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Mini Map

September 12, 2011 1 comment

Hey, all! I know it’s been a long time in coming, but attached to this post is a map for a one-shot dungeon crawl entitled The Eagle’s Landing. The ‘official’ story is that this underground complex was once the temple of a forgotten goddess of night, but has since fallen to a group of bandits known as the Ragged Eagles. I’ve been designing it to try out the Dragon Age RPG from Green Ronin, but, of course, feel free to use it however you’d like in your home game (no commercial or public use, of course).

eagle's landing, dragon age rpg, map

The Eagle's Landing, a one-shot dungeon for the Dragon Age RPG (or whatever system you're using)

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Categories: adventure materials, Maps Tags: ,

The Map Maker

February 8, 2011 Leave a comment

The thing that I am most proud of when it comes to the map maker that I have developed for Space Mercs is the way that the computer is able to create and adapt the tiles that are made in a way that makes them connect in new and exciting ways each time. Unlike in a game like Carcassonne, the “tiles” that the computer uses are flexible. What is an out-of-the-way cupboard in one map might be the crossroads that connects a series of dungeon branches in another.

space mercs roguelike map tile

A new 15x15 map tile with some holes punched in it.

Here is an example of what I mean. This map tile is really just a few rooms and a connecting (albeit not perfectly straight) corridor that lies between them. When taken into consideration with the rest of the map, however, we can see how the room in the lower left, which might otherwise be taken as an out-of-the-way corner of the map, becomes a dangerous thoroughfare with a doorless hole in its south side, allowing enemies passing by to see into your hiding place. The north-western room, however, was generated with a door in its west wall, providing blocking cover and making the room much safer.

By combining even a relatively small tile set, the way my generator creates connections means that no two maps will ever be the same. Even the strategic and tactical significance of a particular tile can change depending on how and where it is connected to the rest of the map!

Big Dungeon Map–Underdwell, Level 1

October 12, 2010 Leave a comment

I have tried to key this a few times, but each time I’ve attempted it I come away feeling as though it doesn’t have the right “feeling.” I’m putting it up here unkeyed, so have fun with it if you’re interested!

By the way, my working plot was that a dwarven merchant prince asks you to descend into Underdwell and find out what happened to the expedition he sent in a few weeks earlier.

Note that it’s fairly compressed in this thumbnail. It’s a BIG image, so click the picture below to see full rez (I think it looks really nice; lemme know what you think)!

 

Click to embiggen

 

Categories: Maps, Uncategorized

Welcome to the Kobold Warrens

August 24, 2010 Leave a comment

Hey all, here’s another battlemat-ready map for your game! The scale is 5′ per square and the caverns are lit by torches. Feel free to insert your own enemies and traps as you like!

Swords and Wizardry Kobold Cave

A map from an upcoming adventure idea

New GIMP map–The Temple of Siobath

August 22, 2010 Leave a comment

Hey all, here is a new map I just made with GIMP. I’m trying to get started learning how to use textures, which is why this isn’t the same as the black and white minimalist maps I’ve been making. This is just a start, but I hope you like it!

By the way, it’s been designed to be 25×22 squares, suitable for use with a Chessex battlemat (but the actual picture is 25×24, so you have to make the last room squares bump up against the mat if you intend to use it as such).

GIMP textured map

The Temple of Siobath, hopefully a setting for a new adventure

By the way, there is no furniture or doors yet (the brown lines are stand ins) because I haven’t had time to search for textures for them.