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Thread: Veil Vale - an experiment

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    Guild Adept Valarian's Avatar
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    Quote Originally Posted by RPMiller View Post
    I agree with both assessments. It would have to be bigger to work in a VTT though, but it is hard to judge without a scale of some sort. The sample looks like it has been reduced.
    For VTT used for roleplaying games (GRIP / Fantasy Grounds), this map is just the right size for an encounter. For wargames (Battlegrounds / MapTool) the map would probably have to be bigger in area.
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    Community Leader RPMiller's Avatar
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    Quote Originally Posted by Naryt View Post
    Arg...isn't that just a bit too Flashy?

    {Runs laughing maniacally from the room}
    I think I should hit you with my negative rep stick.

    Quote Originally Posted by Valarian View Post
    For VTT used for roleplaying games (GRIP / Fantasy Grounds), this map is just the right size for an encounter. For wargames (Battlegrounds / MapTool) the map would probably have to be bigger in area.
    Personal preferences. The one he uploaded and that I made the demo with was much nicer than the small sample not to mention the details were much better.
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    Careful, Naryt, lest you are crowned King of the Bad Guild Joke.
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  4. #4

    Info Though the MB size is small its too reduced...

    Quote Originally Posted by Valarian View Post
    For VTT used for roleplaying games (GRIP / Fantasy Grounds), this map is just the right size for an encounter. For wargames (Battlegrounds / MapTool) the map would probably have to be bigger in area.
    I might try a 100' x 100' encounter sized map at 100 ppi = 5 feet, saved in both PNG and JPG, you could download either and test it out on GRIP / Fantasy Grounds for me, at least post a screen capture or two of the results.

    I'll create a similar technique but different map for the test.

    Oh and I saved a treeless version of the Veil Vale map to upload tonight, as well as many of my map object PNG files - trees and stuff.

    I've got no problems this thread becoming a "test bed" for VTT mapping techniques.
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    Quote Originally Posted by RPMiller View Post
    I have an actual movie demo tool now that I still haven't tried out.
    I used CamStudio Open Source with great success.

    Quote Originally Posted by Naryt View Post
    Arg...isn't that just a bit too Flashy?

    {Runs laughing maniacally from the room}
    I smite thee oh foul punster!

    -Rob A>

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    Guild Member Naryt's Avatar
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    Quote Originally Posted by RobA View Post
    I smite thee oh foul punster!

    -Rob A>
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    Oh, silly me...why run from it when it's so true?
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    (I interrupt this post for a quick lol @ "the foul punster!" That's hilarious. Now, back to your regularly scheduled thread...)
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  8. #8

    Wip New map to work with...

    Hey guys, I'm getting better at map creation using the Xara stack terrains technique. I've actually improved my terrain creation work.

    First I created a rocky terrain filled level. Then I drew a freehand polyline shape as in creating the next terrain, but I did not bevel it, rather I feathered heavily 30+ pixel feather and applied fractal plasma transparency at about 38%. This allows the rocky texture to show through the grass fill texture above it. I also added a similarly fractal plasma transparent smaller region with my standard grass fill. Altogether more complex and more realistic.

    Similiar thing done on the foam at the edge of the sea and around the rock. For being quick and easy method, its surprisingly realistic, even has its on drop shadow.

    Also I am being more "geologically logical" about create terrain stacks by the sea. First level above the waterline is large boulder/gravel, next is algae covered stones, above this stone with patches of moss/algae, above this gravel stone and then my stone texture on top.

    Oh and to help scale things, there is a wagon track for a road running betweeen the shore and the rocky outcroppings. Also on the bottom right is a line of fencing wind blew it down 30 degrees from upright (actually a squished image of masked fencing).

    Bad News: as a 7200 x 4800 pixel (200 pix = 5 ft) map in 24 bit color, PNG = 92 MB

    So I saved it as a JPG in "High Settings", sorry RP, but test this for me anyways, despite not being PNG. (Still 8.6 MB)

    The second image is a 1400 x 1400 pixel, 70 pixels = 5 feet, "med. settings" JPG for Valarian to try, if willing.

    I didn't upload my PNG trees, yet, but I thought I'd try downloading Dridon's TREE PNGs in the Resources thread. Unless one of you have already done so.

    Are you willing to VTT test this map?

    Of course the first file is too big to link with thumbnail, but... http://www.gamer-printshop.com/images/shoreline.jpg

    And the image shown is the Fantasy Grounds/GRIP version: (fence is cropped off in this version)
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    Last edited by Gamerprinter; 10-20-2007 at 04:22 PM. Reason: edits
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  10. #10
    Guild Adept Valarian's Avatar
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    Default Examples in play

    Quote Originally Posted by Gamerprinter View Post
    I might try a 100' x 100' encounter sized map at 100 ppi = 5 feet, saved in both PNG and JPG, you could download either and test it out on GRIP / Fantasy Grounds for me, at least post a screen capture or two of the results.
    Can do.

    The thing for the roleplaying VTT encounter maps is size. You want to activate the map and send it to players quickly so that you can get on with the encounter. Under 1Mb in size is good as it downloads reasonably quickly. A scale of between 30 and 70ppi to 5' is fine.

    With the wargame VTTs, you are more willing to load a large map as it's all done at the start of the game.
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    Last edited by Valarian; 10-19-2007 at 04:52 PM. Reason: Added in the screenshots from FG and GRIP
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