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Royal Scribe

Royal Scribe

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Royal Scribe
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Birthday
February 5, 1968
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San Francisco, California
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https://legacy.drivethrurpg.com/browse/pub/31814/Royal-Scribe-Imaginarium
Real Name
Kevin
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Mapmaker
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  • WIP: New Dungeon Commission

    Also, labelling; for future, similar projects I'll number the rooms sequentially starting with the player version - so there are no clues to secret rooms or whatnot and then fill in the blank labels on the GM version...you live and learn.

    Oh! That's a good tip. I have been omitting room numbers on player versions, figuring the players could just point to the room they have a question about, but that could be tricky in a large map like this. Good suggestion.

    jmabbott
  • Numbering/Labeling Conventions thread

    In a different thread, @Ricko was asking for advice on how mappers approach adding numeric labels on a map:

    @Ricko : Sorry to change the subject of the original thread, but I'd like to consult with you (or anyone else), who knows more about these topics than I do, if there's any suggestion or order for diagramming the numbers on a map. Example: From top to bottom, clockwise or counterclockwise, etc.

    I thought I would add my two cents in a new thread for the topic, to make the discussion easier to find later.

    I am certainly no expert on the matter, but when I am labeling things, I try to think of how it would be presented in a purchased campaign supplement. I try to make it flow in the order the party would be traveling, starting with #1 at the entrance and flowing from there to where they'd go next.

    Of course, the party may have choices on which direction to go, so there may not be an obvious answer for what comes next after they enter. I just pick one direction and try to label things as contiguously as possible, clustering the numbering as best I can. So it's not necessarily clockwise, or left to right, or up or down -- it's just the route the way things the adventurers may go.

    With cities and towns, it can vary. Sometimes I pick a road or city gate where the party may enter the city and then flow from there. Other times, I may start in a central area like a market square or town hall as the starting point. My numbering also clusters (like, every shop around a town square gets numbered before moving to the next area), and go neighborhood by neighborhood.

    For overland maps...to be honest, I've never numbered overland maps. I've only used text labels, where it isn't the same issue.

    I'd love to hear other people's ideas for how they approach.

    Ricko
  • Community Atlas - Torstan Holy District - Happy Fiddler's Inn - a joint collaboration.

    These flowers:

    Just noticed Quentin posted the FCW. These are all of the different sources of symbols, according to Remy's add-on IR command. I'm guessing they come from Dundjinni Archives.


    Ricko
  • Experimenting with wooden stairs

    I am experimenting with different ways of doing wooden stairs.

    This is for the interior of a building where the exterior is from a town created with Darklands City, and I want a compatible interior style. I have found that DD3 works better with Darklands City than Mike Schley's stuff.

    Unfortunately, the wooden stairs that come with DD3 all have arrows (the bottom two from this example) which I am not fond of, so I am experimenting with other options.

    For non-DD3 symbols, I'm trying to limit it to the same annual that has Darklands City. Unfortunately, the only other annual from that year that has stairs is Marine Dungeons -- one of my favorites, but the stairs are all stone. Beautiful, but not quite right for this building. I know Dundjinni Archives has wooden steps, which I have used before, but I'm hesitant to use them.

    The upper left draws steps using a wooden fill from Annual Ship Deckplans, which is the same year as Darklands City. Advantages: It offers a wide range of wooden fill options (pine, oak, cherry -- with lighter and darker versions), and by putting each step on its own sheet, I can use sheet effects to make lower steps darker (in addition to the glows and wall shadows to make each step rise higher). Disadvantages: the planks all line up the same for each step (they're in shadow but you can see on the planks heading north).

    The two in the upper right is from Mike Schley's SS4. I'm not a fan of the jagged edge, though covering with walls (or carpets, as Ricko cleverly does) may work. But unfortunately, I'm not sure it's particularly compatible.

    The middle two actually fudge by using DD3's tables as steps. I think it looks nice, and I can do a tiny bit of variety by flipping the table 180 degrees, but it doesn't give me the any flexibility with different types of wood. I'd be limited to that reddish wood which is lovely, but not quite the rustic pine or oak that works best with the floors. So I'm torn.

    Anyone have thoughts or preferences here?

    Quenten
  • Minimalist Battlemap 15x20 feet

    I love your creative use of symbols as floor tiles. Very innovative.

    Ricko
  • Minimalist Battlemap 15x20 feet

    I think the fact that they aren’t exactly perfect is realistic for an older building that would have settled a bit after the tiles were laid down.

    Ricko
  • Experimenting with wooden stairs

    Good ideas. I keep forgetting about SS2. I thought about CA209, but wasn't sure the brown ones looked wooden enough.

    Drawing them would allow me to use the same wood grain as the floor. I guess my subconscious brain was ruminating on this while I slept, because I woke up with the idea of changing the direction of the draw fill for every other step by doing the "Angle by Edge" function on the opposite edge, and then removing the angle by changing to a Shade Only Copy. And it works! You still get the plank divider lined up every other step, but that's not so bad.


    Loopysue
  • A first map, "The Mushrooms Lair (Thieves Hideout)"

    Really great map, and some pretty advanced techniques for a first-shared map -- like making your own stairs and dealing with transparency acne. Nicely done.

    Fishou
  • First time map maker, long time DM, Need some Non-video help!

    I recommend saving your maps in within your Documents folder, not with the software or the assets.

    Loopysue
  • Happy Holidays from Western Australia.

    Happy holidays, Quenten, and everyone else here.

    Quenten