View Full Version : A dungeon I used for a PBP Delve

08-22-2009, 09:49 AM
Been visiting this forum every now and again for a while now. Always great to see so many different ideas so thought it fair I post something of what I use.

The following maps I put together for a Play-by-Post 4E Dungeon Delve. The focus of that particular game is on the combat and the mechanics of it so I wanted a fairly clear map that wouldn't leave too much room for confusion but I couldn't resist trying to give it a little atmosphere as well.

I spent most of the time developing the photoshop layers and effects as all the walls and levels are effects and I just draw each stepped layer as solid white. The floor and solid wall textures were created using a mixture of filters and again using solid white for where the wall is and let the filters colour and border it.

The two maps are using exactly the same template and just a redraw of the mask layers. Though possibly I did make a change to the solid wall effect as it seems significantly darker on the second and later maps.

08-22-2009, 09:53 AM
That height effect is quite interesting, and it works really well on this map. Welcome aboard and have some rep for your work! :)

Steel General
08-22-2009, 11:16 AM
First off.. Welcome Aboard!

Secondly... couple of nice little maps there. My only 'nitpick' is I wish they were larger/higher rez.

08-22-2009, 12:29 PM
Thanks and thanks.

They were actually both created at double that resolution but that copy is the one that I used for the pbp game (being online I wasn't looking for that higher resolution).

Here is the 1st map at the resolution I used to create it. Note that if you are interested I can generate it at any resolution. Since it's all done with layer effects it scales quite nicely.

08-22-2009, 01:20 PM
I definitely get the feeling of something lurking there...very nice.

08-23-2009, 10:40 PM
Those are two excellent maps and I can already see ways of using them in my own games (definitely something sandy) too. Have some rep!

08-24-2009, 04:05 AM
Cool.. well if they are actually useful enough for someone to use here are two others I created for other encounters.

The actual game maps have various lighting effects on them as well that adjusted as the encounter progressed. These maps just become the base layers for the in combat photoshop file.

08-24-2009, 05:02 AM
The actual game maps have various lighting effects on them as well that adjusted as the encounter progressed. These maps just become the base layers for the in combat photoshop file.

So you send out copies showing only the parts that are in visual range then?
Not familiar with the play by post for this sort of thing. A friend tried to get me involved in a play by mail thing years back for some galactic domination game, with thousands of trade routes, diplomacy, world exploiting etc, but I couldn't get into it.

That's actually a pretty interesting idea. It occurs to me one could adapt that for an overhead display, using masks to reveal what's in range, like a fog of war :)

08-24-2009, 05:16 AM
Actually, I think that's one of the features of Virtual Table Tops. Very useful, I imagine, though I've never tried it.

08-24-2009, 07:08 AM
Awesome relief effect.
I like it

08-24-2009, 10:06 PM
Since each post is separate and doesn't need to be done in real time I have a layer or two I use to show areas of bright or dim light. In the map below there is no dim light to speak of (dnd 4E bright light sources don't fade into dimness for simplicities sake I believe)

The darkness areas are not fully blacked out in this map as the characters have already seen the whole map but any creatures have been hidden. Until an area has been seen it would be totally black though I haven't been bothering to trim these maps for the delves. For other games I have cropped so players don't know the full size of the map when starting but it's often more work for no real point.