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Wyvern

Wyvern

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Wyvern
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  • Richard Baker's World Builder's Guide Map Templates

    The hexes you could draw in CC3+ quite easily just using either the grid options, or by-hand using the snap grids (though the latter is VERY time-consuming and tedious for a whole sheet!). But it's indeed a lot easier, given the number of different files in this set, to be able to recover them all in one go this way!

    Salvatore Serio
  • Richard Baker's World Builder's Guide Map Templates

    Yeah, I tend to get a bit nervous veering too far off-topic hijacking someone else's topic, but I think the JG templates, being hex-based as well, do have relevance here, especially as they were first designed for use with the original D&D rules.

    JimP
  • The Creepy Crypt project

    Liking the snake javelins ๐Ÿ˜

    Loopysue
  • Some Traveller sub-sector maps I have done

    Well done Jim; greatly deserved!

    JimP
  • The Creepy Crypt project

    We're shocked and stunned, Sue!!! Or possibly stunned and shocked - too shocked and stunned to tell right now ๐Ÿ˜

    Loopysue
  • The Ghost Tower of Inverness

    Yes, that enormous size for the upper level is quite something! I wonder if the original designers didn't just add a scale as an afterthought at times. There were often issues with those early maps and scenarios, though that was true of the original D&D rules too; we just made up stuff to cover what wasn't there or didn't work!

    Even the dungeon level has loads of empty space - think of having to excavate all that rock and cart it away down all those long corridors, and then up spiral stairs, if it were real!

    Random dungeon design came out of helping get folks started with something that had never been done before; thinking about why things were like that only came gradually to most of us at that stage, because it was all so new and innovative. I soon became a fan of coming up with ideas for why things were as they were after that though. If there are 40 kobolds in that broom closet, someone must have put them there, after all ๐Ÿ˜‰

    JimP
  • WIP: Latest Commission Maps

    The outer-ring circle seems fine where it is. Moving it might unbalance the look of the whole, assuming you have licence to move it at all, of course. I imagine that's why the whole central design is off-centred to the hexagonal walls.

    Might be worth considering a different wall texture, as the rectilinear alignments in the current one make it look a little odd.

    jmabbott
  • Creating Hollow Tree Dungeon Style

    That's really nice! And obviously a lot clearer!

    The tree-rings discussion has made me wonder if you could simulate the look of tree-rings within the trunk as a drawn polygon using the Edge Striping Sheet Effect. That would need a specific pattern to be available in the catalogue of such items, but it would follow the edge of whatever polygon was drawn, which is clearly a key aspect to the design. Someone better-versed in such things than me could doubtless advise more usefully on the practicalities of that though.

    JimP
  • A Tile to Go with Schley Aliens

    Honestly, mushrooms are pretty much indifferent to light. They're the fruiting bodies of fungi hidden below the surface anyway, so don't have much use for sunlight either way (except secondarily, because what the fungi are feeding on often does rely on sunlight to exist - trees and such, say), and they often don't last very long given all they're doing is distributing spores into the air.

    Of course, magical-land mushrooms might feel differently about that!

    JimP
  • Panzer sample thread

    Smaller pieces of tree stacked on the larger ones, and on a higher Sheet in the stack with a similar shadow effect, might help with the "flat" trees.

    Lillhans