Page 2 of 5 FirstFirst 12345 LastLast
Results 11 to 20 of 49

Thread: *WIP* Why did it have to be snakes? Aka, the Yuan-Ti temple

  1. #11
    Guild Adept Facebook Connected
    Join Date
    Jun 2011
    Location
    Plouguerne; Brittany
    Posts
    287

    Default

    Nice!

    I am pretty sure I will make us of the rusty cage parts. Better than what I have.

    The bas-relief also looks great I will look for a place to use it.

    Man, that's some creepy looking eggs!

  2. #12
    Community Leader Bogie's Avatar
    Join Date
    Nov 2011
    Location
    Maine, USA
    Posts
    7,667

    Default

    I just found this thread on Dundjinni with a lot of cages on it.

    Dundjinni Mapping Software - Forums: First Post and its a cage request 2

  3. #13
    Community Leader Bogie's Avatar
    Join Date
    Nov 2011
    Location
    Maine, USA
    Posts
    7,667

    Default

    Here is the original that the snake floor etching was made from:
    GiantSnake.png

    And a snakeskin rug
    giant_snake_rug.png

    I also made 4 new snake fountains and posted them in my mapping elements thread,
    you can find them at the bottom of the page here: http://www.cartographersguild.com/ma...chairs-37.html

    This is one of them:
    CobraFountain3_KR_bg.png
    Last edited by Bogie; 05-07-2013 at 07:06 PM.

  4. #14
    Guild Journeyer Facebook Connected NathanC's Avatar
    Join Date
    Aug 2012
    Location
    NJ
    Posts
    188

    Default

    Simon,

    Talking about the Armory itself and the lab area.

    That straw bed from the Iron Dwarf thread on Dundjinni is perfect and the bookcases rock too.

    Bogie,

    Thank you for the contributions I've always enjoyed your maps.

  5. #15
    Guild Adept Facebook Connected
    Join Date
    Jun 2011
    Location
    Plouguerne; Brittany
    Posts
    287

    Default

    Ok, here is the version with the thicker walls...

    Yuan-ti temple.png


    I didn't time myself, it mighty have taken longer than 30 seconds, but not very much...

    I will trap to start the last section tonight.

  6. #16
    Guild Adept Facebook Connected
    Join Date
    Jun 2011
    Location
    Plouguerne; Brittany
    Posts
    287

    Default

    Ok; I toyed around with the breeding pool...


    What do you think of it so far?


    Breeding pool.png

    Ultimately, I would like to make it a fairly dark room with a few torches casting strong shadows and stark contrasts...


    Next, I think I will go back to the first map and add the furniture.

  7. #17
    Guild Journeyer Facebook Connected NathanC's Avatar
    Join Date
    Aug 2012
    Location
    NJ
    Posts
    188

    Default

    Thicker walls look great and the breeding pool is great.

    I agree with the dark feel you want to go with on the breeding pool. This is the final encounter area, so you can make it as menacing as you want.

  8. #18
    Guild Adept Facebook Connected
    Join Date
    Jun 2011
    Location
    Plouguerne; Brittany
    Posts
    287

    Default

    The way I see it... I already made the lower floor darker than the top one (to make shadows and give an impression of depth in the room with the snake pool) and I will do the breeding pool even darker.

    It makes sense some sense as the cave is the furthest away point from the entrance and should help make the players feel more threatened as they progress through the adventure...

  9. #19
    Community Leader Bogie's Avatar
    Join Date
    Nov 2011
    Location
    Maine, USA
    Posts
    7,667

    Default

    If you want to make the walls in the breeding cave look creepier try this dark root wall texture from Kepli.

    Root_Floor02_kpl-a.pngRoot_Floor02_kpl-b.pngRoot_Floor02_kpl-c.pngRoot_Floor02_kpl-d.png

    This is an example of what it looks like as a wall in DundJinni.
    Roots.jpg

  10. #20
    Guild Adept Facebook Connected
    Join Date
    Jun 2011
    Location
    Plouguerne; Brittany
    Posts
    287

    Default

    Thanks Bogie.


    I had to tweak the scale a bit and unfortunately, most of the creepy is lost at this scale. Still here it is what it looks like:
    Breeding pool.png



    As mentioned, I worked on the furniture from the top floor.


    Here is what it looks like:

    Yuan-ti temple.png



    And; here is the version where the secret passage still lies undiscovered and hidden:

    Yuan-ti temple- No secret.png



    Balancing furniture is a always a bit of a puzzle, on one hand, you want to provide enough to feel somewhat natural. On the other hand, if you do so, the rooms will be cramped and hinder the game during fight scenes (strangelly enough, it would seem that, in the real world, providing a suitable battlefield for a mortal clash half a dozen warriors and spell-caster, rate fairly low on the list of most interior decorators...

Page 2 of 5 FirstFirst 12345 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •