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1: The new mapper (RPM
version 4.4.2) - This demonstrates a map put together fairly
quickly (
about 15 mins). Most of that time was doing fine adjustments to ensure
that the walls look finely connected when you zoom in. The map is very simple, being put together with simple shapes (some lines, and curves for the lava), which use texture bitmaps. In this case, the map 'dupicate' function was used to make copies of a vertical and a horizontal wall segment, and use them wherever all needed. |
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| Fig
2: Zooming in - Though you
can easily use any bitmap (from a mapping package, the internet, or any
other source), there is a distinct advantage to be gained from creating
your map within the RPM map editor (vector-based). The advantage is
that the map doesn't get all pixellated and blocky, which is what
happens when you zoom into a bitmap (not vector-based). If you want to quickly use maps as a background graphic from a package like CC2 (Campaign Cartographer), be sure to export them as '.emf' files. These graphics files are actually vector-based, and RPM can zoom in with clarity. |
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| Fig 3: The old RPM style - This is what the old RPM map looked like - used as a background bitmap. Although this was black-and-white, you can easily see the blockiness you get with a medium zoom, which gets much worse when you try to zoom right in on the action. | |
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| Fig
4: Battlemap Zoom
- You can easily make use of whatever graphics you have, and zoom right
in. The RPM mapper has layers, which allow you to achieve many effects.
At the bottom is the 'Ground Features' layer, followed by 'Permanent',
and then 'Moveable'. Whilst you can play with anything in 'Full Edit'
mode, you can only move things around on the 'Moveable' layer when in
play-time 'BatteMap' mode. This lets you move around the things that
are meant to be moveable (like PCs, NPCs, monsters, and light
furniture), without accidentally re-arranging the basic floor plan and
permanent features such as walls. One of the layer effects is to have an "invisible" version of each of the layers ( ie. 'Ground Features Hidden', 'Permananet Hidden', and 'Moveable Hidden'). The DM sees all, whist players never see hidden things on their map view. This is a great way to do things such as secret doors, or invisible monsters. With a mouse-click, the DM can turn individual features visible or invisible, and update the player view. |
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Fig
5: The Player's Map -
shows whatever the DM has chosen to reveal.
If RPM is used in-game, the DM will generally reveal map sections as
the players progress through the adventure. This also gives you a
permanent automatic mapping feature for the players. The players map
can be used by players in 3 main ways.
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