I checked it out, JimP. Its all looking really good, but sadly I'm rather tired at the moment (its 1.30 am here), so I haven't really taken much in right now.
Here is part 3 of inside of level 2 of the arcology.
The correct colors are displayed. My regular players, upon seeing yellow or green objects in a dungeon would go on alert or panic. I've done things in dungeons like this as I think its funny, but my players find it scary due to its not in the books.
The E connects to part 2 of level 2 of the arcology, the numbers are room numbers. Three secret doors and areas are also here.
This map was made with Annual 66 Isometric Dungeons. I think tieing in the path of the levels using this mapping method is going to be a pain. I'm sure I'll think of something.
This one is altogether more interesting than the rest. I think that's because everything is large enough for my bifocals to cope with seeing all the details properly. I like it a lot. lol!
The rest of this level. Probably larger than the exterior building, but I'm not letting that get in my way of drawing these dungeon maps. :-) I'll just say, maybe large on the inside than the outside... :-)
And the final bit. The small sections below the main floor, with one exception, doesn't have a way to walk down to them. Lots of walls left out for clarity.
These are getting better and better all the time, Jim. I much prefer this 'natural stone' feel to the maps.
I think it may be my glasses, but I'm suffering something of an optical illusion with the last of these images, in that the piece of floor with number 23 on it seems to be resting on the piece of floor with the 26 on it.
I wouldn't know where to start with perspectives, however, so I can't really say if that's right or wrong.
Oh yes, much better again I'm getting better at this now I know to avoid pretty blue things at all costs! Is that yellow door a trap?
I notice you have a lot of floating steps in this game. Are you going to draw triangular filled polygons alongside them on this side to create a solid base for them, or is the floating step thing part of the game?
They go down about 10 feet, and have smooth sides. Rope would heelp, but most of the pit traps in dungeons and dragons rpg type dungeons don't have a way to easily get back out. Particularly if the entire group falls in. I don't do spikes in pits right away... I leave that for later.
One time I got tired of the player complaints about pit traps. I had stone slabs come in and block their characters' escape from the pit trap. Then the trap only sank, with a great loud grinding of stone on stone, about 1 foot downwards. After it dropped that one foot, the stone slabs blocking their escape moved out of the way. They were a bit upset, but I got a nice laugh out of it.
Well, the store players just charge in... my home players check things first. Peer around corners with a metal mirror on a stick. The home players came up with a method for their characters to go around a corner, or go into a T-corridor section and still be able to defend and survive.
The store players I got to say more often, 'Are you sure you want to do that ?' than I ever did for the home players.
Posted By: JimPThe store players I got to say more often, 'Are you sure you want to do that ?' than I ever did for the home players.
Sounds like your players know their GM. I find it quite interesting how players get trained to react in a certain way based on their GM. I've encountered quite a few interesting player habits, like the 10-foot-trap-checking-pole, a tool almost completely useless in my games. I am sure my players would die quite quickly in your dungeons
a better version of level 3. I tried filling in under the stairs area... I've added a few possible treasure boxes. Room 4 goes nowhere. Its a trick, maybe a trap.
I used three different patterns of the under stairs fill. One looks awful, the other two look okay to me.
I like the stair fills that are diagonal best, Jim. the one furthest to the right of the map seems to have developed an extra node that's got a bit skewed off. Other than that these maps of yours are growing in complexity and quality all the time.
Comments
link removed my me, Jim
The correct colors are displayed. My regular players, upon seeing yellow or green objects in a dungeon would go on alert or panic. I've done things in dungeons like this as I think its funny, but my players find it scary due to its not in the books.
The E connects to part 2 of level 2 of the arcology, the numbers are room numbers. Three secret doors and areas are also here.
This map was made with Annual 66 Isometric Dungeons. I think tieing in the path of the levels using this mapping method is going to be a pain. I'm sure I'll think of something.
Oh, the low walls are just for visibility, they otherwise go up to the ceiling.
I think it may be my glasses, but I'm suffering something of an optical illusion with the last of these images, in that the piece of floor with number 23 on it seems to be resting on the piece of floor with the 26 on it.
I wouldn't know where to start with perspectives, however, so I can't really say if that's right or wrong.
They are a huge improvement, though
This is from the Isometric dungeon Annual issue 66.
I notice you have a lot of floating steps in this game. Are you going to draw triangular filled polygons alongside them on this side to create a solid base for them, or is the floating step thing part of the game?
One time I got tired of the player complaints about pit traps. I had stone slabs come in and block their characters' escape from the pit trap. Then the trap only sank, with a great loud grinding of stone on stone, about 1 foot downwards. After it dropped that one foot, the stone slabs blocking their escape moved out of the way. They were a bit upset, but I got a nice laugh out of it.
The store players I got to say more often, 'Are you sure you want to do that ?' than I ever did for the home players.
Fer instance, 'You don't notice any dirt in the room'. The room is multiple levels below the ground's surface.
Store players, 'we all walk in and look for secret doors except for the thief who watchs for monsters trying to sneak up on us.'
Home players, 'We toss a rock into the room.'
The floor gives way. The floor is clean because the trap floor keeps dumping any dust into the deep pit.
I used three different patterns of the under stairs fill. One looks awful, the other two look okay to me.