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Anybody Seen/Played Frog God's Tegel Manor?
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<blockquote data-quote="Lanefan" data-source="post: 8117824" data-attributes="member: 29398"><p>Nice map! But, some nitpicks... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Even though the squares are mostly all there, a light-touch 10' grid overlay would still help; particularly in places like the Moaning Hall - Crack in the Wall bit where if someone asks "How long is the hall?" there's nothing to tell me. (it's not intuitive to count squares in an adjoining room)</p><p></p><p>What would also be useful, if it's not already included, would be a GM-side bare bones function-first version of the map showing <em>only</em> the structural bits - walls, doors, teleporters, etc. - as a quick reference, without all the added artwork showing the room contents. This map would ideally be mostly monochromatic, using colour only to highlight specific things e.g. traps and dangers are red, teleporters are green, secret doors are bright blue, etc.</p><p></p><p>As it is, one has to look mighty close to see, for example, the accesses between the room marked G5 Cells and the two rooms to its immediate west.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8117824, member: 29398"] Nice map! But, some nitpicks... :) Even though the squares are mostly all there, a light-touch 10' grid overlay would still help; particularly in places like the Moaning Hall - Crack in the Wall bit where if someone asks "How long is the hall?" there's nothing to tell me. (it's not intuitive to count squares in an adjoining room) What would also be useful, if it's not already included, would be a GM-side bare bones function-first version of the map showing [I]only[/I] the structural bits - walls, doors, teleporters, etc. - as a quick reference, without all the added artwork showing the room contents. This map would ideally be mostly monochromatic, using colour only to highlight specific things e.g. traps and dangers are red, teleporters are green, secret doors are bright blue, etc. As it is, one has to look mighty close to see, for example, the accesses between the room marked G5 Cells and the two rooms to its immediate west. [/QUOTE]
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