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Royal Scribe

Royal Scribe

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Royal Scribe
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February 5, 1968
Location
San Francisco, California
Real Name
Kevin
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Mapmaker
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  • [WIP] - Sakherma Ruins

    Working on the Sakherma Ruins, a ruined desert temple in the Mike Schley style. For reference, the ruins are at the edge of a mountain range (middle right) in the Eknapata Desert below.

    The temple was built with a covered temple partially constructed into the hills, with a courtyard surrounded by walls but open to the sky. The bronze plates that made up the roof were stolen long ago by scavengers, so now what was the interior of the temple is also open to the sky (except for the portion beneath the hill).

    Here's the above-ground portion. The other things in the desert are an obelisk, and the head of a once-gargantuan statue, both appearing on the parent map. The river is a small stream that feeds into the Eknapata River on the parent map.

    I tried different approaches with the sand dunes. Some are a lighter shade of the sand, some are a partially-transparent darker shade. Let me know what you think.

    I fabricated ruined walls by constructing them in three layers and then using the color key cutout to carve out bits of them. They're supposed to have a brown stone core with a lighter gray stone surface. (The Corinthian pillars come from CA49.)

    Now for the inside. I tried to show elevation changes using the techniques that Ralf recently demonstrated in the Height Transitions demo. Most of it shows more gradual changes, using Edge Fade effects rather than the Glow effects that Ralf used. The passageway that spirals down to a level below (not yet mapped) used the Glow effect to show sharper transitions. And there are a few areas with higher elevation. One is a small "chamber" off of a narrow passageway -- there are even stairs in that passageway. The other is the wider passageway leading to the underwater lake. It slopes up and then back down to the water.

    That blue line? That's supposed to be a wall of glass. I added a bevel and a transparency to it. Not sure it works, and I am very much open to suggestions for how to improve it.

    Here's the FCW file if anyone wants to suggest different effects to improve the wall of glass, sand dunes, or anything else.


    LoopysueC.C. CharronMapjunkie
  • [WIP] Haunted Mansion

    Still writing up the proper description but in the meantime, I figured I'd post what I think is the final version of the final map. More sewer encounters, including a giant spider, some rats (both giant and ordinary-sized), a gelatinous cube, and some hungry foliage. (Of course, a proper battlemap would use moveable tokens, but this is for flavor -- the creatures are on a layer that can be hidden.)

    Oh, and a whole bunch of skeletons, and a few zombies -- an explanation for those empty crypts!


    LoopysueRicko HascheBrian Ransom
  • [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.)

    LoopysueAleDJuanpi
  • [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?


    QuentenMonsenLoopysueCalibre
  • [WIP] The Sewers of Elmsbrook Township

    (I just noticed that this looks vaguely like the Starship Enterprise.)

    In Level 5, purified water from Level 4 hits at a high spot that slopes both to the west and to the east. Water that flows to the west will reach the end of the canal and be deposited into water pipes that take it out to sea. Water that flows east will end up in a supersized drainage canal to help carry refuse from the bottom of the Great Maw.


    The Great Maw ends at this level. All manner of waste digestible by the Black Pudding is tossed in here, including unusable metal and wooden objects, as well as any bones picked clean by the Gelatinous Cubes in Level 3. Here, the Black Pudding is munching on a great bell that has been thrown away, as well as some broken furniture. (Yeah, townfolk would probably chop up the broken furniture for firewood, but I wanted to show the Pudding eating metal and wood.) Left untouched for daring adventurers: a ceramic urn and a stone statue that are indigestible, along with some glass bottles. There’s also a staff, book, and scroll case that should be edible…unless they’re magical.


    An extra large canal brings any remaining wastewater to the sea. Here, a Voracious Sullage has stretched itself across the canal, holding on to two side pillars as it scoops up anything edible remaining in the water.

    A portion of the Great Maw’s wall has broken down, revealing a few caverns that are home to a strange tentacle aberration.


    If adventurers survive the Black Pudding, the tentacle aberration, and the carnivorous plants down the passageway, they might find an escape route through the southern passage. But they might not be home free: something got the last adventurers who rested here (though that something might have been carbon monoxide poisoning if they lit a campfire in this poorly ventilated space).


    LoopysueRicko HascheMonsen
  • [WIP] The Sewers of Elmsbrook Township

    I tweaked it to change the effluent on Level 3 to Effluent o3, then changed it after the first Gelatinous Cube in the Waste Filtration Path to clear water with decreasing amounts of scum as it gets purified. Added some clear water near the cubes in the Filtration Auditoriums to show that they ate some of the contaminants as they were traveling through. Also added some floor stains.


    I think this makes it a bit clearer that the Gelatinous Cubes are consuming the waste and purifying the water. I will go through add more scum to the floors and the effluent in Levels 2 and 3.

    JimPLoopysueRicko HascheRalf
  • [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.


    LoopysueRicko HascheEdE
  • [WIP] Community Atlas Competition - Artemisia - Verinress Arl - Fon'Anar

    Here's a version with a darker red:

    And here's a version where I tried lighter text on a darker background. (The white ones at the end are the only ones that really work.) For this one, I moved the text to a different sheet so I could turn off the white glow that just made it look bolded in a way that made it harder to read.


    LoopysueAleDMonsen
  • [WIP] Inside the Temple of Fah

    A few months ago, I posted the Temple of Fah, a ziggurat I created to play with the CA209 Stairs and Steps annual. At long last, I have finally designed the interior.

    I know this map is ridiculous. Egyptian pyramids only had a handful of rooms for the tombs of a pharaoh and their treasure. Sumerian ziggurats also only had a handful of interior chambers. But I decided to go whole hog and create a sprawling interior complex reminiscent of the classic dungeon crawls I first experienced with D&D in the early 80s. (My first introduction to the game was December of 1979.)

    Here’s a side view of the exterior to give you a sense of the entrances:

    There are two landings before reaching the very top of the ziggurat. The first is on level 7, standing on the roof of level 6, and the second is on level 13, on the roof of level 12. The entrances on each landing are to the left and right of the exterior stairs continuing up. The 10 feet wide doors are designed to be concealed for aesthetic purposes, blending in with the side of the ziggurat when shut, but they aren’t exactly hidden or secret.

    The landings divide the ziggurat into three sections. The top-most section is primarily used by priests and religious leaders. The middle section has chapels and shrines that the royal family, wealthy nobles, and elite government workers are invited to for private religious celebrations, including weddings and coronations. The general public is never invited inside. Instead, religious leaders stand on the first landing of the temple to lead the masses gathered before the temple in their religious ceremonies. The lowest section contains the tombs of great pharaohs and powerful religious leaders.

    I decided to design the interior rooms and passageways using the color key knockout effect that @amerigoV describes in this thread. The walls are granite from the CA149 Beaumaris Castle annual. Most of the other fills and symbols come from the CA150 Ancient Tombs annual.

    Here’s an example of a level with the effects turned off:

    Each level of the ziggurat is 10 feet above the level below. The rooms and passageways inside are mostly 8 feet high, leaving two feet of stone for the ceiling (or the floor for the level above).

    Let’s go inside!

    LoopysueC.C. CharronAleD
  • [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!

    LoopysueWyvernRalfCalibre