I decided to put this Inn into the Atlas. Just need to change some of the symbols, and complete the cellar and elevation. Comments and advice please (including where to put it)
Well, you know I'm a fan of this Inn (wink).....I'd say why don't you join my Temple in Dunor? Perhaps in inn on the outskirts of the city walls within the district there?
Lorelei, is it OK if I use the outdoor eating area, and some tree symbols you have used? I am happy to have this map made by you and me (a collaboration would be nice in the Atlas I think). Should finish the ground floor tomorrow
Hadrian, can you indicate where on the Dunor regional map you think this Inn could go. It is a fairly self-sufficient Inn, and would be in an empty stretch of road between settlements I think.
Assuming Lorelei is Ok with my request, here is the ground floor of the Bleary Bear Inn almost done - a few people to add, and a few ground effects to be put on different sheets. Do you think I should replace the stairs with non-red arrow ones?
Arrowless stairs are prettier, but less informative, as it is sometimes difficult to see what way the stairs go.
And that stone floor in 12 does not fit well with the rest of the fills. (I am probably a bit biased against that particular fill though. It was nice back in the CC2 days, but it was kind of left chocking in the dust when CC3 sped past)
LOL! Remy isn't the only one who hates that fill. I detest it so much that I actually delete it from the fills list whenever I start a new map - first thing I do.
Posted By: LoopysueI actually delete it from the fills list whenever I start a new map - first thing I do.
That fill is not supposed to be in most templates at all actually, but those old fills have a bit of persistent behavior, making them reappear every now and then, which is why they end up in most of the templates anyway.
LOL! Remy isn't the only one who hates that fill. I detest it so much that I actually delete it from the fills list whenever I start a new map - first thing I do.
Wyvern, no. Thanks for pointing this out. I am really appreciating the critical comments, so don't hesitate to jump in. The map can only get better. Next update tonight (Aussie time)
One suggestion? Maybe a slight transparency or blend mode effect on the big mud patch at the main gate?
Rock on! ~Dogtag
You know....that blend mode never seems to work out right for me. Everything i try either makes things disappear or just get "darker". I see Sue raves about it and her maps are just amazingly deceptive - as they mostly look like so real, and yet at the same time like a painted piece.
You're right I do like Blend Modes, but I only ever seem to use either multiply (which cancels any white out of the poly or texture being blended) or overlay mode, and work with varying levels of transparency.
The critical difference between a straightforward transparency and a blend mode is that where a transparency is just like having the polygon behave like a piece of tracing paper floating some way over the top of every thing else - being largely unaffected by the underlying sheets, the blend mode is more like turning the blended polygon into a liquid and using it to paint the underlying matrix of the map. Thinking about it - that's exactly why my maps do have a 'painterly' feel to them. It's the blend modes - and in particular the blend modes used in conjunction with Edge Fade Inner sheet effects
Here is the final update (I hope). Also the location - note to Hadrian, Lorelei and most of all Monsen. If no comments requiring revision in the next 24 hours, I will send it to Monsen. The 1st floor and cellar will be sent separately, as they have to get Monsen-linked anyway
Q, looks great! I see some familiar changes in the map (wink wink) I am sure some pilgrims making their way to Dunor to visit the Pantheon of Reverence might stop at the Bleary Bear Inn on the long traveled road
Thanks ladies, I am honoured by your approbation. Here is the first floor (I use Australian and English convention for floor labelling) Still a lot to do on the inside
The 'dark' is a sheet dividing the first floor from ground level. I don't want the ground level to appear on the same height as the first floor. The 'cutaway' is the barroom actually open to the floor above, I just haven't put in the railing yet
Comments
And that stone floor in 12 does not fit well with the rest of the fills. (I am probably a bit biased against that particular fill though. It was nice back in the CC2 days, but it was kind of left chocking in the dust when CC3 sped past)
Otherwise, a great map.
LOL! Remy isn't the only one who hates that fill. I detest it so much that I actually delete it from the fills list whenever I start a new map - first thing I do.
Looking great otherwise - and I see Count Dracula's just arriving by coach!
I am really appreciating the critical comments, so don't hesitate to jump in. The map can only get better.
Next update tonight (Aussie time)
One suggestion? Maybe a slight transparency or blend mode effect on the big mud patch at the main gate?
Rock on!
~Dogtag
The critical difference between a straightforward transparency and a blend mode is that where a transparency is just like having the polygon behave like a piece of tracing paper floating some way over the top of every thing else - being largely unaffected by the underlying sheets, the blend mode is more like turning the blended polygon into a liquid and using it to paint the underlying matrix of the map. Thinking about it - that's exactly why my maps do have a 'painterly' feel to them. It's the blend modes - and in particular the blend modes used in conjunction with Edge Fade Inner sheet effects
Great work, Quenten
Here is the first floor (I use Australian and English convention for floor labelling)
Still a lot to do on the inside
It seems quite dark. Is it meant to be night time?
Just a thought