I sort of agree. I'll look for a rubble type fill. Are the rocks OK? And this is the sort of feedback I really like, it helps improve the map, and my skills, thank you.
The rocks are good. I agree with Remy that the wall fill could be a little more attractive. Have you looked at any of the Bogie fills?
I know large sailing boats are in short supply, but there may be a top down one somewhere in the CSUAC or Dundjinni artwork I can't remember off hand, and there was an update I never looked at.
I intended to look there Sue. I don't want another boat at this time - the one there is just meant as a cartouche. I am considering doing the smugglers' ship, The Dancing princess, as another map, like the 2009 Annual Issue 27. No self respecting boat would go near those rocks - it is partly the reason for the lighthouse after all.
Quenten, you can in fact create rocks yourself, if you feel like you want special forms or so.
Create a rock sheet and use the closed fractial draw tool to draw the rocks you like, choose a rocky fill (for example standard evil lands). Then add a lighted bevel effect with a large bevel size and an intensity of about 15-20. Then add a slight bevel effect with a small bevel size that just appears around the edges (maybe 1-2) with an intensity of 20-30 and 100% smoothing. Then add a directional wall shaddow with a lengh of about 1-2 meters, depending on how large you want the rocks to be and a blur of 0.1-0.5. And last but not least add a slight dark glow effect on the outside. You can then also stack rocks by using different sheets with all the same effects.
Funnily enough, I was thinking of Bricks 08 when I made that comment about the Bogie fills
We can't use them in the Atlas maps, but for all other uses you can get the original textures of many of the Bogie fills at about 2-5 x the resolution (1024 px as opposed to about 500-750 px) at the CGTexture site I linked to recently in my Scribble Island thread Bricks 08 is one of them.
This is a Bogie Fill (not the original at 1024 px) and is so able to be used in the Atlas. So I guess now having approval from one of the mapping goddesses (genuflection here), I will proceed to the Basement. Initial plan as below
Much better fill for the tower, but since it is a solid fill, you shouldn't have bevel and shadows on the inside of the walls. That makes it look like a sunken floor and not a fill. You'll probably wish to treat it the same way as you did with the previous fill, perhaps with a tiny bit of edge fade to blend it better.
Advice will be taken,sir. Thanks, Remy I did wonder at this myself, but thought I would put up the pic as above to see what people thought. And you are one of the mapping Gods (not goddess of course) BTW, I am doing the 2nd basement level as a Dungeon World Style, linking Inn, Lighthouse, sea cave and who knows what else. Just converted miles to feet! It is coming on Ok, but not really to post yet, as I am mainly working on the basement 1 level (hereinafter referred to as 'Basement, see clause 3 subclause iv) just some legalese to make the name change 'official'
This is the layout of caverns and tunnels below Helinesa. The red is the water line, the grid is 5'square, and the Inn, lighthouse and shack beside the lighthouse shown. Hope to finish this in 24 hours. I have used annual style 2016, No 114 - Dungeon World.
Here is the almost finished dungeon map below Helinesa. Just a few extra symbols in the empty caves, and I turn it over to Monsen, unless there are comments requiring attention. As per usual, I'll let this sit here for 24 hours first
I really like that. I always have a problem with the dirt fills not looking good, but I like this dark one you used and will use it on my next dungeon map! Which fill is it?
BTW I love all of this but my favourite bit has to be that dungeon level... I absolutely LOVE it... It's the kind of dungeon that I can imagine myself adventuring through, probably alone, slowly making my way along the walls in the darkness in silence, looking for that tomb!
Comments
And this is the sort of feedback I really like, it helps improve the map, and my skills, thank you.
I know large sailing boats are in short supply, but there may be a top down one somewhere in the CSUAC or Dundjinni artwork I can't remember off hand, and there was an update I never looked at.
Create a rock sheet and use the closed fractial draw tool to draw the rocks you like, choose a rocky fill (for example standard evil lands). Then add a lighted bevel effect with a large bevel size and an intensity of about 15-20. Then add a slight bevel effect with a small bevel size that just appears around the edges (maybe 1-2) with an intensity of 20-30 and 100% smoothing. Then add a directional wall shaddow with a lengh of about 1-2 meters, depending on how large you want the rocks to be and a blur of 0.1-0.5. And last but not least add a slight dark glow effect on the outside. You can then also stack rocks by using different sheets with all the same effects.
If it is, I will commence on the 2 basement levels
Funnily enough, I was thinking of Bricks 08 when I made that comment about the Bogie fills
We can't use them in the Atlas maps, but for all other uses you can get the original textures of many of the Bogie fills at about 2-5 x the resolution (1024 px as opposed to about 500-750 px) at the CGTexture site I linked to recently in my Scribble Island thread Bricks 08 is one of them.
BTW, I am doing the 2nd basement level as a Dungeon World Style, linking Inn, Lighthouse, sea cave and who knows what else. Just converted miles to feet! It is coming on Ok, but not really to post yet, as I am mainly working on the basement 1 level (hereinafter referred to as 'Basement, see clause 3 subclause iv) just some legalese to make the name change 'official'