April 2014 Competition
Ralf
Administrator, ProFantasy 🖼️ 18 images Mapmaker
[EDIT: I have extended the deadline to 14th June 2014]
To celebrate the release of The Dungeons of Schley, we’ve devised a new competition.
Create a small underground lair – a bandit hide out, a cave taken over by a dragon, a mine used as a cultist HQ. The whole area the map covers including map embelishments should be no more than about 100 m / 300 ft square. The best will win an unlimited patron license to all our cartography software forever; two runners up will receive vouchers.
- It can be in any style, past, modern or future.
- You have to create it with CC3, and any other ProFantasy map-making software you wish to use – annuals, symbols sets, whatever you like,
- It can include third-party art as symbols or fill styles long as that art is available for commercial use by anyone.
- You grant us permission to post the map online, though you retain all other rights.
- Only one entry per person
- The main prize is an unlimited patron license, and the two runners up will receive $100 vouchers.
- To submit, post your entry on this forum thread.
- Competition closes on 14th June 2014.
To celebrate the release of The Dungeons of Schley, we’ve devised a new competition.
Create a small underground lair – a bandit hide out, a cave taken over by a dragon, a mine used as a cultist HQ. The whole area the map covers including map embelishments should be no more than about 100 m / 300 ft square. The best will win an unlimited patron license to all our cartography software forever; two runners up will receive vouchers.
- It can be in any style, past, modern or future.
- You have to create it with CC3, and any other ProFantasy map-making software you wish to use – annuals, symbols sets, whatever you like,
- It can include third-party art as symbols or fill styles long as that art is available for commercial use by anyone.
- You grant us permission to post the map online, though you retain all other rights.
- Only one entry per person
- The main prize is an unlimited patron license, and the two runners up will receive $100 vouchers.
- To submit, post your entry on this forum thread.
- Competition closes on 14th June 2014.
Comments
- The lair can cover multiple floors, but they'll have to fit in the 100m/300ft square in total (not per floor).
- No maximum level of floors, except the practical limit of fitting them all into the area.
- Please post your final map as jpg or png in this thread and email us your FCW source file (ralf@profantasy.com).
- If you include your own bitmap artwork, it needs to be included with the email submission.
100m is close to 300ft (approximately 328 ft)
100 sq m is over 3 times as much as 300 sq ft (it's about 1076 sq ft, actually)
(edit: Did some googling on the term "x feet square" and it does indeed refer to a square with side length x. So the areas come out to 10,000 sq m [100x100] and 90,000 sq ft [300x300, if you forgive the use of the rounded feet conversion])
But I agree with qwalker... Too much effect on the text, especially for the map key.
http://drunkennerdery.com/2013/05/19/troglodytes-lair/
It includes symbols and fills from a variety of Profantasy products, a couple of symbols from the CSUAC and a few symbols that I made myself (either from scratch or using a Profantasy symbol as a starting point).
Dungeon Master Notes
- Doors and chests marked with a coloured lock symbol cannot be opened without the corresponding key, regardless of magical or lock-picking skills.
- Enemies that are active by default, are indicated by a slight red outline
- Useful items are scattered around the map, and are marked by a slightly green outline.
- On entering the Lair, adventurers are met with a large sacrificial chamber with dragon bones surrounded by a necromancer's glyph, a sacrificial altar and a few undead mummies.
- Closed doors lead to two antechambers, no progress can be made through the locked door on the other side of the left side chamber, and the first useful item (a rope) can be found in the right chamber.
- Shortly after entering the labyrinth adventurers may also find the second useful item (a selection of planks long enough to traverse pits safely).
- As adventurers work their way through the dungeon, they may find a series of locked chests and a series of coloured keys. Chests can be opened only by the appropriately coloured key, and should contain high quality loot.
- Adventurers may find a spike pit that contains the third useful item (a magic sword). The rope can be used to safely collect this item.
- There is also a magic shield located within the dungeon.
