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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August Mapping Competition - Vote for the Winners - Vote closes Sept. 8th.
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Random Dungeon generator for CC3+ (Beta)
Great tool. I like the create 2 dungeons on top of each other ability even though it is unintended. Gives some funky results.
Minor detail, the stairs are oriented such that they suggest the party is descending into the dungeon when placed at the top or left of the map but are oriented suggesting the party is ascending into the dungeon when the stairs are on the bottom or right side of the map. At some point in the distant future it would bee nice to be able to select the number of staircases and orientation. Easily fixed manually though.
Some of the doors, like the one at the bottom center of the map below don't always visualize but maybe that's my system. I just scroll in or out and it appears.
Suggestions/wish list
- Hallways. I generated >30 maps in the preview mode just to try it out and every dungeon has rooms connected to rooms, no hallways except on rare occasions. I set minimum room size to 1 and max room size to 1 with 5' squares and still didn't get hallways.
- Fewer doors. All maps add doors to every adjacent room (see below). Some opennings don't need doors but I guess it was easier to code that way. Not too hard to fix manually but but might be easier to add doors instead of substract. Maybe a "Door density" tool?
- Non square/rectangular rooms
- Caverns
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WIP: An encounter site
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New Encounter sites along the Shattered Road
Thank you both.
@Royal Scribe The cliffs are just boulders and rocks from the awesome Forest Trail (2022) annual enlarged quite a bit and stacked in two layers. I was mimicking a cliff style that I see in maps that pop up on my Pintrest and Facebook feeds.
One day, the snake skin road will actually be a snake.... but not today. 😁
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Forest encounter area - Forest trails + SS2A
I am likely picking nits. I agree that when I zoom in to that magnification the image is exactly what I am trying for. This is why I really like this style combination. The contrast of the light and dark blends extremely well. But zoom out to the full map (my picture above) and the transition between light and dak areas is much more stark and the light grass looks pixilated(?) There are small dark pixels that pop in the light grass when I do the Save to Rectangular JPEG that isn't there "on the screen" I am trying to figure out if this is a jpeg resolution issue, something I can mediate with transparency, blend, blur or texturize. Or if it's just my old eyes... it may just be the software I am using. This is what it looks like when I try to grab the same area of the map you have.
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WIP Ryecroft Town
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I couldn't help myself.
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Lighting Question
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Playing with Creepy Crypts
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WIP Kilmead Fork



