EdE
EdE
About
- Username
- EdE
- Joined
- Visits
- 559
- Last Active
- Roles
- Member, Betatester
- Points
- 559
- Birthday
- February 5, 1965
- Location
- Ohio, USA
- Real Name
- Ed Elce
- Rank
- Surveyor
- Badges
- 5
Reactions
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Playing with Creepy Crypts
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Playing with Creepy Crypts
I am creating a night time encounter in a graveyard for a VTT game and LoopySue's Creepy Crypts is turning out to be awesome for the task. I just realized that we never asked for any corpses so I had to raid DD3+ for my dead body. This is WIP, plenty more details to add but I wanted to share and see if there were any suggestions from the community. Map without the shadow effect on is down below
And without the night time effects
Cheers
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Lighting Question
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WIP Lighted Dungeon
I've been playing and failing at making ligthed dungeons for quite some time. The secret is to not have a Directional Wall Shadow effect on the walls of your rooms that you apply the Wall Shadow, Point Light Setup and Final effects to. Must admit, I did not see anything specific about that in the Tome but I resorted to shutting effects off one at a time and.... BINGO...
Still needs quite a bit of work but I can FINALLY make a lighted dungeon....
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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.









