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nolgroth
07-23-2008, 09:28 AM
I have been playing around for the last couple of weeks and learning different methods and functions of GIMP. I have seen a lot of good information roll through and I have tried to take advice and inspiration from all of the threads and tutorials I come across.

Here is something I have been playing with. It is still very much a work in progress. I have bold plans to map out in VTT scale, each section of the map.

I am really learning the value of things like layer masks. With them I can contain the Drop Shadow to within the "carved out" part of the dungeon. Upon reflection, I like that better than the floating in space effect of indiscriminate drop shadows.

Some notes and self-critique;
1) No doors. That is always the toughest part for me because none of the ways I know how to make doors looks good. Any suggestions are welcome.

2) Some spots are really tight. Part of this is intentional and part of it is not. The hallway leading into the jail was unintentionally made too tight.

3) There is a solid wall below the Guest Apartments. It is intended to be a Secret Door.

4) Way into WIP territory. I plan on adding a long, narrow fountain to the center of the Market and draw in the bashed main gates at the Entrance.

5) The color scheme is rather deliberate. It is loud, but I hope that doesn't detract from the map.

Any suggestions, critiques, or comments are welcome. I can only learn more with the insight of those here on the boards.

Thanks,
James

torstan
07-23-2008, 09:51 AM
That looks pretty good.

I'd suggest putting a shadow along the outside of your wall as it blends straight in to the ground outside and gets a little lost.

jfrazierjr
07-23-2008, 10:12 AM
You have what appears to be a repeating pattern on the floor. Is that intentional? The floor might benefit from a noise layer set to overlay on the floor to give it some grunge and vary the color a bit from one spot to another.... This is assuming what I see above as a pattern is actually not a pattern but the noise layer that just happens to look a bit regular.....

Very nice.... Is the intent with the reddish floors to indicate some type of alternate light source that casts a red glow instead of a standard yellow/white light?

Joe

nolgroth
07-23-2008, 10:16 AM
Torstan,
Good idea on the drop shadow. I also fixed the Layer Mask that showed the Slate fill underneath the sand coloring.

Jfrazierjr,
The repeating pattern is a tile fill, so I suppose it is intentional. I'll try out the noise layer and see if it benefits.

The red color is story related and has to do with a magical curse. The light idea is cool though.

Thank you both for the input.

Steel General
07-23-2008, 12:59 PM
I think it looks pretty darn good for a WIP. But, not having done any 'dungeon' maps (yet) I don't have any suggestions for improvement.

nolgroth
07-24-2008, 07:32 AM
A little further along. Took me a while to come up with a technique to show the sundered door. I think there may be a better way, but I like the overall effect.

The doors inside are about as generic blocks as you could ask for. One day I will stumble upon a good method for making doors. As it is, I am content with learning.

Fixed a few artifacts, only to introduce a new one. I'll get to adjusting the layer mask on the sand layer later. You have to really be looking for it to see it. Speaking of sand, I am looking for way to have a little bit of the outside sand drift through the front doors. Maybe as simple as adjusting the layer mask and maybe throwing a slight blur and/or spread. I'll look into it Friday.

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