Results 1 to 8 of 8

Thread: Kobold/Scalegloom Hall (from 4E DMG)

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Leader Jaxilon's Avatar
    Join Date
    Nov 2009
    Location
    A beach in Ecuador
    Posts
    5,548

    Default

    Nice map - I enjoyed the lighting and the detail items.

    The 4 SE-ernish stairs have what look like raised floors above them or something? I'm guessing they are areas for lookouts? If not I'm not sure if those are just rooms you can't get to or something. For example the Green room: Are those 2 areas looking down into the Green area or are they on the level below the green area?

    I'm not sure how best to solve this but maybe creating lighter or darker shadows on those rooms might help to indicate them being higher or lower? If that doesn't work you might want to look at how some others have handled this in their maps.

    Other than that I think this is a good looking map and thank you for sharing with us.

    /* Rep Slapped */
    “When it’s over and you look in the mirror, did you do the best that you were capable of? If so, the score does not matter. But if you find that you did your best you were capable of, you will find it to your liking.” -John Wooden

    * Rivengard * My Finished Maps * My Challenge Maps * My deviantArt

  2. #2
    Guild Member
    Join Date
    Oct 2008
    Location
    Kansas City, MO
    Posts
    55

    Default

    Click image for larger version. 

Name:	Scalegloom Hall.JPG 
Views:	237 
Size:	2.63 MB 
ID:	25793

    Thanks for the comments (and rep)! So I looked up and realized I've been tinkering with a map all day--whoops! I added a very faint glow to the symbols to help then stand out a little, and dropped some various shadow casting objects about the rooms, added some lights in a few spots, and put a rocky texture I found over the floor to help break it up a bit. Changed the ice fill in the dragon's lair to something a little harder looking, and applied a little frost to the walls for good measure. Spent a bit of time adding a faded out texture where a boulder trap rolls in the southeast room. My hope is the players don't really notice it till the boulder is rolling along it. I scrapped the stairs I was using and just made my own transparent rubber stamp shadow to create rough steps, and used stacked floors for ledges.

    That room with the coffins, skulls, and slime (the Skull-skull! playing field), the upper ledges are reachable, and I think the shadow is distinct enough to serve it's purpose in my battlemap. I could probably strengthen the glow a little to make it more obvious, though.
    "We all take our risks, down here in the dungeon." --Bargle

  3. #3
    Guild Member
    Join Date
    Oct 2008
    Location
    Kansas City, MO
    Posts
    55

    Default

    Click image for larger version. 

Name:	sh-ng.jpg 
Views:	991 
Size:	1,020.0 KB 
ID:	25801

    Copied the wall layer, changed it to solid black, and applied the edge fade. Drastically cut the file size for VTT usage. Tinkered with the grid a little, but at 50 px/sq changes the changed aren't reflected very well, decided to remove the grid (and just put a guide square for dropping the grid in the VTT).
    "We all take our risks, down here in the dungeon." --Bargle

Tags for this Thread

Posting Permissions

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