EdE
EdE
About
- Username
- EdE
- Joined
- Visits
- 557
- Last Active
- Roles
- Member, Betatester
- Points
- 558
- Birthday
- February 5, 1965
- Location
- Ohio, USA
- Real Name
- Ed Elce
- Rank
- Surveyor
- Badges
- 5
Reactions
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WIP A Murder Scene
I am trying to simulate sunlight shining through a window, specifically the window on the left wall and the one on the front wall to the right. I changed the color on the Wall Shadow, Directional effect to a bright yellow and used the Global Sun setting so it matches the shadows cast by the wall. I added a stronger shadow to the sack just below the left window and the cauldron to the right of the front window. Does it work or am I just messing up the map? Any thoughts are appreciated.
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A cave entrance with Water
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A small cave complex for a side quest
Experimenting with SS2 again for a small cave complex. Need to work on exporting the maps, things like the worn path in the cave floor and the water foam come out much darker on export as a jpeg. The ground cover gets rather blurred as well.
Need to dig up the sheet acne solution as well for the filler.
The rising water has trapped the leader of a goblin hunting party in the cave because he's slowly becoming a vampire spawn. The goblin tribe asks our intrepid heros to lay him to rest.... what could possibly go wrong?
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WIP Everyone's making Inn's & Taverns - making floor look used / abused
Wyvern, thank you for the feedback, I took a closer look at the symbols and positioned them more appropriately...whilst making a few changes. I was focusing on Sue's feedback and aging the tables & chairs. Your suggestion of soot on the fireplace was something I overlooked. Windows are currently missing on purpose. This building was initially a frontier outpost built to withstand raids by warbands of orcs & ogres, so either no windows or arrow slits. Haven't decided yet. still playing with the common room furnishings too
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Sinister Sewers - Style Development Thread (CA207)
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A small cave complex for a side quest
I did drop in a solid sheet between the cave stone and dirt layers. It helps but the different fill patterns are just not cooperating. Part of the issue comes and goes when applying a Blend effect to the uper most "dirt fill" sheet. I think I will revisit this map and use a differnt strategy to build up the different features like the cliff face, rock cave walls and the bulk fill area by changing the order of the sheets.
I did try a .png file print at the same level of map size and resolution and it looks about the same....and uses ~10x as much memory. It was worth trying though.
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The Gorgon's Head: A beer hall where gnomes get their own room
Thanks DaltonSpence. I added the Jakes and a small fireplace to the main room. The world is a high magic environment, there are simple spells that can mask things like strong odors that are powered by ley lines.
The stairs go up, not down but I liek the idea of adding a basement with a kitchen as well
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Quo Vadis Monthly Symbols?
Mike Schley (SS4) is a favorite for dungeons and battle maps, but I agree with Monsen that there are many opportunities to expand SS4 but maybe expanding the symbol selection for SS2 Dungeon A can also be considered. I always try to create a map in SS2 D-A first but frequently end up defaulting to SS4 because of the much larger symbol selection. More choices are usually better even if is more options for existing symbols.
Mine symbols with a theme: Orc, goblin, kobold, dwarf, etc.
More crypts, sarcophagi, coffins
General merchant shops: more shelves with various merchandise, weapons racks, etc. with a top-down perspective
Wagons, food carts, market stalls
Small shrines
Horse troughs
Docks: Cranes, hanging nets, net makers shop, drydocks, bollards, mooring points, more boat/ship symbols
For cities, I'd suggest row houses mixing house sizes, materials of (roof) construction and shape. As one speaker commented during a mapping seminar recently, many fantasy city maps show single houses ("Americanized"), but the reality of many medieval cities contained no space between buildings in most poorer neighborhoods.
Most worldbuilding "how to" literature points out that many cities will be co-located with rivers, lakes & coastlines but I feel that the dock ward symbols are underrepresented in many styles.
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WIP: A Hidden Vault
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WIP Ryecroft Town









