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  1. #1

    Default Feedback please!

    I am currently in the process of re-working some base maps from the Donjon (outstanding random generator, btw) and put up a sample page with no decorations. I have several other maps to work on before they are ready for release, but they are all about this size or larger.

    It is fairly rough, obviously, and I will be making some further changes as I don't care for the separation between rooms of one square in all cases.
    Dynamic Delve Sample page

  2. #2
    Community Leader Facebook Connected Ascension's Avatar
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    I've always liked straight-up random dungeons so I think it's fine as is. I used to make mine just like this. And it's what's inside the rooms that counts, not what the rooms look like...namely monsters to kill and booty to take. Modern maps seem to be all frilly with lots of colors and textures to make it seem real but this old-school style still has its place among us old-timers. So I can't point you in any direction I'll just say keep on keepin on.
    If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
    -J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)


    My Maps ~ My Brushes ~ My Tutorials ~ My Challenge Maps

  3. #3

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    Quote Originally Posted by Ascension View Post
    I've always liked straight-up random dungeons so I think it's fine as is. I used to make mine just like this. And it's what's inside the rooms that counts, not what the rooms look like...namely monsters to kill and booty to take. Modern maps seem to be all frilly with lots of colors and textures to make it seem real but this old-school style still has its place among us old-timers. So I can't point you in any direction I'll just say keep on keepin on.
    Thanks! Do you like the idea of having one blank version and another completed version, or would you just want the completed version ready to use?
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  4. #4
    Community Leader Facebook Connected Ascension's Avatar
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    I don't play D&D anymore so someone else would be better able to answer that question but for what it's worth I'd take a labeled version cuz I'm lazy.
    If the radiance of a thousand suns was to burst at once into the sky, that would be like the splendor of the Mighty One...I am become Death, the Shatterer of worlds.
    -J. Robert Oppenheimer (father of the atom bomb) alluding to The Bhagavad Gita (Chapter 11, Verse 32)


    My Maps ~ My Brushes ~ My Tutorials ~ My Challenge Maps

  5. #5

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    Quote Originally Posted by Ascension View Post
    I don't play D&D anymore so someone else would be better able to answer that question but for what it's worth I'd take a labeled version cuz I'm lazy.
    I am counting on 'lazy', it seems to be the one constant force that drives innovation.

    Thanks again for your critique!
    Linux geek: Ubuntu Lucid Lynx (10.04) AMD 64bit
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  6. #6

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    Quote Originally Posted by StormBringer View Post
    I am currently in the process of re-working some base maps
    cool. i think both fill a clear need. i stockpile blank maps to use when i need them for a game, where i have a clear idea of what's within the dungeon but no time to draw it. random dungeons are for the rest of the time, where i have nothing planned and just need something to start with. they often evolve as the PCs hack their way through and i tweak things, and by the end may seem more like something i'd actually designed. i also stockpile finished dungeons, but use them less often than purely random dungeons. just a personal preference though, i know other DMs who thrive on them.

    from the Donjon (outstanding random generator, btw)
    thanks!
    Last edited by drow; 09-03-2010 at 12:55 PM.
    >>< drow ><<

  7. #7

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    Quote Originally Posted by drow View Post
    cool. i think both fill a clear need. i stockpile blank maps to use when i need them for a game, where i have a clear idea of what's within the dungeon but no time to draw it. random dungeons are for the rest of the time, where i have nothing planned and just need something to start with. they often evolve as the PCs hack their way through and i tweak things, and by the end may seem more like something i'd actually designed. i also stockpile finished dungeons, but use them less often than purely random dungeons. just a personal preference though, i know other DMs who thrive on them.
    Well, they are pretty easy to tear out, but the re-working in the GIMP is kind of labour intensive at the moment. They don't scale exceptionally well, for one thing. I am sure I will stumble on a solution at some point.

    thanks!
    Welcome! Thanks for the feedback!
    Linux geek: Ubuntu Lucid Lynx (10.04) AMD 64bit
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  8. #8

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    Quote Originally Posted by StormBringer View Post
    Well, they are pretty easy to tear out, but the re-working in the GIMP is kind of labour intensive at the moment. They don't scale exceptionally well, for one thing. I am sure I will stumble on a solution at some point.
    if there's something i can do to make your process easier, let me know.
    >>< drow ><<

  9. #9

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    Quote Originally Posted by drow View Post
    if there's something i can do to make your process easier, let me know.
    I appreciate the offer! I don't think there is a good way to set up a macro or anything. The original maps produced by the Donjon for the screen are indexed .gifs, at 72dpi. Boosting them up to 300dpi for easy calculations and nice looking text completely throws the ratios off, so they scale for crap and don't stay square.
    Linux geek: Ubuntu Lucid Lynx (10.04) AMD 64bit
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  10. #10

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    Quote Originally Posted by StormBringer View Post
    I appreciate the offer! I don't think there is a good way to set up a macro or anything. The original maps produced by the Donjon for the screen are indexed .gifs, at 72dpi. Boosting them up to 300dpi for easy calculations and nice looking text completely throws the ratios off, so they scale for crap and don't stay square.
    if you scale up, doing so by integer multiples (i.e. 72 x 4 = 288 dpi) may work better.

    alternately, i could add an option to the generator to create higher resolution maps to begin with.
    which might be generally useful, anyway....

    there's now a checkbox labelled "scale map for print" just below the map style dropdown.
    checking that box generates an image four times larger than normal.
    i'm sure some of the styles will look a bit daft, since i can't scale the source textures.
    but anyway... perhaps that helps?
    >>< drow ><<

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