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
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!
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
My Battlemaps Gallery http://www.cartographersguild.com/al...p?albumid=3407
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.
My Battlemaps Gallery http://www.cartographersguild.com/al...p?albumid=3407
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.
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.
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.
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.
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...
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
My Battlemaps Gallery http://www.cartographersguild.com/al...p?albumid=3407
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...