Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Geek Talk & Media
darkhall-nestor's map and art posts
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="James Heard" data-source="post: 3755241" data-attributes="member: 7280"><p>I like a lot of what I see, but since you asked for critiques....I'm going to bounce around a lot here, and forgive me if I haven't really used Illustrator a lot in a couple of years and reference something incorrectly:</p><p></p><p>Since you're already using Illustrator I think that using some subtle stroking effects might do wonders for the contrast issues. Some of the map portions on either of the maps sort of suffer from not having some sort of bolding line to draw the eye around them. Since you're obviously working with a fairly constrained palette, I might use darker variations on the colors you're already using or just a simple thin strokes of black. </p><p></p><p>I think you might do well to ditch the gradient effect on the Deepwell map and use the Enclave "water levels" effect you use on that map - it looks pretty sharp. In fact, I think I might even take the color palette from the dwarf hold and replace much of the deepwell map with the former's colors - they're a lot more readable in general.</p><p></p><p>The transparency thing you've got going on in the dwarf map around the river? I think it's functional, but I think that it might be a case where importing it into Photoshop and freehanding some sort of art to get what you're going for might work better.</p><p></p><p>I think that some of the sharp points you've got left on some of your objects look a little out of place and they could easily be relaxed a little with just a little carrot tugging. </p><p></p><p>Your doors on the dwarf map appear to not all be on the right level. Some of them are behind your "walls" object and only show up because you've got the transparency thing going on I think. On the other hand, some of your secret doors look like completely different objects.</p><p></p><p>On an aesthetic note, the consistent spacing in housing in Deepwell looks a little wonky to me. Have you checked out Butch Curry's (Zombie Nirvana) Youtube "Fantasy Cartography with Adobe Photoshop" episodes? There's a pretty sweet (and quick) technique for quickly knocking out vector buildings in episode 8.</p><p></p><p>All in all, great job. Everything looks like it would be a lot of fun to play in, especially that snazzy dwarf hold.</p></blockquote><p></p>
[QUOTE="James Heard, post: 3755241, member: 7280"] I like a lot of what I see, but since you asked for critiques....I'm going to bounce around a lot here, and forgive me if I haven't really used Illustrator a lot in a couple of years and reference something incorrectly: Since you're already using Illustrator I think that using some subtle stroking effects might do wonders for the contrast issues. Some of the map portions on either of the maps sort of suffer from not having some sort of bolding line to draw the eye around them. Since you're obviously working with a fairly constrained palette, I might use darker variations on the colors you're already using or just a simple thin strokes of black. I think you might do well to ditch the gradient effect on the Deepwell map and use the Enclave "water levels" effect you use on that map - it looks pretty sharp. In fact, I think I might even take the color palette from the dwarf hold and replace much of the deepwell map with the former's colors - they're a lot more readable in general. The transparency thing you've got going on in the dwarf map around the river? I think it's functional, but I think that it might be a case where importing it into Photoshop and freehanding some sort of art to get what you're going for might work better. I think that some of the sharp points you've got left on some of your objects look a little out of place and they could easily be relaxed a little with just a little carrot tugging. Your doors on the dwarf map appear to not all be on the right level. Some of them are behind your "walls" object and only show up because you've got the transparency thing going on I think. On the other hand, some of your secret doors look like completely different objects. On an aesthetic note, the consistent spacing in housing in Deepwell looks a little wonky to me. Have you checked out Butch Curry's (Zombie Nirvana) Youtube "Fantasy Cartography with Adobe Photoshop" episodes? There's a pretty sweet (and quick) technique for quickly knocking out vector buildings in episode 8. All in all, great job. Everything looks like it would be a lot of fun to play in, especially that snazzy dwarf hold. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Geek Talk & Media
darkhall-nestor's map and art posts
Top