs across the floors as temporary guidelines, then used the tool to trace these and the walls.
The stairs are really done by hand and eye. If you zoom in close you'll see they are real untidy (also see the attached screenshot). After I had created the basic shape for the stair (two arcs, two lines, combined with PathToPoly), I just drew in the black lines delineating the steps. Then I used the standard polygon command (with lots of F5 and F9 modifiers) to draw the transparencies (solid 10 fill) one at a time.
Tried to do that, didn't work.
Did you use one sheet per stair step ?
This is a CC+ map, right ?
And yes, it's a CC3+ map.
*Tips hat*
-Mike