The status of the Cooperative Dungeon Project?

The water around area 11 is all submerged - hence the dashed lines. Area 11 is a pocket within the submerged water. One would have to swim underwater to it and surface near area 11 to enter the room there.

I thought the contour lines were fairly clear. *shrugs* They go up to area 15, and then up again from there. Down into room 13.
 

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I like it! In fact, I've added it to my collection of maps on my hard drive.

I do agree with Eric though, that it isn't always clear which direction is up or down with your contour lines. Might you be willing to do something to clarify that? :)
 

Why is the scale 1 square = 10 feet? Standard D&D tactical combat uses a grid where 1 square is 5x5 feet, and that's usually what works best, IMHO.
 

They're 10' squares. It's not a tactical map. You're not suppose to print this out and put miniatures on it.


And the contour lines are standard geographical representations. Look at any topology map ever done in the world. They have the same kind of representations. Arrows up or down are just as confusing. If I draw an arrow, people will say "does this mean it goes uphill, or does this it's going downhill?" Plus it'll make the map just look stupid.
 

And the contour lines are standard geographical representations. Look at any topology map ever done in the world. They have the same kind of representations. Arrows up or down are just as confusing. If I draw an arrow, people will say "does this mean it goes uphill, or does this it's going downhill?" Plus it'll make the map just look stupid.

Well... he's right :p
 


Topographical maps usually have the actual elevation (a number) printed somewhere on the line itself.

You could have the higher elevation areas in a different color.

In any case as long as it's explained in the associated text it's no big deal.
 

Yea, the color idea is a nice one, but I think it might cover up the grid lines too much.

At any rate, Mark, what do you think? Want to make a go of CD #5 with it?
 

Not a bad map. I, personally, prefer 5' squares on maps where that is possible but if that cannot be done, then that's the way it goes. If other people would like to also take a stab at making a map for a (or with a) dragon's lair, I'd love to see more. I might even make one myself. People can never have enough maps, so I am sure they won't go to waste.

My own thought for the next project was to have fewer encounter areas. I generally prefer about 14ish, sometimes 21ish, but I was thinking the next CD might have only 7ish and have a large part of the contributions key on the more magnificent items in the dragon's treasure. Maybe have 14 or 15 contributors with half making items to be added to the treasure based on the whim of the DM running the adventure or the hook that DM chooses to use. The item would need to have a hook along with it. In this way it would be a mini-adventure that is somewhat customizable.

In any event, with the departure of Trainz, I'm not planing to jump in and attack this at breakneck speed. I want to move along cautiously to ensure that this is a project worthy of publication to the series. Once we've hashed a few things out here, I'll set up and monitor a standard Cooperative Dungeon thread as per in the past.

Thanks, everyone, and even if you just wish to state your interest in participating once the map is ready and the new thread started, please do chime in here. I'm not saying everyone will get the opportunity, but most of the time we manage to accomodate nearly everyone who has the time to contribute.
 
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Mark CMG said:
My own thought for the next project was to have fewer encounter areas. I generally prefer about 14ish, sometimes 21ish, but I was thinking the next CD might have only 7ish and have a large part of the contributions key on the more magnificent items in the dragon's treasure.


That's certainly do-able. We could easily eliminate areas 1,2,4,5, and maybe 10 as actual encounters - leaving just brief descriptions. Areas 6,8,7 and 15 could end up just being brief descriptions of the area, or minor geographical challenges, versus actual combat encounters, making them very small.

I could see actual combat encounters at 17, maybe 11 (10, 8, or 6), maybe 12 (would also make a great puzzle or trap area), and maybe 13 and 14.

That's actually only about 4 or 5 combat encounters.
 

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