[MEG] The Deep Map: Wow!!

SkeletonKey Ed said:
Geeze, shadownlight, I'm glad you like it.

How did I do it? It is a combination of 12 years using PhotoShop, a large library of satellite photos and a Wacom tablet. Perhaps there is some talent involved as well, I try real hard :p One of the most important things to making an image look unique is to NOT rely on PhotoShop filters. All textures are manipulated from photographic reference (scans or digital files) or hand made reference (painted or drawn). I have even scanned raw hamburger to get a texture :eek:

Cheers -

Ed Bourelle
SkeletonKey Games

Good pointers! (I enjoy doing a litle cartography myself.) I've got the Photoshop and Wacom tablet, so I'll have to download some satellite photos and give it a try
 

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Liolel said:
I just have to say that is an amazing map.

Agreed!
And if you missed it a tease of the art:

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This book is awesome.

Catch the Wave!!!!!!!
 

So as you can see the art and cartography is top notch...if you want to see a preview go to www.mysticeyegames.com and read the news and click on The Deep map news article at the bottom it has a link to click for the preview.

Ask retailers about it now, it should be shipping from the warehouse early/middle of next week.

So pre-order it from our online store
Pre-order it from your favorite online store
Pre-order it from your LGS

this ia a 256 page book you will not want to miss and the pre-orders seem to be very strong, so get your orders in NOW!
 


Steverooo said:
Frankly, I pretty much LOATHE the typical underwater adventuring books... They don't deal with nitrogen narcosis, the bends, the fact that no core 3.xe spell deals with the pressure differential, etc., etc., ad nauseum... Is this book "just another of the same", or does it deal with the real obstacles, and provide ways around them (even if they're magical)?


We have rules for almost everything including what your -'s are for fighting in the surf, so with most of the book being information and new rules, items, creatures etc...I believe we cover most of your needs, how each spell deals with being UW I do not think so but dealing with magics UW is covered as well as magical and non magical items to enhance play. It even has a great mini-adventure in the back to let you "jump right in".

Hope you are willing to give The Deep a chance.
 

Steverooo said:
They don't deal with nitrogen narcosis, the bends, the fact that no core 3.xe spell deals with the pressure differential, etc., etc., ad nauseum...

Granted, it's been 15 years since I went scuba diving (The Atlantic off of NC is cold and silty), but aren't those conditions, especially the bends, the result of breathing pressurized air from scuba tanks (the bends for coming up too quickly, nitrogen narcosis for descending too deeply)? Nitrogen narcosis might make for an interesting spell effect.

My undersea campaign requires that PCs can swim and breathe underwater, so that saves a bit of the hassle. I still deal with the pressures of the deep, though; there are several races I have introduced, such as kolocanth (sea bugbears), water dwarves, and deep elves, which are unable to venture into the shallows. The water dwarves, relying upon chemosynthesis for survival, can't even leave the region of the black smokers where they live.

Several of the characters in the game are capable of swimming into the depths (a triton, for example), while others cannot. Some are more tolerant of the chill of the deep, while the rest rely upon magics to warm them. Heck, even a few of them can ::shudder:: breathe in that hostile clime atop the hydrosphere. ;)
 

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