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Thread: P3 Assault on Nightwyrn Fortress Encounter Maps

  1. #1
    Guild Artisan Jacktannery's Avatar
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    Default P3 Assault on Nightwyrn Fortress Encounter Maps

    I am planning on drawing maps for all 32 of 'P3: Assault on Nightwyrm Fortress' encounters. This is a 4E D&D module published by Wizards of the Coast. I am making these for NGordian, who will be using the maps in MapTool. The maps will be made from scratch using the GIMP and resources downloaded from the intergoogleweb, particularly from this forum and the Dunjinni forums. All maps will be at a scale of 100 pixels per grid square and 72 PPI.

    This is a WIP thread - so I am looking for advice on improving the maps.

    EDIT: Finished maps are here: http://www.cartographersguild.com/sh...861#post186861
    Last edited by Jacktannery; 07-04-2012 at 06:59 PM.

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    Guild Artisan Jacktannery's Avatar
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    ENCOUNTER A1: THE FAILED RITUAL

    I removed the fence as I felt it was unnecessary, and added a dead white tree.

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  3. #3
    Guild Artisan Jacktannery's Avatar
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    ENCOUNTER G1: THE CRAWLING GOD

    I may need to do some work on the purple wyrm corpse (yes, that is what it is supposed to be) if it makes people laugh. It's supposed to be scary. In this map I have attempted to use complementary colour triads only (purple/green/yellow-orange) and I will use a complementary triad on map G2 to try to give the Gloomdeeps a coherent look. The scheme may be a bit lurid, however.

    This map is unfinished.

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    EDIT: the stalactites are awful (they are the round green things). Does anyone have any advice for decent stalactites? Also I should probably put the grid up over the mushrooms, as these are not supposed to be difficult terrain.
    Last edited by Jacktannery; 04-20-2012 at 11:51 AM.

  4. #4
    Community Leader Lukc's Avatar
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    Oh ... those are stalactites? I thought ... "cave lotus!". Hmm. Nope, can't say I have a good solution ... maybe adding a bit of perspective to them? Or just making it a "bump" in the ground?

  5. #5

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    Add a shadow to depict it, from the glowing lightsources in the room. I use shadows to depict structures, furniture and other map features all the time. A stalagtite could be more easily displayed with some shadow extending from it.
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  6. #6
    Guild Artisan Jacktannery's Avatar
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    Quote Originally Posted by Lukc View Post
    ... "cave lotus!"
    They do look like cave lotuses - pretty good ones too. If only that was what I had been trying to depict.

    Gameprinter - great idea with the shadows; I'll try that next.

    EDIT: WIP for the next one:

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    EDIT2: More or less done now; better stalactites on this one?:

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    Last edited by Jacktannery; 04-20-2012 at 03:04 PM.

  7. #7
    Guild Artisan Jacktannery's Avatar
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    Are these stalactites better?

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  8. #8
    Guild Artisan Jacktannery's Avatar
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    Finished G2: Outside the Tomb. I also need to remember to upload a version without the statues.

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  9. #9
    Guild Artisan Jacktannery's Avatar
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    Working on a technique for the walls of the tomb, which are the next four maps. I'm pretty happy with the results.

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    EDIT: and now I have added two obelisks and pile of bones.

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    Last edited by Jacktannery; 04-21-2012 at 07:51 PM.

  10. #10
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    Just gonna poke in with a bit of pedantry - stalactites are those rocks which "grow" from sediment-infused water on the ceiling, while stalagmites are the ones formed from the same water dripping onto the floor below. An easy way to remember is that stalactite contains a "c" for "ceiling", and stalagmite contains a "g" for "ground".

    The maps look good though

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