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Wyvern

Wyvern

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Wyvern
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  • smooth path mistery

    Yes, the Text Along A Curve issue still remains problematical since it was changed a while ago. This topic covers up to where we are currently still, as far as I'm aware (which means Monsen's advice is what you should always do as standard now - uncheck the boxes - to get the command to work).

    Ricko
  • Richard Baker's World Builder's Guide Map Templates

    After a fair amount of online hunting, I've drawn a blank over any electronic templates for this book at all, assuming this (DTRPG link) is the World Builder's Guide this topic refers to. What I can trace of Richard Baker's blogs online don't seem to go back far enough to cover the period this text was published (1996), but as he's still active online now, you may be able to find links on his blog somewhere (if this was something personal he put out, say), or at least make direct contact with him that way to ask. He's easy enough to find online, so I've not added links for the currently-active blog here.

    If the templates were something that was on his older Wizards of the Coast blog, I think that has all gone - at least none of the links I can find to it seem to work any more. If you have an actual URL, you might try the Wayback Machine archive site, in case it's preserved there though.

    Of course, if the electronic CC templates were created and made available by someone else, that may be more problematic to find.

    Salvatore Serio
  • Richard Baker's World Builder's Guide Map Templates

    Glad to be able to help!

    Salvatore Serio
  • Richard Baker's World Builder's Guide Map Templates

    The hexes you could draw in CC3+ quite easily just using either the grid options, or by-hand using the snap grids (though the latter is VERY time-consuming and tedious for a whole sheet!). But it's indeed a lot easier, given the number of different files in this set, to be able to recover them all in one go this way!

    Salvatore Serio
  • Richard Baker's World Builder's Guide Map Templates

    Yeah, I tend to get a bit nervous veering too far off-topic hijacking someone else's topic, but I think the JG templates, being hex-based as well, do have relevance here, especially as they were first designed for use with the original D&D rules.

    JimP
  • The Creepy Crypt project

    Liking the snake javelins ๐Ÿ˜

    Loopysue
  • Some Traveller sub-sector maps I have done

    Well done Jim; greatly deserved!

    JimP
  • The Creepy Crypt project

    We're shocked and stunned, Sue!!! Or possibly stunned and shocked - too shocked and stunned to tell right now ๐Ÿ˜

    Loopysue
  • The Ghost Tower of Inverness

    Yes, that enormous size for the upper level is quite something! I wonder if the original designers didn't just add a scale as an afterthought at times. There were often issues with those early maps and scenarios, though that was true of the original D&D rules too; we just made up stuff to cover what wasn't there or didn't work!

    Even the dungeon level has loads of empty space - think of having to excavate all that rock and cart it away down all those long corridors, and then up spiral stairs, if it were real!

    Random dungeon design came out of helping get folks started with something that had never been done before; thinking about why things were like that only came gradually to most of us at that stage, because it was all so new and innovative. I soon became a fan of coming up with ideas for why things were as they were after that though. If there are 40 kobolds in that broom closet, someone must have put them there, after all ๐Ÿ˜‰

    JimP
  • WIP: Latest Commission Maps

    The outer-ring circle seems fine where it is. Moving it might unbalance the look of the whole, assuming you have licence to move it at all, of course. I imagine that's why the whole central design is off-centred to the hexagonal walls.

    Might be worth considering a different wall texture, as the rectilinear alignments in the current one make it look a little odd.

    jmabbott