View Full Version : WIP - Catatombs - Old-school map practice ...

10-02-2012, 07:12 AM

I'm working on making some really old-school simple maps, to make a style I can whip out map in quickly and easily, while keeping them looking, well, nifty. I want something I can use at a game, write on like mad, scratch around and fiddle with ... because I like that. :) Also, it fits in with the old-school vibe of my role-play.

10-02-2012, 06:01 PM
I really like how clear and easy to read these floor-plans are. With the map key you could easily see at a glance what's in each room. The next step I'll be working on once I land on a quick style that I like is to include (as you have done) doors, traps and other related elements into my quick dungeon maps. BTW, what are you playing? Some older version of D&D or a retroclone?


10-02-2012, 08:54 PM
Perfect. Just perfect. The classic dungeon crawl map. All the info nothing that isn't needed. Perfect. :)

10-03-2012, 02:58 AM
I'm trying to make a set of symbols for reuse - I'll have redo the doors. While I like the swing-look, after looking through the donjon dungeon builder, I realized I could do something different. Maybe I've made the base size of the symbols too small, but they are only vectors after all. As I've said, a major requirement for me, as a DM, is that the map is something I can whip up fast & that leaves it easy to scratch and write in new stuff.

I'm actually running a variant of microlite20 (http://www.retroroleplaying.com/content/microlite20-rpg-collection) (yes, that's a nice link!), which takes the D&D rules and strips them down to the simplest level. Basically it's a retroclone with some modifications of my own ... I've found that I really like the power curve from levels 3 to 7 in most variants of D&D, so the game sort of follows those. It's also packed with some silliness (a bit like munchkin), a lot of random tables and some other stuff. At present I'm codifying version 4 of the rule-set - there aren't that many rules, actually. A system for fast, random character generation; a separate magic system and - the best bit - the horrible stuff tables, which cover what happens to careless adventurers. Mostly, you can just drop in any 1st to 3rd edition creature with only minor tweaks & by paying attention to things like hp, AC and to-hit bonuses (or thac0, if you insist).


I've tried another small one ... I'm going to print it out later and see how well it works. I might have the scale wrong.

10-03-2012, 04:07 AM
Oh yeah, I'm familiar with Mircrolight20. I was actually considering running it with the group I'm currently planning a campaign for, but decided I wanted a slightly more robust set of rules. Sounds like allot of fun though, especially the Munchinesque bit. Digging this simple mapping style too.

10-03-2012, 06:17 PM
I am so far out of the loop with the gaming systems. I've been writing (and playing) for AD&D 2.0 for so long that it's morphed into something barely recognizable as such. I was never much of a "dice jockey" as I prefer role playing to combat. I really do like these dungeons though. They kind of feel like I could print one out and play a quick session easily. :)

10-04-2012, 03:27 AM
Microlite20 is basically D&D stripped down to basics ... then I took that and built it up again a bit, to something that suits my DMing style. It's basically compatible with most D&D stuff, with a little bit of common sense on the part of players & DM.

10-20-2012, 04:17 AM
I've found a nifty little thing in Illustrator ... yes, I've been terribly remiss in getting used to the 3d tool! Anyhow, here's a simple labyrinth/dungeon (without doors and fings):


10-21-2012, 07:38 PM
Love the floor plans so much. Any chance of seeing some more?

10-22-2012, 05:27 AM
Yes, I think there is some chance :) which ones do you mean? The flat ones or the 3d ones?

10-22-2012, 08:43 AM
The flat ones. By the way what's the font you are using?

10-22-2012, 10:11 AM
I really like the old-fashioned style maps. I recently went back to the other classic of blue grid paper and black ink.

The thing you churned out in illustrator, if I'm not mistaken, It actually would look really good instead of the tan/beige coloring if you went black and white. For some reason it feels like it needs a lot of detail with that coloring it has now. It could just be me though! (Would love to see a black background, with black for the walls rendition to see how it looks!)

But definitely more of that old fashioned style of maps your going with is quite refreshing!

10-27-2012, 10:38 AM
Ah, the flat ones :) well, will definitely prepare more! I've been contemplating how to integrate free-form sandboxes with prepared one- or two-page dungeons, so that I basically have a gaming area & then challenges & encounters to throw at the players. I just haven't decided completely on how to prepare the maps ... I've made a symbol library, but I'm not perfectly happy with it - while it keeps to the default standard of OD&D maps, it just doesn't work perfectly well for me.

When I run a dungeon crawl, I find I don't need the map to hold information on the kind of door & trap & connection. I need a simple map that tells me "A" links to "B" and "C", there is a trap, a door might be locked, one room is big, another small ... then details develop through the game.

As for the font: a classic. Minion Pro by Adobe, the basic Serif that ships with Adobe products.


aaand this is the flat version of the labyrinth, in black and white.

10-27-2012, 10:53 AM

And here is the same thingy with a bit of fluff ... :)