updated part 3, and a preliminary part 4. Almost there.
And the total maps web page on my site above has been updated to.
Anyway.
The dwarves found this beautiful blue water. A visiting cleric said it was good to drink. But they found out years later that any dwarf coming here alone, never returned. No bones, no body, nothing to see or know where the dwarf coming here went to.
The brown walls and these passageways were put in after their decline had started. During the attacks, lone dwarves came here to get a drink of water. Did they go to some place good ? Some place evil ? Another dimension ? Why only dwarves who came here alone ? No one knows.
Jim, can I suggest you put the water levels on 2 separate sheets with a Fade, inner edge on them, less for the first larger one than the inner smaller one.
To avoid water looking like a puddle, don't make the entire area see-through; leave inner opacity at 100%, and set the outer opacity quite low (~20%). Then make sure to set the edge width appropriately. Since your squares are 5', you'll need to use a value lower than that, probably 2-3. Same goes for the darker entity in the middle, but depending on exactly what fill still you used there, the inner opacity should be somewhere between 50% and 90% so you can see the water through it.
Okay then. I'll start refining, numbering rooms, etc. for each level.
I'll post one or two of the all level maps to see how they look at 900 pixels... later today, or on Saturday, I'll add them to a page on my web site at 2000 pixels.
Lookout level.
Level 3, just below Lookout level, added.
Since there now only needs to be one compass and one scale per map, I'll be checking to see if I can add additional rooms and passageways in the freed up areas.
Posted By: JimPSince there now only needs to be one compass and one scale per map, I'll be checking to see if I can add additional rooms and passageways in the freed up areas.
Dwarf King: Why don't we build a new room right here. Rock seems solid, it is the perfect place for an extra forge Dwarf Engineer: Sorry Your Majesty, but we can't do that. We have to leave space for the cartographers to add a compass rose. Guild rules, no way around it. Dwarf King: oh.....
Comments
How about putting an Edge Fade Inner effect on the edge of that shadow?
90% opacity on the inner edge fade. Also transparency.
And the total maps web page on my site above has been updated to.
Anyway.
The dwarves found this beautiful blue water. A visiting cleric said it was good to drink. But they found out years later that any dwarf coming here alone, never returned. No bones, no body, nothing to see or know where the dwarf coming here went to.
The brown walls and these passageways were put in after their decline had started. During the attacks, lone dwarves came here to get a drink of water. Did they go to some place good ? Some place evil ? Another dimension ? Why only dwarves who came here alone ? No one knows.
Updated part 3 first.
Thanks Wyvern.
As for the dwarves falling in, there should be bones and water containers left behind. Nothing like that there.
Lets see, combining the maps as requested, I get 11 maps. Sub-Level 3 is in 2 pieces.
I'll check on it later today.
The above maps are Inner opacity 30% with Outer at 0%.
Here is what these maps are: Edge Fade, Inner; Edge width 3 units, Inner Opacity 70%, Outer Opacity 30%, map units, High quality.
I was looking more for a lip on the edge of the water. The current way it looks more like a puddle to me.
Then make sure to set the edge width appropriately. Since your squares are 5', you'll need to use a value lower than that, probably 2-3.
Same goes for the darker entity in the middle, but depending on exactly what fill still you used there, the inner opacity should be somewhere between 50% and 90% so you can see the water through it.
The darker area is to show depth. Its a 40% bmp.
I'll work on that.
I have 3 levels as one map now. One map for each level.
I'll continue on with that. I would post them, but as 900 pixels wide, they would be a bit difficult to read/see.
I can put them up on my web site if anyone wants to look at them as one map per level. They would be 2000 pixels wide if I did this.
I'll post one or two of the all level maps to see how they look at 900 pixels... later today, or on Saturday, I'll add them to a page on my web site at 2000 pixels.
Lookout level.
Level 3, just below Lookout level, added.
Since there now only needs to be one compass and one scale per map, I'll be checking to see if I can add additional rooms and passageways in the freed up areas.
Dwarf Engineer: Sorry Your Majesty, but we can't do that. We have to leave space for the cartographers to add a compass rose. Guild rules, no way around it.
Dwarf King: oh.....
Great maps.
Not uploaded to my site in full size yet.
I am thinking they will need to be different resolutions to fix right, or something. Ground floor is the longest of the levels.
Nicely done, Jim