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Xyll
11-04-2009, 05:55 PM
This is an underground Kobold hideout I am working on. The area is under the ruins of an old outpost. The caverns were added by the kobold that took over the ruins. I am planning on adding some traps but i am not sure about adding doors. Some of those paths will be true safe paths others will be trapped extensively.

I am also going to have a very young green dragon living in the main cavern that they worship. The dragon uses the pool as an exit into an under ground stream that comes out a couple hundred yards away.

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Gidde
11-04-2009, 06:05 PM
Cool concept and shape to the place.

I like all of the textures individually, but all together they're overloading my eyes a bit. Maybe tone down the texture of the dirt a bit to break them up a little?

Xyll
11-04-2009, 06:30 PM
You are right I really have to wait until I get home to post my maps because again their is a crappy monitor at work that really alters the way it really looks on it.

Thanks for the compliment btw

Xyll
11-04-2009, 06:40 PM
This is more along the lines of what i see at work while i am working on it. i wish the cheap owner would by a new computer already :)


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Xyll
11-06-2009, 05:08 PM
Here is a new copy a few changes. Are the colors better?
Also should i fill in the rooms or leave them blank since I am planning as using this as a VTT map. Any a sugestions for improvement?




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Ascension
11-06-2009, 05:20 PM
I think you might need a grid but I'm no VTT user type guy. I don't see anything that I'd change or add, shrug.

meleeguy
11-06-2009, 09:13 PM
First lovely work.

Some thoughts for your consideration -

1) The upper right doorway has a very thin section of wall blocking it.

2) The cave section/wall section boundaries - perhaps add more mud spilling in and stones spilling out?

3) The walls seem to rise equally high above the floor on one side and the rock matrix on the other. Perhaps making the rock matrix seem closer in height to the wall would be desirable by using different shading for the wall/floor boundary vs. the wall/rock matrix boundary.

Xyll
11-12-2009, 04:53 PM
Here are a few changes to the map plus the above ground entrance.

1) The upper right doorway has a very thin section of wall blocking it.
This is intended to be a secret entrance i am still trying to figure out how to make it right.

So their is still work to be done but tell me what you think.
(I know i still need a grid on it and I keep forgetting to add one.)


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Xyll
11-18-2009, 05:46 PM
I do not mean to just bump this but any comments on the above ground ruins??? Any one??? :D

Rythal
11-21-2009, 07:26 PM
hmm theres something about the shading on the stairs in the top one which looks off. I couldn't tell at first which direction they were going. The second one from the bottom shouldn't be lighter than the two it is between.

Also, why do the kobolds need four tunnels going to the same place? I would have thought 2 would be enough?

rdanhenry
11-22-2009, 03:16 AM
Also, why do the kobolds need four tunnels going to the same place? I would have thought 2 would be enough?

Given that they are kobolds, I expect it is less about having four entrances than having four exits (multiple escape routes makes it harder to block them all). Although it also means you can trap up to three of them and still have a clear path if you know which way to go.

meleeguy
12-15-2009, 07:39 PM
Very nice.

I'd say the slighted castle needs more rubble. Great treacherous mounds of it. :D