Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
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- 4,474
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- Member
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- 1,739
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
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- 12
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[WIP] Temple of Fah (May Annual: Stairs and Steps)
I decided against trying to "erode" the levels of the ziggurat. It was a lot to change, and I decided that I will keep the technique in mind next time I do one. Instead, I focused on adding layers of the sand texture to each level of the temple (except for the top portion that the priests are more diligent about sweeping). I tried to vary the patterning by starting drawing from different corners, but I'm not sure that helped much. I might alternate which of the sand textures are used, as I did set each to different scalings. I like the color and scaling of #4 the best but I really should change it a little so you don't see angled paths of no sand like on the north face.
I also added the edge of a mountain using the same techniques as the dunes, but with the bevel isn't smoothed as much, and I used a dark brown earth fill. Maybe I should move the mountain to the NW or NE corner?
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[WIP] Community Atlas Competition - Artemisia - Verinress Arl - Fon'Anar
I finally have a bit to show for my contribution to the Community Atlas Competition. More work is needed but it's enough to provide the gist.
I adopted a little farming village on the edges of Verinress'Arl on Artemisia. The parent map's notes explain that Verinress'Arl is populated by Aeifa (surface dwelling drow), who are ruled by a Matriarch, where succession is by fight to the death among her female offspring. The red box here (northeast of center) shows the village in relation to the rest of the kingdom:
The village was once the site of a military outpost, but when it was decommissioned generations ago, a village grew up and took over some of the surviving military facilities: a small fortress that became the village jail, and a tower atop a hill that was purchased by sorceress to live out her years of retirement. The tower was passed down to one of her apprentices, and so on through the generations.
While the villagers are mostly self-sufficient, raising enough of a variety of crops to sustain the village, it's known for its fruit orchards and even more for its vineyards and the wines that are popular throughout the realm.
Here's the village so far (I also put a copy in my gallery if you want to zoom around):
Still more to add within the area protected by the palisades, and forests to the north/northeast.
Here's a closer view of the hillside known locally as "the rock" (though a proper name will be provided on the map):
In addition to the sorceress' tower on top of "the rock," there are three other buildings the dig into the hillside. On the south/southeast, a decommissioned military fort has been converted into facilities for the village watch, with jail cells built underground in the hillside. On the eastern side, the Temple also digs into the hillside where the crypts and religious records/artifacts are maintained. And on the north side, the winery (which may be a bit oversized, now that I see it) also extends into the hillside, where wine can ferment in giant vats in caverns protected from the heat of the sun.
The government buildings include the City Clerk's office in the center, with the courthouse to the east, the mayor's office to the northeast, and the town council chambers to the northwest.
Here's an example of treehouse housing. More smaller complexes like this will be built elsewhere within the palisades.
Outside of the village walls on the southwest side is a large pond. There are some industries along the creek that exits the pond: a small mill, blacksmith, tanner's, and glassblowers. North of them is a hillside and field that have become an entertainment area. A large bonfire is lit most warm nights, where the villagers make music and dance. There's also a stage where traveling minstrels, troubadours, and traveling acting troupes can perform for the villagers who can sit on stone benches before the stage or on the hillside behind. The big building on the northeast side of the pond is the community baths (elves are stereotypically fastidious, after all).
Much more to come, but since it's officially August, I wanted to post what I have to date to start getting feedback.
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Best ways to use stairs (Mike Schley Dungeon style)
I added the shadow that Sue recommended on top of the stairs going down to the cellar, and I think it's great. Definitely conveys "descending."
I also added the shadow below the stairs going up, so you only see a shadow where it reaches the top -- an attempt to convey a shadow from the floor above. (In seeing this embiggened version, I may have to adjust that shadow slightly to be flush with the north wall.)
For the stairs descending to the cellar, I added a door at the top of the stairs and a half-wall (new WALL SHORT sheet with the Glow effects at half of what they are for the WALL sheet). The idea is that there is a closet below the stairs going up where the innkeeper stores brooms, mops, and cleaning supplies. Wouldn't want them to topple into the cellar if there was no sort of wall there.
