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  1. #1
    Guild Apprentice
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    Wip My Next Attempt

    Hi Guys,
    Here is the next map for my adventure. Technically this encounter occurs before the map I posted previously.

    monasterygates.jpg

    when i run the encounter i plan to put some trees in the planter boxes similar to what i used on this map

    IMG_20140315_194426.jpg

    unfortunately, i think it looks a bit plain and I don't know how to spice it up a bit.

    what am i missing?

    I don't really like the roof, i think it needs some kind of capping and gutters.

    I am also thinking of doing more on the walls and gate. Its a monastery, not a keep or castle but the flat tops seem a little crap.

  2. #2
    Guild Artisan madcowchef's Avatar
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    Love the mix of the flat map with the trees, fun idea. I think you already nailed some of the main solutions to your problem with the roof work and more interest to your wall tops. Adding statuary, floor insets, or lighting would add interest but I do t know that it would make the scene better or more believable. Destressing some of the floor might work as well, even well maintained courtyards see wear and tear and can believably suffer some cracks and pitting. As is if its nice and would add immensely to an encounter.

  3. #3
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    Thanks for the input, i spent my lunch break updating the roof. I am much happier with it now.

    monasterygates.jpg

    Tomorrow i'll have a crack at the wall...

  4. #4
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    Ok, i have added some castellations to the walls to make them more interesting.

    I used MadCowChef's 2 layer stone technique along with my dungeon shadow script to create them.

    monasterygates.jpg

    Now i just need to dirty up the courtyard and it will be ready to go.

  5. #5
    Guild Artisan madcowchef's Avatar
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    That shadow script turns out wonderful results, very sharp looking.

  6. #6
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    since i was pretty happy with the last map, i decided to try one with some lighting effects.

    here is the one from the adventure

    chamber of works orig.jpg

    and here is the one i have made so far

    chamber of works.jpg

    while i am pretty happy overall, the flames aren't sitting right with me. The tutorials i have read online are all for flames from the side, not the top.

    do you guys have a good way to create overhead flames?

  7. #7
    Guild Artisan madcowchef's Avatar
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    The best luck I've had is finding a picture of flames against a black background, cutting out the sections that seemed to be blowing towards the viewer the most, then using screen as the layer blend mode so only the bright parts show. Usually makes the flames nicely and variably translucent as well.

  8. #8
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    I gave up on making decent fire and changed to lava coals instead. still not sold on it but its probably good enough.

    my next question, what looks better, with the walls masked off from the lighting or having the lighting go over the walls.

    over the walls

    chamber of works-nomask.jpg
    Last edited by Minimalistix; 05-26-2014 at 01:42 AM.

  9. #9
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    walls masked off

    chamber of works-mask.jpg

  10. #10
    Guild Artisan Jacktannery's Avatar
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    Minimalistix, really like the finished courtyard map.

    Despite the awful flames, I prefer your post 6 map because of the colours.

    In post 8/9, 9 looks much better (walls masked off from lighting). However the lighting is not very atmospheric because the lighting is white instead of reddish-orange, so the map does not feel 'hot' to me.

    I did some fire maps for a commission a few years ago - I'll link some here to show you what I mean by 'hot' lighting. Also in these I used white-hot explosions (this sort of thing: Dundjinni Mapping Software - Forums: Explosions) to indicate motes of fire that cannot be passed. Your coals idea is cool too though.

    http://www.cartographersguild.com/at...er-maps-d1.jpg
    http://www.cartographersguild.com/at...er-maps-d2.jpg
    http://www.cartographersguild.com/at...er-maps-d4.jpg
    http://www.cartographersguild.com/at...er-maps-d5.jpg

    Hope that helps.

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