View Full Version : March Entry: Wrong Turn Cellar
03-07-2008, 12:51 PM
Just a basic floor plan so far. I'm going to attempt to rationalize the features of the random dungeon. This entry is prepared with Photoshop CS, based on Duvik's tutorial (http://www.cartographersguild.com/showthread.php?t=716), and utilizes textures from http://www.cgtextures.com/.
The map I am working with is 5000px square, and each grid square is 5 feet. This gives a scale of 200px = 5ft, suitable for use in a Virtual Table Top. In addition, I have set 200 dpi, which will give a 25in X 25in printed battle mat at 1in = 5ft, suitable for use on a non-Virtual Table Top.
I don't know what happened to the thumbnail, but the full-size png looks fine.
03-08-2008, 02:20 PM
The premise I am working with is that the original cellar was much smaller than the existing dungeon and was simply storage for a small roadhouse. Some nefarious party or individual converted the roadhouse to their own purposes and turned the cellar into a place to house unfortunate victims prior to finding other cruel purposes for them. The rest of the dungeon was expanded over the years to accommodate other activities. I think I'll build it outward chronologically to see if I can make sense of it.
Here's the original cellar with floor texture and spiderweb. It still needs the rest of the objects described: cage, manacles, and doors. The other items are movable and will therefore not appear on the map. At the rate I am going, I won't finish this map by the time the challenge deadline is up, but at least I am learning quite a bit in the attempt!
Once again, the thumbnail is bizarre, but the actual png is fine.
03-08-2008, 02:58 PM
continue the good work,
03-09-2008, 03:10 PM
Thanks, Alu. Here's this morning's update.
Thanks go to r-kellig, Greytale, Dragonwolf, and Digger of the Dundjinni forums for the bones, cage, chains, and stairs, respectively.
I think all I have left to do in this first room are the doors, and perhaps some lighting effects. Critiques are welcome, by the way!
Hmmm... looks like I forgot to turn off the grid. It hasn't been rasterized yet, so it doesn't scale down with the rest of the map.
03-11-2008, 02:10 PM
The cellar is finished, doors and all. I have begun work on Room #3, which was the next area to be excavated. Initially, the inhabitants bored through the east wall of the cellar and began hollowing out Room 3 in search of tree roots. More specifically, the fungus that grows on the tree roots, which has magical properties. They used slave labor for the excavation. The slaves were imprisoned, tortured, and brainwashed in the cellar, then thrown into the excavation to burrow looking for roots and fungi.
The search for roots justifies the U-turn and circular corridors--the "walls" there are actually densely-packed root systems from which the fungus can be harvested.
This will be the last detail shot of the cellar, unless someone offers a criticism that I feel compelled to use.
03-16-2008, 12:32 AM
I've run into a roadblock with the tree roots. Anyone got any idea how I can represent them here? I've tried a few different approaches, but I am having a hard time coming up with something that even approaches looking good.
A technique that doesn't require a tablet is preferred--I haven't purchased one yet, thanks to some exorbitant car repair charges.
Try working with the texture in this thread:
03-16-2008, 12:19 PM
That may just be what I needed. How's this look?
I think I need to be more sparse with it.
Judging by your previous description
the "walls" there are actually densely-packed root systems
I'd say that captures it well...
03-16-2008, 01:40 PM
I've finished off the root-mining textures now, and my next step will be to put the finishing details on Room 3. Here's the story of what happened there:
Among the swine (a term applied jokingly to the slaves, comparing them to truffle-hunting pigs) there were three gnomish brothers with stronger-than-average wills. Their spirits unbroken, they began immediately preparing for their escape. It took them almost a year to gather the supplies they needed, melting down all the metal objects they could coax away from the other slaves, filching a few nails from every crate they were given, and carefully sculpting the stones turned up by the excavation. They constructed a secret tunnel that went deep into the earth and protected it with cunning traps, both mundane and magical.
Eventually the time came for a mass escape. The swine vanished into the tunnel, leaving just enough clues for their captors to find it. The villains opened the hidden door and were consumed by a blast of flame from a magical stone cannon the gnomes had prepared.
03-17-2008, 08:22 PM
And here's the finalized Room 3. If I didn't think I was going to run out of time, I'd probably do some more in this room. Scatter some pebbles around, certainly, and indicate some bedrock.
03-22-2008, 01:32 PM
So, the gnomes and co. lived in the dungeon for a few years, continuing to harvest the fungus for trade and digging out some more room for themselves. Their digging eventually attracted the attention of a hive of Formians, though, who chased the former slaves from their lair and started taking the fungus for themselves.
The gnomes wanted their home back, so they used the bulk of their wealth to hire an adventuring party to drive the Formians out. The adventurers weren't quite up to the task, though. They managed to kill some warriors and a Taskmaster, which had been using a dominated krenshar to defend the lair, but they took many wounds in the process. The elf Himool broke his leg and could not make it out of the dungeon, so he elected to stay behind while the group looks for a cleric. They barricaded two of the doors to the room he is in, and he covers the last with his bow, ready to skewer any Formians that poke their heads into the room.
So here are the elf's room, the Formians' entry point, and another shot of the entire dungeon.
03-23-2008, 12:50 PM
As much as I'd love to take a couple more days to finish this out, I am out of time. So, the gnomes' forge and the former slaves' dining hall are complete, and this challenge is finished. I estimate I probably spent about 16 hours on it, but I learned a lot of new techniques, so I could quite possibly knock out something similar in five or six now.
Once again, C & C are welcome. Although I won't be updating this map, I will gladly try new things with the next one.
Cheers, and good luck with the voting, everyone!
03-24-2008, 08:37 AM
Very nice result, Midgard! I love the textures you've chosen.
03-24-2008, 10:16 AM
Thanks! I should toss a little gratitude toward Redrobes (I think?) for pointing out cgtextures.com . Most of the textures came from there, including the spiderwebs, which were originally dandelion fluff.
03-24-2008, 11:56 AM
Thanks! I should toss a little gratitude toward Redrobes (I think?) for pointing out cgtextures.com . Most of the textures came from there, including the spiderwebs, which were originally dandelion fluff.Cheers,
Hey did you see the new textures that went in the other day. Stone floors ??? Goto "Latest Textures" and look up 21st of March. Don't know who submitted them in but I will definitely be using them !
( Ohhh... I'm on front page today too :) He's got my shed ! )
Ditto. The stone textures in my entry also come from that site. They've got some great stuff and I'll definately check out the latest additions.
Powered by vBulletin® Version 4.2.3 Copyright © 2015 vBulletin Solutions, Inc. All rights reserved.