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mapping before game... (DM)
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<blockquote data-quote="Celebrim" data-source="post: 5031164" data-attributes="member: 4937"><p>Yes, read my <a href="http://www.enworld.org/forum/general-rpg-discussion/14005-dramatic-dungeoncrawling-2.html#post212975" target="_blank">first post </a> on the EnWorld boards.</p><p></p><p>For more old school design, I've recently been converted to something I previously sneered at: the dungeon geomorph. </p><p></p><p>I was converted by looking at the work of the best geomorph maker I've encountered: <a href="http://rpgcharacters.wordpress.com/2009/11/06/friday-map-week-1-geomorphs/" target="_blank">Dyson Logos</a>. This is really elegant work by someone who has pretty much all of the good mapping skills. Notice the lack of symmetry, the excellent use of vertical space, the wide variation in doorway and entryways, the spare but inventive use of decoration, the use of classic hall variations, and in particular the superlative mixture of curved with straight lines. I have very few complaints against these tiles. The hand drawn tiles are so superior to the dead lines produced by a computer. They are some of the best old school work you'll encounter. </p><p></p><p>Still, in a finished dungeon of this scale, I'd like to see stronger variation of large and small scale rooms and even more use of vertical space - balconies, multi-leveled chambers, spirals, etc. But thats something you can probably work in. For creating truly large super dungeons, I think this demonstrates a tile system is very hard to beat. Even if you don't use tessallations, breaking the task up like this into smaller managable peices is a very worthwhile approach.</p><p></p><p>And the fact that you can use a computer now to do the rotation and copying means that if you are going to use the same time repeatedly its a much easier task than in the old days.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5031164, member: 4937"] Yes, read my [URL="http://www.enworld.org/forum/general-rpg-discussion/14005-dramatic-dungeoncrawling-2.html#post212975"]first post [/URL] on the EnWorld boards. For more old school design, I've recently been converted to something I previously sneered at: the dungeon geomorph. I was converted by looking at the work of the best geomorph maker I've encountered: [URL="http://rpgcharacters.wordpress.com/2009/11/06/friday-map-week-1-geomorphs/"]Dyson Logos[/URL]. This is really elegant work by someone who has pretty much all of the good mapping skills. Notice the lack of symmetry, the excellent use of vertical space, the wide variation in doorway and entryways, the spare but inventive use of decoration, the use of classic hall variations, and in particular the superlative mixture of curved with straight lines. I have very few complaints against these tiles. The hand drawn tiles are so superior to the dead lines produced by a computer. They are some of the best old school work you'll encounter. Still, in a finished dungeon of this scale, I'd like to see stronger variation of large and small scale rooms and even more use of vertical space - balconies, multi-leveled chambers, spirals, etc. But thats something you can probably work in. For creating truly large super dungeons, I think this demonstrates a tile system is very hard to beat. Even if you don't use tessallations, breaking the task up like this into smaller managable peices is a very worthwhile approach. And the fact that you can use a computer now to do the rotation and copying means that if you are going to use the same time repeatedly its a much easier task than in the old days. [/QUOTE]
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