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Thread: Dwarven entrance

  1. #1
    Guild Artisan Clercon's Avatar
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    Default Dwarven entrance

    I've started numerous DD3 maps without getting anywhere. But yesterday I had some time to sit and test it out thoroughly. And boy is it powerful when you start to understand how it works. This is the beginning of a Dwarven entrance to a bigger dwarven complex (that I probably never will map). The style is from the latest annual from Profantasy by Jon Roberts.
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  2. #2
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    Nice! Better than I can do with CC, even after several years!
    John Grigsby
    Gaming Operations Director, CoastCon 37
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    Currently using Dundjinni, Photoshop CS3, and MapTool
    Unless otherwise stated, any work I post here can be freely used and distributed provided credit is given to me as the originator. If you find it useful or make modifications, I'd love to hear about it.

  3. #3
    Guild Expert eViLe_eAgLe's Avatar
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    Im assuming the little rooms that branch off are towers sticking out?

  4. #4
    Guild Artisan Clercon's Avatar
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    Thanks for the comments. The little rooms are towers in one way you can say. They are situated a bit above ground but are a part of the mountain, so from outside a visitor would only see a mountain wall, and if you looked closely small windows from where they'd be watched. The two rooms are mainly for spotting who's arriving and protecting the outer door. This is probably a smaller entrance to the dwarven underground complex, the main entrance is probably far bigger.
    A small update of the map as well. I've changed the colour of the mountain to black, and I've added a kitchen, well and dining room. I've also added some small windows to the "tower" rooms.
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  5. #5
    Community Leader Facebook Connected Steel General's Avatar
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    Very nice Clercon...
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  6. #6

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    Looks cool, but you may want to consider thickening the outer wall by double or triple. To me, it looks like a small band with pickaxes could get through the walls with little trouble. The dwarves would either have to come outside to stop them from breaking through or fight them where they break inside.

    If you don't ant to make the walls thicker on the side rooms, you may consider raising them considerably. Like, 20 feet or so.

  7. #7
    Guild Artisan Clercon's Avatar
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    Thanks SG and Sharpe for your comments. I can see what you mean with the wall Sharpe. But this was a test map to learn the program so I wont change it this time, but definitely have it in mind for future maps.
    My finished maps

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