Community Atlas - Elen Daelarion - Caves
JimP
🖼️ 280 images Cartographer
I think for caves, I should go with a cave Annual for at least one of them. This is a preliminary map.
Lets see. They were digging, and found a cave complex. So they decided to join the caves.
Odd these caves being here. They don't appear to have been made by water.
Even with Corridor C and B, they don't connect completely nor cut the cave wall. But I have been able to use trim and node edit to make them match better at the joins. As you can see in the middle long cave, one side of the corridor and its wall do connect. The other stops short.
I'm not sure if its trying for the cave or for the grid. I'll try with the grid hidden and frozen.
edit 3: Having grid hidden and frozen makes no difference.
Lets see. They were digging, and found a cave complex. So they decided to join the caves.
Odd these caves being here. They don't appear to have been made by water.
Even with Corridor C and B, they don't connect completely nor cut the cave wall. But I have been able to use trim and node edit to make them match better at the joins. As you can see in the middle long cave, one side of the corridor and its wall do connect. The other stops short.
I'm not sure if its trying for the cave or for the grid. I'll try with the grid hidden and frozen.
edit 3: Having grid hidden and frozen makes no difference.
Comments
Furniture? Traps?
I have had this problem in the past, and i believe that sometimes the solution was that the caverns are not placed on the same sheet or perhaps layer as the "room tool" places them. The "corridor tool" was designed to work with the room tool, so you should take a careful look at which sheets and layers your cavern walls are located on. Compare that to where the walls are placed when using the room tool.
room 6) the bridge isn't necessary, a character can just go around the water. But if they cross the bridge, to get to the other side so to speak, there is a chance it will break, and plunge the character into deep water. Its depths are hidden in the shadows under the stone bridge.
Well, it would help to post the map to...
Starting on the other map for this cave. Any suggestions, please post.
Room 9) last ditch stand. 12) contains several large urns.
My feeling is this would be a good site for another megadungeon. I'll let other folks look at that and see if they want to add to it.
I'm looking at a B&W style for the next one.
Whew. This is really stretching my mapping skills.
It gets close though. So trimming and using the node commands to align things does work well enmough for this. Hope i got all the spelling problems, I bought a new cheap keyboard for my desktop. Keys are not all the same places. Well, the letters and numbers are.
Figure out next what I want to do in the way of effects...
edit: I'll look at it again when I get the chance.
Narganaban Mountain Cave 01 in 2 parts.
Part 01
1) entrance. The wall and towers were well built, but the monsters could gather forces out of site of the defenders.
2) The small keep was a recent addition, it didn't hold and all were lost.
3) debris and skulls. The attackers had fliers who went over the walls and took the defenders from dehind. A tunnel leads over to room 13.
4) an obvious trap door under a grate. Could there be hidden trap doors ?
5) an empty cave, marks on the floor.
6) a bridge across the small pond. It can collapse and drop a character into a deep hole hidden by the bridge. Safer to walk around. Fungi growing in the far end. Cracks in the stone floor nearby.
7) a small area, the defenders hoped it would give them a good field of fire against attackers. It didn't.
8) debris and skulls. Wood formed a last ditch defense, it didn't last. The water occasionally swirls for no apparent reason.
9) empty of all but dust and small rocks.
10) a defensive area ? Skulls, bones, and debris.
11) Wood debris at the entrance, it could have been a defense. Skulls and bones.
12) 10 large urns.
Part 02
13) A tunnel leads over to room 3. Dust all around, some mounds of it. Could the mounds of dust and ash...
14) Field of fire for the walls and towers.
15) Piles of dust and ash.
16) Small sparkles reflecting from some small items on the floor.
17) Piles of dust and ash.
18) 60' circle. Only room build by the inhabitants. Empty.
Lets rename it to 'New Home'. Nice, and it gives a feeling of a lost past.
Any other suggestions ? After all, there are 15 more on this one map.
It might look better if you switch that to inside.
New Home 2
New Home 1
Don't worry about the glow thing - people can change it if they want to can't they
This might be a busy week. Probably affect lots of things I do.
1) Guard room, controls a portcullis for entry.
2) Bastion Room. A) a stout wall and towers. Emergency defenses. Neither helped.
3 and 4) Guards' Quarters. The nicer chairs are for the seating of Dwarf Heroes. Nothing but bones and damaged items left.
5) Living quarters for their families. All gone.
6) Dining Hall.
7) Kitchen
8, 9, 10) store rooms for food.
Water had to be brought in as the seepage into the Bastion Cave became undrinkable.
Number 3 is in a hill. The rooms will have to be smaller.
This is all 'magic' and the roof can be thin... but I'll take into account the hill height.
The sinkholes have standard edge fade, inner.
Bastion Cave.
Water had to be brought in as the seepage into the Bastion Cave became undrinkable.
Various amounts of debris and skeletons in different rooms.
1) Guard room, controls a portcullis for entry.
2) Bastion Room. A) a stout wall and towers. Emergency defenses. Neither helped.
3 and 4) Guards' Quarters. The nicer chairs are for the seating of Dwarf Heroes. Nothing but bones and damaged items left.
5) Living quarters for their families. All gone.
6) Dining Hall.
7) Kitchen
8, 9, 10) store rooms for food.
11) A cave with sinkhole. Something came up out of the depths, and attacked the families first.