Damn right. :)
Damn right. :)
I love the maps. We really need to get together sometime and put some story, traps, critters, and stats to some of these dungeon maps. I could chug out 2 or 3 years worth adventure modules with just your maps.
Keep up the great work!!! 8)
Thanks for the complements, JP. I have a few adventures I've been slowly writing that I hope to get around to publishing at some point. Unlike my map making, I'm a much slower writer. ;)
Here's the PDF file of the last batch of maps.
Thanks a lot, Turgenev! :D
"k-thunk, k-chunk, k-thunk" :D
Here's a quick dungeon I did as a break from an adventure I've been working on. The grey areas represent lower elevation. The darker the grey area, the lower the elevation.
This one might be fav so far. I like to put tunnels on my dungeons like that and your elevations look great.
Thanks Ascension. I've finally pulled my Wacom tablet out from storage and I'm now using it to draw my caverns. That dungeon was a quick drawing exercise to take a break from my current project. I'm working on the 11 pages of maps for my Hex Cavern adventure. I'm currently alternating between touching up the caverns that I drew by hand and writing out the details of the adventure.
Brings back a lot of pleasant memories this thread Turgenev. Great stuff! Making these places is like time spent in another world. I remember it was a unique kind of fun.
I understand the problem some have with the concept of a gelatinous cube living next door to 1D10 kobolds though. lol But, you've not populated most of these I'm guessing, so you can take them in any direction you like.
I started out creating floor plans in this style- the inspiration being that classic dungeon from the Dungeon Master's Guide, :-D I moved on to using way more sketchy maps. The implementation of them in a gaming session became more important than the presentation to me. I found I could create equally convincing game experiences with minimal maps. I just didn't have the time and it seemed like wasted effort to create something that the players were never going to see.
We played through the G (Against the Giants), D (Descent Into the Depths of the Earth) and Queen of the Demonweb Pits module series. Some of the maps in those are in this style- especially in the D series I recall; Shrine of the Kuo Toa especially -with the submerged areas.. In that series you have the large overview map which details a vast underground realm connecting all of these modules up, subway map style, with the sunless sea, and the illithids, etc. My later maps became more like that.
I remember the trickery of the demonweb, where the "corridoors" were interlacing (like celtic knotwork) but the rise and fall in the corridoors was not apparent to anyone in them. I remember chuckling to myself as the party map maker became extremely dumbfounded by that place.
You can check out some of the last dungeon maps I ever did in the Gundabad thread somewhere on here. I'm still with the maps. (see ME-DEM thread). :-D