EukalyptusNow
EukalyptusNow
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- EukalyptusNow
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Lorenzino's Worlds of Wonders - A return to SS4
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Lorenzino's Worlds of Wonders - A return to SS4
Somewhere in the winding alleys of Giaiola, you will find the best, the most magnificient of shops!
Come right in, look around! Make the deal of your lifetime!
Finally got around to creating a magic shop for my Fae-affected phantasy-Venice. Shadows could be better (maybe I'll touch them up manually) but otherwise I'm quite satisfied with it.
Here's the GM version:
Larger versions are in my gallery.
Have fun (no refunds)! ;)
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Tannweiler - A small SS6 village with elements from other styles
A rather small map I created in case we require a tiny village for play in our oppressed kingdom campaign:
Takeaways from this:
- The Scrub terrain symbol from Mike Schley Overland can be used to "liven up" fores floors.
- A few symbols from perspectives work rather well in SS6 (barrels, rocks, mushrooms, shrubs...).
- Texture scaling is important for smaller maps.
Details of the forest and village:
A larger version is in my gallery.
Appreciating your comments.
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(WIP) Bindak's Retreat - An Asian Pirate Hideout
It's done. ๐
Finished the Eastern side and the map key. Also added a bit of decorative work.
I've decided to leave the swampy parts on the left side where they are.
Details shot of the east:
Wildtown is a gathering of outcasts who even have trouble fitting in with the regular pirates.
The pirates let them have their own settlement, as long as they assist in defending the retreat during attacks by pirate hunters.
"Little Bawalin" is a small sub-settlement in an abandoned mine (Bawalin is a Dwarven pirate city state in the world we play).
Decorative work details:
A larger version is in my gallery.
Happy new year. :)
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(WIP) Bindak's Retreat - An Asian Pirate Hideout
Thank you for the comments.
Yes, there's barren hills, but I'm simply not yet finished with the right side (WIP ๐ ). Still undecided whether I'll add more vegetation, bits of different ground texture or bits of both. It'll probably be rockier than the Western plateau. Will also add cave entrances to where the paths end.
The blue green Terrain is supposed to be swamp/ water. A bit of terrain where the ground is more level and the ground more water absorbent, so it catches the rain running down the slope to the North. I'm thinking about moving it a bit more North / downhill now, where it would collect more water running down the slope.
The roof damage effect is rather easy:
Add a colour Key effect to the appropriate building sheets, and then put floors, rubble, beams etc beneath it.
@Loopysue found it and created a great tutorial about it (This seems to work only on city symbols, which is a bit of a shame.)
Edit: Just tried it out with SS6. Doesn't work there. ๐