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SquareForge - Modular Dungeons (Tile System for RPG Mapping)
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<blockquote data-quote="SquareForge" data-source="post: 6102743" data-attributes="member: 6713938"><p>hey Dice4Hire, your point about the 10' wide hallways has been bugging me since you posted <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I just dug out a deck of my regular Dungeon cards and tried making a basic 10 foot corridor, and although the cards weren't designed to do so, I actually succeeded. (sort of) I tested to see if I could go around corners, and it's just another way of thinking about the same set of tiles. The only drawback is the edges are flat, and you lose the dropshadow effect on the tiles when you use the cards like this. </p><p></p><p>I got to thinking more about this problem, and think I may have stumbled upon something rather interesting. The 16 tile types work great for single-square width hallways, but to enhance the deck for double-square width halls, and an even wider array of options, I'd have to design the same 'floor/wall' texture with 16 mirror patterns. For example, take a basic single wall tile (wall covers 3 squares along the edge of the tile) The mirror of that would be a tile with 3 squares of floor along the edge, and the remaining 6 squares filled in with wall texture. By having access to the mirror 'floor/wall' patterns, one could seamlessly create 10' corridors, and a whole lot more.</p><p></p><p>Note: The image below is the result of using my existing 60-card Dungeon deck to try and emulate 10' corridors. I also threw in some 20' corridors, and the smaller 5' halls to see how they all mingled together. Not too bad, although I'm not really using the tiles as intended. You would notice some of the problems if I tried to do this with a tile set with jagged edges, such as the Water, or Cavern set.</p><p></p><p>I'll see what I can do to improve upon this, and post new pics soon. Thanks for the tips!</p><p></p><p>[ATTACH]56779[/ATTACH]</p></blockquote><p></p>
[QUOTE="SquareForge, post: 6102743, member: 6713938"] hey Dice4Hire, your point about the 10' wide hallways has been bugging me since you posted ;) I just dug out a deck of my regular Dungeon cards and tried making a basic 10 foot corridor, and although the cards weren't designed to do so, I actually succeeded. (sort of) I tested to see if I could go around corners, and it's just another way of thinking about the same set of tiles. The only drawback is the edges are flat, and you lose the dropshadow effect on the tiles when you use the cards like this. I got to thinking more about this problem, and think I may have stumbled upon something rather interesting. The 16 tile types work great for single-square width hallways, but to enhance the deck for double-square width halls, and an even wider array of options, I'd have to design the same 'floor/wall' texture with 16 mirror patterns. For example, take a basic single wall tile (wall covers 3 squares along the edge of the tile) The mirror of that would be a tile with 3 squares of floor along the edge, and the remaining 6 squares filled in with wall texture. By having access to the mirror 'floor/wall' patterns, one could seamlessly create 10' corridors, and a whole lot more. Note: The image below is the result of using my existing 60-card Dungeon deck to try and emulate 10' corridors. I also threw in some 20' corridors, and the smaller 5' halls to see how they all mingled together. Not too bad, although I'm not really using the tiles as intended. You would notice some of the problems if I tried to do this with a tile set with jagged edges, such as the Water, or Cavern set. I'll see what I can do to improve upon this, and post new pics soon. Thanks for the tips! [ATTACH=CONFIG]56779._xfImport[/ATTACH] [/QUOTE]
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