- In the cage containing the orange key, adventurers will find a captive chained up. This captive has knowledge regarding the usefulness (and location) of the magical shield (protection against fire) and sword (ability to kill animated enemies e.g. golems, mummies and skeletons).
- The corridor containing timed fire traps can be passed safely if the adventures have found the magic shield.
- Opening the door to the treasure room will trigger the necromancer's final trap and awake the large corpse in the treasure room, the smaller corpses on the stone slabs, and will re-animate the bone dragon.
- The captive (if released and persuaded to accompany the adventurers) is able to disable the final necromancy trap prior to it being triggered.
- The treasure room also contains the key to the two teleportation chambers, allowing access to the abandoned living quarters and library in the lower left of the lair.
- There is also a key located in the living quarters that will unlock the door to the original chamber, and avoid the adventurers needing to work their way back through the entire labyrinth.
A much larger 18MB 3600x3600px PNG version can be found hereI only spotted this contest today, so I whipped up a small, simple map tonight (my first attempt at drawing a dungeon).
The theme is The Betrayer, a half-fiend Cyclops, was sealed away in stasis for betraying the Cyclopean Empire thousands of years ago. The doors were trapped with the most powerful warding magic known at the time.
The map was drawn with the standard tools from DD3, plus the Tolkein font from the 2012 Annual.
Cheers,
Jim.
Ah well, my first DD3 map, inspired by a larger hand-dwarn map from an old game session. Learned a lot watching Sweeney's tutorials & then trying to make this map. Original hand-drawn map had lots more detail that I ran out of time to put in here.
If nothing else, it gives the real mappers around here something to laugh & point at....but for my ego's sake, please keep it to under 12 hours' worth.
Thanks for the great products. Got some of the mapping addiction going. Tools are really fun to use!
Kevin.
--edit: Updated version added 6/14/2014. (Should I have deleted the old one?)
Admin Edit: I've deleted the old one to avoid confusion.
Ahhh...the good old days...
Here's my entry The Tomb of the Witch King, all textures, symbols and fonts are from Profantasy mapping products. I've enjoyed making the map, so I'm planning on redoing it with my favourite non-commercial art pieces after the competition is over.
EDIT: 14th June - Updated map slightly for the new deadline.
Is it ok if I resubmit my entry, now that there's extra time? My original entry was a quick & dirty one, because of time restraints.
Thanks,
Jim.
Original here: http://www.undercoveryeti.com/blog/2014/05/27/underground-fort/
The premise is a cave entrance into the hideout from the west or an ocean/lake entrance from the east. There are numerous natural caves, a deep chasm, an old temple, caves/rooms that overlook the ocean/lake, and even a submerged unexplored section. Red numbers are room numbers. Blue numbers are elevations relative to the main cave entrance. Lower Res Jpeg. I hope you like it.
1) Cave Entrance
2) Main Cave
3) Beast Cave
4) Entrance Hall
5) The Old Temple (Fresh Water Source)
5a) Balcony Lookout Post
6) Guard Post
7) Guard Barracks (Bars to south have never opened)
8) Unused Stairs Room
9) Garbage Pit Room
10) Guard Post
11) Evil Summoning/Worship Room
12) Magical Guardians
13) Broken Bridge & Chasm
14) Entrance Hall
15) Wizard’s Sleeping Chamber
16) Wizard’s Bathing Chamber
17) Wizard’s Lab
18) The Vault
19) Storage Cave
20) Storage & Lookout Post
21) Storage Chamber
22) Dock
23) Submerged Guardian
24) Submerged Sword Chamber
24a) Submerged Crypt with Secret Door
24b) Submerged Crypt
25) Submerged Cave
26) Lost Treasure Room
Since I don't have the Dungeon Designer, my toolset was limited to the Annual Jon Roberts Dungeon, but all CC3.
These will be judged by Mike Riddle, the author of FastCAD the CAD engine that underlies all of Campaign Cartographer and its add-ons.