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[WIP] Playing around with Sinister Sewers
Getting a little practice in with Sinister Sewers this afternoon. (I've been mentally mapping out an elaborate waste management system, but this is just for practice.) If I'm lucky, Ralf will do a demo with the next Live -- looking forward to seeing his strategies and tips.
The canal in the lower left is meant to be regular water from a storm drain (maybe I should add some leaves) that would normally mingle with the effluent and push it through, but a gelatinous cube is gobbling up all the leaves and everything. (My waste management system will make extensive use of oozes to keep things tidy.) I used Effluent 05 for the water. Was that intended to be regular water? Is there a better approach for that?
I ended up going with the green effluent for most of it because I liked how the colors popped. But I will probably use the browns and yellows mostly, maybe with the green used for scum, and maybe waste "water?" coming from the sewers connected to a necromancer's lab.
I was struggling getting a break in the wall to the room without canals to work properly, and then realized that an archway was a perfect gimmick. This room was intended to be the main access to the sewers, but there are also ladders or rungs near the surface vents. Threw in some carnivorous vegetation for fun. Maybe some adventurers will be hired to find out why waste management workers are disappearing.
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Feature Suggestion Thread
I have thoughts on things I'd love to see in future Annuals, but if I mention something that already exists in an older Annual, please advise and I may go buy it!
- Greco-Roman symbols (both City and Dungeon level) - aqueducts, baths, forums, temples, amphitheaters (and at the dungeon level: couches, statues)
- Elven Village (if in a Mike Schley-compatible style, could expand on his elven homes in SS5, or could be totally unique) - tree houses, swan boats and canoes, henges, colorful/exotic flowers and plants, fairy circles, and specialty animals: deer, swans, exotic birds, unicorns, pegasuses (pegasi?), giant eagles and their nests
- Airships - dirigibles, hot air balloons, magical flying ships, Spelljammer-compatible ships
- Academy/University - not sure what this would include, but I will need to design one at some point
- Botanical Garden
If Mike Schley is still doing monthlies:
- Throne Room - thrones, dais, crowns and other regalia (perhaps with pillows to display them on), banners, shields (upright as wall decorations), red (or varicolor) carpets that can be combined into a long strip (or as a fill?), couches or lounge chairs, suits of armor.*
- Library - more bookcase options, more open/closed books, varicolored scroll cases, rolled-up scrolls tied with varicolored ribbon, ink jars with feathered quills.**
- Gnome or Artificer Workshop - though there are some alchemist supplies already
- Mines - tracks, handcarts, pickaxes, individual gems (as opposed to a pile of gems)
- Fairs or festivals - the marketplace symbols have a lot, but I'm thinking about things for performers: juggling pins and balls, musical instruments
- Harbor / Docks / Shipyard - nets, tridents, fish (in open barrels, in piles, and individually), coils of rope
(* With these, I dug through the Mike Schley symbols and found some that could work -- the varicolor "chair ornate" could make for a golden throne, and there's standing armor in weapons. But I haven't found any couches or lounges, just benches and chairs. And there's small area rugs but nothing I saw that could make for a long stretch of carpeting.)
(** The temples and necromancer sets have some of these, though I don't recall seeing feathered quills.)
Also, I have some great photorealistic fills for these sorts of things already, but I'd love more illustrated-style fills for granite, more marble, maybe carpeting?
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[WIP] Community Atlas - Eknapata Desert
Okay, here's the next iteration.
I tried to use blotchy lighter sands to suggest sand dunes, like the Sahara Desert, and darker blotches to show more solid, earth-packed areas. Not sure if I should try to get them to blend in more with a partial transparency or something?
