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Thread: Rotating Madness - with HUGE appologies to Djekspek

  1. #1

    Default Rotating Madness - with HUGE appologies to Djekspek

    This is the Maptools map I'm using for my next adventure. It's based on Rotating Madness by Djekspek. Since this map is meant for a 4e game, I expanded some of the rooms out to give the monsters some elbow room. Sorry for the low quality, but, it's meant for online play, and 500 k is about the upper limit before lag monsters come and sit on my head.

    The basic idea is that the outer ring and the center rotate clockwise, while the middle ring rotates counter clockwise. I intend to bounce the players from map to map about every 20 minutes of real time. I haven't quite decided what effect the rotation will have. Perhaps just knocked prone or slowed (save ends). Haven't gotten that far yet.

    In any case, I've nicely massacred a beautiful map in order to use it. Hope you enjoy.

    Click image for larger version. 

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  2. #2


    That sounds like it will be fun. Now if only there was a way to move it so they players couldn't tell.
    “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

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  3. #3
    Guild Journeyer Avengeil's Avatar
    Join Date
    Jul 2010


    Seems as it's going to be a fun encounter.Nice job on the mapping.
    If I were you I would make the rotating of the rings take 3 combat turns in which every combatant will be slowed(effect stopping after the rotation ends )and at the start of each combatant's turn to be slided 3 squares depending on the rotation of the ring and that movement because it's forced movement won't cause any attacks of opportunity. But that's just my opinion.

    P.S. You're lucky that's intended for a virtual tabletop cause imagine printing that map 8 times.So much ink spent.

  4. #4
    Professional Artist Djekspek's Avatar
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    Aug 2009


    Looking great, I hope your players will like it. And no apologies required as the map has a CC BY-SA license cheers!
    My portfolio site ( | My work on deviantART | Fantasy maps on Google+
    Work posted by me can be used under the Creative Commons Attribution-Noncommercial-Share Alike 3.0 licence, unless stated otherwise.

  5. #5
    Guild Journeyer
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    May 2008
    PEI, Canada


    Quote Originally Posted by Jaxilon View Post
    That sounds like it will be fun. Now if only there was a way to move it so they players couldn't tell.
    Assuming you don't mind letting them know 'something' is up, use chambers as distinct, unordered units. The player has to 'map' things in their own head, and you use a key map to tell them where they end up as they go through a door.

    I came up with this idea as a 5 room unordered 'maze' with portals. However unlike your traditional portal that links two places, the portals were one way only, and the portal you saw when you 'stepped out' of one is actually a different portal, that may or may not lead back to the same spot.

    I've also have been toying around with a computer game idea of a shooter with variable gravity and just such portals, but portals can 'scale' you, or invert you. Portals would stretch from floor to ceiling, and you could walk through one and enter the same room, but walking on what had just been the 'ceiling', and all the while it would look like nothing had actually changed from your perspective, you just kept walking along the floor.

  6. #6
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    May 2010
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    Hussar - looks cool - hope you have lots of fun confounding your players

    Talroth - that reminds of of "Tesseract" a cube where you also walked on ceilings and walls depending on which doors you pass through, in that however you might see furniture on "the ceiling" if you entered the room by the wrong route - which would make taking the treasure (which has a different up from your down - gravity reversed) very difficult.
    regs tilt
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  7. #7


    The funny thing is, and I didn't realize this until after I made the map, is that solving the "puzzle" is ridiculously easy.

    Wait in the entry room, until the first rotation then head straight into the center before things rotate a second time.

    If the PC's don't do this, they'll be wandering for a LONG time.

    But it took actually rotating the map for me to realize this. Somehow, with fog of war on and the like, I doubt that the players will have an easy time of it.

    A few issues - memory for these maps are a bear. 500 k per map is a lot for a VTT game. I hope it works. Also, it means that I have to have eight times as much furniture and the like on the map as I normally would. I wish that Maptools would allow you to set minis for being automatically placed the way you can in OpenRPG. I think I might just have a thirty second break every rotation and move furniture from the library to whatever room they happen to be in just to save memory.

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