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View Full Version : cities on interior of casme in 3d



spiderfate
06-19-2009, 08:16 AM
something i wanted to do for awhile is make a 3d make of a casme with varies underdark cities on cliff of the interior walls. the bottom opening in to a vast underdark sea. im looking for any ideas, suggestion, exemples of similar maps anything

jfrazierjr
06-19-2009, 09:10 AM
something i wanted to do for awhile is make a 3d make of a casme with varies underdark cities on cliff of the interior walls. the bottom opening in to a vast underdark sea. im looking for any ideas, suggestion, exemples of similar maps anything

I don't have any ideas to help, but will be interested in watching this thread. The D&D 4E campaign I just started begins in such a city terraced into 14 levels of a large chasm with several side chambers. Originally, I did not have any plans to map out any of it, but ended up having some stuff happen in the city, so had to at least do some freeform mapping of one part of a level for an encounter. Still not sure I want to take on the whole thing, but if there are some suggestions on making it easier, I might just do the entire city.

spiderfate
06-21-2009, 10:09 PM
well ive addad some color. can you tell what it is?

guyanonymous
06-21-2009, 10:13 PM
Very interesting perspective. It took me a moment. I really appreciate the concept itself.

I was wondering if it might be more clear with the addition of some dashed lines on the left/right extreme of each layer leading to the one above and below...for the link to the topmost layer, it wouldn't be visible through the grass.

spiderfate
06-22-2009, 03:25 PM
i had a feeling it might not be aparent at first glance. i will indeed put a dotted line, i just cant figure how to make a dotted line in photoshop.
here it is with cc3 city icons, not sure if thats legal but its what i have for now

Steel General
06-22-2009, 05:58 PM
This is a neat idea, and it's coming along nicely...

...but your 'noisy brown background' makes the text a bit hard to read unless you're all the way zoomed in.

spiderfate
06-23-2009, 08:51 AM
ok ive fixed some of the issues how it look?

Steel General
06-23-2009, 10:48 AM
That background is much better, the text is much more legible at lower res/zoom.

Map Vandal
06-23-2009, 02:54 PM
I love the idea and the map. Personally, I do not think the dotted line does anything to add to the 3D effect.

guyanonymous
06-23-2009, 06:15 PM
Do you mind if I fiddle with an idea and post a small sample if it works?

spiderfate
06-23-2009, 06:20 PM
please do, i m running out of ideas and could use the help

Talroth
06-23-2009, 07:34 PM
Personally I think it would be more effective if you drew it as if you had picked up the entire bit of earth that the cavern was in, cut it lengthwise, and spread it open like a book.

guyanonymous
06-23-2009, 07:45 PM
Well, I can't quite achieve what I can ~almost~ see in my head...

But It ends up involving the rear walls of the cavern (and sometimes the close ones perhaps) of being shown on the map.

Here's a screen grab of my brief experiment...not quite right, but I thought I'd share it anyway.

fourwillows
06-23-2009, 11:18 PM
Personally I think it would be more effective if you drew it as if you had picked up the entire bit of earth that the cavern was in, cut it lengthwise, and spread it open like a book.

I think this is the right approach. What you're basically doing is trying to map a city that's wrapped around a tube, right (the chasm), so instead of cutting it into slices and giving a top view of each slice (that's really complicated to mentally reassemble), you can cut it open on one side and unroll it, so you have a nice flattish surface: the rectangle bounded by the edges of the cut, the surface, and the sea.

jfrazierjr
06-24-2009, 08:39 AM
Another option is to cut down the center and reorient on a 90 degree angle line relative to each other.

guyanonymous
06-24-2009, 08:03 PM
The downside of splitting it is that you lose the sense (ok - I lose it) of what is is across from what.

spiderfate
06-26-2009, 08:29 AM
Well, I can't quite achieve what I can ~almost~ see in my head...

But It ends up involving the rear walls of the cavern (and sometimes the close ones perhaps) of being shown on the map.

Here's a screen grab of my brief experiment...not quite right, but I thought I'd share it anyway.

it needs some twicking but looks good.