Tried to make the roads show up a little more, but I can't tell if it was that successful. I liked the idea that the guys with the camels could be used on the trails roads to indicate that it was more of a general route through the sands, where most travelers would need an experienced guide to make sure they don't get lost, since a proper road would be blown away or covered with sand. There is a more treacherous area in the southern part of the desert called the Devil's Backbone, where a proper road on more solid land passes next to a 50-mile long fissure. It's a dangerous route, beset by foul creatures that creep out of the fissure, especially at night. But the road is on solid land, and without a guide, it might be a safer route than braving the shifting sand dunes. (I put a tower next to one of the villages down there -- maybe a wizard is there that the adventurers just have to visit?)
Thoughts?
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Community Atlas submissions: the Gold Coast (Doriant) and areas within it
I am ready to submit the FCW for the Eknapata Desert for the Atlas, knowing that it won't be processed until after the contest ends (though it is a parent map for a village I am submitting to the contest).
Here is the FCW, along with a PDF Description and a plain text file (with accents replaced with standard ASCII characters).
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[WIP] Greco-Roman Temple revisited: Dungeons of Schley style
Here's the inside of the temple. The floor uses white marble tiles that come from DD3, I believe.
The reflections, as with my original temple, are custom-made symbols that are meant to be reflections from the glow of mosaics made from luminescent crystals. I need to remember to remove them when I share the FCW.
The pillars use Mike Schley's ornate columns. Zoomed out, they look a almost "smudged," and the plain columns look sleeker. But zoomed in, the details of the columns' base is nice, and probably more like what a fancy temple would have.
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[WIP] Temple of Fah (May Annual: Stairs and Steps)
I've been playing around with Wyvern's great suggestions.
I tried to give the ziggurat a more weathered look by using the FRACTALIZE command. The default settings were way off but I played with it enough to think that with time, I could get it to look right. The problem was that I tried it on a single layer of the temple, and even with just that single layer, it added so many nodes that it slowed everything way down -- and that was just the first of eighteen levels of the temple! So I think my temple won't look weathered after all. Maybe the gods are preserving it. ;-)
Then I hid the desert symbols so that I could play with the different textures and effects to create the illusion of dunes. The Dungeons of Schley style has five sand fills (with 1 being the lightest) and five corresponding partially transparent textures to overlay. The main background in my map was the middle one, Sand 3_SS4. Over the entire map, I also added the Sand 2 T_SS4 texture on a sheet called SAND TEXTURE 1 BASE, which has an inner edge fade to soften it. I then added another sheet called SAND TEXTURE 2 PATCHES, where I drew patches of the textures 1, 4, and 5 (2 already applied to everything, and 3 being the same as the main sand).
For the dunes, I added another sheet, SAND TEXTURE 3 DUNES. It has three effects: Edge Fade, Inner; Bevel, Lighted; and Blur. I then added dunes, trying with first the Solid 10 fill and then some of the sand ones -- but actually, I kinda think the Sand 3 blends in best.
Here's how it looks:
Here's my Bevel settings:
And here's the FCW:
Thoughts? More dunes? More sand patches? More anything else?
As an aside, learning these desert techniques is very helpful. Last November, one of the first maps I attempted was a Blue Dragon's desert lair. I abandoned it, but I've learned so much in the last six months -- time to revisit it!
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[WIP] Town of Kukaar (Ancient Cities Annual)
Okay, I experimented by moving a few of the houses built with the Random Streets tool to a new "BUILDINGS - RANDOM STREETS" sheet. I was able to give these houses greater transparency than the buildings symbols to make them more similar. I also added a COLORIZE effect to make them a little grayer. But this threw off the look of the huts I tested with in the lower left corner that were also built with the Random Streets tool, so I moved those ones to a "BUILDINGS - RANDOM STREETS 2" sheet with a tan colorize effect.
The map is small enough that it's not too difficult to simply replace the random buildings with symbols, but it's an educational exercise to see if I can address it with special effects.
Here's how it turned out, starting with the full map and zooming in. Most of the test houses are in the block directly southwest of the circle part of the canal, with a few others elsewhere to see what they'd look like when the houses were on different terrain.
(Not sure why one of the huts turned browner than the others.)