
Royal Scribe
Royal Scribe
About
- Username
- Royal Scribe
- Joined
- Visits
- 8,381
- Last Active
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- Member
- Points
- 3,084
- Birthday
- February 5, 1968
- Location
- San Francisco, California
- Real Name
- Kevin
- Rank
- Mapmaker
- Badges
- 16
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[WIP] The Octopus' Garden
Okay, here are the changes I made:
- Added patches to the murkiness to break it up.
- Added more bones on the right side and a pile of plundered treasure on the left. (Still not a lot of debris, though.)
- Adding/increasing a Glow on the walls wasn't putting the tentacle corridors in a shadow like I wanted -- to get the shadow strong enough, it caused the contents in the sucker rooms to be too obscured. So I did add a shadow over the interior rooms and corridors after all.
- Changed the Glow settings on the solid rock area of the cavern, so that the edges don't look so sharp. (I will also post the FCW in case anyone wants to recommend adjusting the settings.)
- Moved all of the "above" rocks and weeds to a special layer that can be hidden or shown.
- Added an entire layer of rocks to that new layer of varying sizes (up to 5x or 6x, I believe). I used the "symbols in area" function to scatter weedy rocks around, and then filled in.
- Added a wall mask so that the constructed walls no longer cast a shadow on the excavated cave walls. Midway through, I realized that I could simplify my painstaking efforts by copying my constructed walls to another wall sheet above the mask, this one with no effects. The walls below the mask cast the shadows and glow; the wall above the mask has no effects, but allowed me to be a little sloppy in drawing the walls mask. (At the very end, I realized I could have simplified it even further by copying the cave walls to the Walls Mask sheet.)
Thoughts?
Thoughts?
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[WIP] The Octopus' Garden
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[WIP] The Octopus' Garden
Thank you! I definitely plan to submit this one to the Atlas. Nothing would please me more than to get a message from a stranger saying they used it in their campaign, and all of the antics that ensued.
Here's what I've done with adding murkiness to the heart of the Sea Hag's lair, and softening the cliff edges with weeds and rocks and weedy rocks. Oh, and a pile of bones and other debris.
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[WIP] The Octopus' Garden
Okay, I've had a chance to do some experimenting.
@Don Anderson Jr. -- here's a test putting things on the SYMBOLS WALLS MARINE sheet. #A is from the Weeds symbols, #B is Seagrass, C is coral, D is the Wall Weeds, and E is Weedy Rocks. What do people think? Any favorite combinations here?
@Wyvern -- I experimented with creating a murkiness by adding the ADJUST HUE/SATURATION effect to the DEEP WATER sheet (which I moved above the walls so that the walls would block it), and then lowering the Hue and increasing the Brightness. I then used the "Water, default, deepest" for the areas closest to the Sea Hag and the "Water, default, deeper" for the murky water farther away.
Honestly turned out better than I expected. I created a DEEP WATER 2 sheet so that I could have different settings for the Deeper and Deepest water. Doing it this way allows me to keep the rest of the ocean untainted. Now I have to decide how pervasive the murkiness is. I could make the entire head area the murkiest, with the less murky fill permeating the rest of the lair, or maybe most of the rest of the lair. Or I could keep the murkiness just in the head area.
I will also add some bones and other debris, though probably won't add too much clutter.
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[WIP] The Octopus' Garden