That side view of yours would probably look better if you changed the mountain polygon to a smooth one (may result in some minor fine tuning of other elements).
It serves as a nice overview of the dungeon complex though, makes it much easier to see how everything is connected.
I am impressed by the number of great maps here, you are certainly giving me some job assembling all of this for the atlas It is easier to take all the maps from a single dungeon in one go, than to keep adding on though, so I still prefer to wait until you are done.
For future dungeons though, may I request that you map future levels as one long map per level instead of multiple parts, it saves me a lot of work in linking up everything back and forth (And the linking is one thing I cannot reuse between the .fcw version of the online version of the atlas). Remember you can still concentrate on one part at a time even if they are all on one long map instead of several separate ones.
Really do look much better when put together, I immediately get a proper feel for the level.
As for the map border, as long as the corridors do line up perfectly, I would just have removed it and created a new outer border (quickest way of doing this is to use file --> Resize Drawing Area in the first map BEFORE pasting in the second one, this resizes the border, the screen around it and the background). Then you can either simply paste the content of the other map, or if you use Draw --> Insert File, simply delete the extra map border, screen and background that came with the second map.
I always used what would fit on a 8.5x11 inch sheet of paper, makes it easier to have the room descriptions on a facing sheet of paper. Easier for me to read to.
But I'll continue with this and combine them.
Making a brand new border did cross my mind, along with one larger background.
This is one of the reasons I don't like printing maps. Print puts such a limitation on the maps. And if you need it to scale, you have to deal with print margins, which conveniently are not the same for different printer models. And paper sizes are also a nightmare. What fits on your 8.5x11 don't fit my A4 pages. This is one of the reason I enjoy having a VTT solution for my games, even if we are all local in the same room, much easier to show what I need from the dungeon at the appropriate size. Zoom in when details are needed, zoom out for a complete overview.
CC3+ do have nice facilities for tiled prints though.
Back in the 1980s, I used the graph paper that was 18 x 24 large squares. Each large square had 25, in a 5x5 configuration, in each large square.
I decided to use a scale of 10 feet per large square. I drew the maps out, and placed them on a table to get the overall idea of each dungeon/level.
So the 3-ring binder would be the back of one page of descriptions, on the facing page would be the graph paper.
Thats why I did what I did.
While I would prefer to draw them at the current mething, I'll go back and redraw them as one map per level.
Note that sub-level 3 is in 2 pieces.
The cave, still thinking on this, might/could be more than one level. I am looking at a base color background, and then using shades of gray, and/or lighter bitmap fills of a similar color to show depth.
Ah, you take me back. While I weren't involved in RPG's as early as you, I still remember mapping on graph paper and handwritten notes.
Posted By: JimPWhile I would prefer to draw them at the current mething, I'll go back and redraw them as one map per level.
Don't feel that you have to. It was only a suggestion, and I was mainly thinking of future maps, I don't really want to give you extra work. And these are your maps, so you can of course make them exactly the way you want to.
I did that. But I can display them on my site as different. I am using width and height to shrink them on the page I linked to. The png is still 2000 pixels wide.
So on the levels html page I used larger height and width percentages than the other maps.
So on the levels html page I used larger height and width percentages than the other maps.
According to the source code of your page, you've used exactly the same width and height settings for it as the other maps, which would explain why they display as the same size.
I used the basic bitmap fill for I think sandy floor. And used the different transparencies of gray for the levels. Different types of water and a small light on the left.
Comments
Anyway! Lovely map, Jim
It serves as a nice overview of the dungeon complex though, makes it much easier to see how everything is connected.
I am impressed by the number of great maps here, you are certainly giving me some job assembling all of this for the atlas
It is easier to take all the maps from a single dungeon in one go, than to keep adding on though, so I still prefer to wait until you are done.
For future dungeons though, may I request that you map future levels as one long map per level instead of multiple parts, it saves me a lot of work in linking up everything back and forth (And the linking is one thing I cannot reuse between the .fcw version of the online version of the atlas). Remember you can still concentrate on one part at a time even if they are all on one long map instead of several separate ones.
I'll try the lookout level this week and post it.
I figure the easiest way to handle the map border and the background is to redraw them.
I don't know!
As for the map border, as long as the corridors do line up perfectly, I would just have removed it and created a new outer border (quickest way of doing this is to use file --> Resize Drawing Area in the first map BEFORE pasting in the second one, this resizes the border, the screen around it and the background). Then you can either simply paste the content of the other map, or if you use Draw --> Insert File, simply delete the extra map border, screen and background that came with the second map.
But I'll continue with this and combine them.
Making a brand new border did cross my mind, along with one larger background.
CC3+ do have nice facilities for tiled prints though.
I decided to use a scale of 10 feet per large square. I drew the maps out, and placed them on a table to get the overall idea of each dungeon/level.
So the 3-ring binder would be the back of one page of descriptions, on the facing page would be the graph paper.
Thats why I did what I did.
While I would prefer to draw them at the current mething, I'll go back and redraw them as one map per level.
Note that sub-level 3 is in 2 pieces.
The cave, still thinking on this, might/could be more than one level. I am looking at a base color background, and then using shades of gray, and/or lighter bitmap fills of a similar color to show depth.
Preliminary Deadly cave map. Suggestions desperately needed. That is muddy waters in the bottom level.
Made the cave map 450 x 300. The other maps are 300 x 240. I scaled them on my levels page, not uploaded to my site yet, to the same height and width.
For some reason the cave map is the same length as the Sub-Level 4 map just above it, when it is 150 longer.
Updated maps/levels uploaded to my Alpha site.
What did I do wrong ?
So on the levels html page I used larger height and width percentages than the other maps.
Sorry, forgot to mention that.
Rather preliminary.
Probably add more rock piles so adventurers will have to descend into the pits to go around the rocks.
You've got the levels sorted out with some really nice effects.
Just one question. What's that green thing a bit below the word 'Deadly'? It looks like a locust at this resolution.
LOL!
I need new glasses!