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Weem and the Caves of Chaos
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<blockquote data-quote="grodog" data-source="post: 5807243" data-attributes="member: 1613"><p>If you could do the player view with layers, that show the caves individually as you progress through them (in basically 60 foot steps, based on the limits of infravision and continual light radius), I think that would rock <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Some other ideas:</p><p>- a wilderness-style "first view" of the valley showing just the trees (this time filled in dark green and obscuring the ground), and only showing the cave mouths that would be visible (i.e., A, E, G, H and others are hidden by the trees)</p><p>- definitely hide the secret doors/rooms, the covered pit by A1 (it should look like floor until sprung), and cover up the length of 51 by showing just the collapsed rubble</p><p>- make the cave walls and corridors more irregular where appropriate---compare the corridor leading to 64 in your map vs. the original, and the original is rougher and not sharp-edged</p><p>- add contour line heights back to the map (they're in 25 foot increments)</p><p>- correct your key to read "dais" not "dias" (it's wrong in the original...)</p><p></p><p>All of this is based on no idea what VTT is/means, just on wanting to be able to use the map to show the gradual progress of exploration.</p></blockquote><p></p>
[QUOTE="grodog, post: 5807243, member: 1613"] If you could do the player view with layers, that show the caves individually as you progress through them (in basically 60 foot steps, based on the limits of infravision and continual light radius), I think that would rock :D Some other ideas: - a wilderness-style "first view" of the valley showing just the trees (this time filled in dark green and obscuring the ground), and only showing the cave mouths that would be visible (i.e., A, E, G, H and others are hidden by the trees) - definitely hide the secret doors/rooms, the covered pit by A1 (it should look like floor until sprung), and cover up the length of 51 by showing just the collapsed rubble - make the cave walls and corridors more irregular where appropriate---compare the corridor leading to 64 in your map vs. the original, and the original is rougher and not sharp-edged - add contour line heights back to the map (they're in 25 foot increments) - correct your key to read "dais" not "dias" (it's wrong in the original...) All of this is based on no idea what VTT is/means, just on wanting to be able to use the map to show the gradual progress of exploration. [/QUOTE]
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