Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 4,481
- Last Active
- Roles
- Member
- Points
- 1,745
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 12
Reactions
-
[WIP] Marine Dungeons Lighthouse (more May Annual Stairs & Steps)
I am still working on my ziggurat, but in the meantime I got sidetracked with another Stairs & Steps project.
I was inspired by Ralf's Live tutorial for this month's annual, where he built stairs going up a mountainside. I wanted to do the same. I was also inspired by seeing the stairs of El Peñón de Guatapé featured in this season of The Amazing Race. I wanted to put my cliffs on an island, and there's no better setup for that than the Marine Dungeons. Plus, while I used that annual to create my Greco-Roman temple, I hadn't used it for a proper marine dungeon. And while the Stairs & Steps annual includes the individual steps from Creepy Crypts, I remembered that Marine Dungeons also has their own individual steps. So handy!
So, stairs going up a mountain. Where are they going to? First I thought there might be a temple or monetary or standing stones at the top, but I've been gravitating to those and wanted to do something different. I thought about creating an observatory but wasn't sure how to do the telescope. Maybe a wizard's tower? But really: what's the most common sort of tower on a hill on a small island? A lighthouse!
There are about 285 steps (including six landings) that ascend about 165 feet to the top of the hill. I made a courtyard for the lighthouse to take advantage of the beautiful walls, complete with arrow slit crenellations.
Of course, to really take advantage of the Marine Dungeons style, I had to create ruins in the sea. There you might find a few mermaids chatting with a wise octopus. And if you look closely, there's some sunken treasure as well.
(This has inspired me to do a few maps down the road for the realms of some sea elves.)
Anyway, here's the lighthouse by day:
The lighthouse at night is coming up in a follow-up comment.
-
[WIP] Temple of Fah (May Annual: Stairs and Steps)
I've been playing around with Wyvern's great suggestions.
I tried to give the ziggurat a more weathered look by using the FRACTALIZE command. The default settings were way off but I played with it enough to think that with time, I could get it to look right. The problem was that I tried it on a single layer of the temple, and even with just that single layer, it added so many nodes that it slowed everything way down -- and that was just the first of eighteen levels of the temple! So I think my temple won't look weathered after all. Maybe the gods are preserving it. ;-)
Then I hid the desert symbols so that I could play with the different textures and effects to create the illusion of dunes. The Dungeons of Schley style has five sand fills (with 1 being the lightest) and five corresponding partially transparent textures to overlay. The main background in my map was the middle one, Sand 3_SS4. Over the entire map, I also added the Sand 2 T_SS4 texture on a sheet called SAND TEXTURE 1 BASE, which has an inner edge fade to soften it. I then added another sheet called SAND TEXTURE 2 PATCHES, where I drew patches of the textures 1, 4, and 5 (2 already applied to everything, and 3 being the same as the main sand).
For the dunes, I added another sheet, SAND TEXTURE 3 DUNES. It has three effects: Edge Fade, Inner; Bevel, Lighted; and Blur. I then added dunes, trying with first the Solid 10 fill and then some of the sand ones -- but actually, I kinda think the Sand 3 blends in best.
Here's how it looks:
Here's my Bevel settings:
And here's the FCW:
Thoughts? More dunes? More sand patches? More anything else?
As an aside, learning these desert techniques is very helpful. Last November, one of the first maps I attempted was a Blue Dragon's desert lair. I abandoned it, but I've learned so much in the last six months -- time to revisit it!
-
[WIP] Temple of Fah (May Annual: Stairs and Steps)
Made some tweaks, particularly to the desert in the northwest corner. I added a TERRAIN SYMBOLS sheet of cracked seaflats. Over that, I did a second TERRAIN SYMBOLS 2 sheet for the sands symbol. And then finally, a third TERRAIN SYMBOLS 3 sheet for scattered dunes.
Also addressed the dimples in the temple by adding a layer of the gold foil for each level of the ziggurat. I probably won't add more color key "etchings in gold," but I had to add something, and now I'm all set if I do want more.
And recommendations?
-
[WIP] Temple of Fah (May Annual: Stairs and Steps)
I was playing with the Stairs & Steps annual, and (inspired by a recent episode of The Amazing Race, which I'm finally getting caught up on), I started to design something inspired by the steps of El Peñón de Guatapé in Colombia. I ended up gravitating to Marine Dungeons to do it in, but for my first foray into using Stairs & Steps, I wanted to start with something in the Mike Schley style.
One of the human cultures in my campaign world is a desert culture with a religion loosely inspired by Egyptian mythology. (They also have a militaristic government where powerful noble houses sponsor warriors who fight in grand competitions every four years to accrue points used to determine the number of seats each noble house has in the ruling council. I came up with the idea 40 years ago when I first watched the Olympics on television, and the idea keeps coming back every four years.)
Anyway, their religious temples are in the form of pyramids and ziggurats, and the latest Stairs & Steps annual gave me the impetus to create a ziggurat in the desert. This is designed in SS4 Dungeons of Schley, with bits of SS5 Cities and Schley and SS3 Mike Schley Overland thrown in.
I am seeking aesthetic input on a few things:
- For the desert terrain, I chose a sandy background as the default and added a layer of a sandy texture over it. But I have also been playing with the cracked seaflats, sand symbols, and dunes symbols. Thoughts on what works?
- I thought maybe putting the cracked seaflats around the border of the Ziggurat and then some dunes near the borders of the map. (One of the images I'm embedding zooms on some examples.) Should I put the sand symbol through? Just on the northwestern part away from the buildings? Not at all? I always triple-guess my aesthetic choices.
- Inspired by the bronze inlays in Marine Dungeons, I wanted to do something similar on the top of the ziggurat. I created a crude inlay representing the sun, but then used the goldleaf texture from Sue's Parchments. Do you think that works, or should I instead use the bronze texture from Marine Dungeons?
Here is the full map to date, with a few zoomed-in images to illustrate my questions. (Oh, I am aware of the pock-marks in the temple. I plan to put a layer of a dark gray color or maybe the goldleaf fill below each level of the ziggurat to fix that. But part of me wonders if the pock-marks actually make the ziggurat look weathered?)
-
MY MUNDI IS READY!