Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What makes a good map good?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 7960460" data-attributes="member: 29398"><p>For me it depends on why I'm looking at the map.</p><p></p><p>If I'm looking at it purely for its aesthetic appeal then sure, make it a work of art.</p><p></p><p>If I'm looking at it seeking accurate information quickly (the usual situation for a DM), I don't give a flip about anything other than whether it gives me that info in the most efficient manner possible.</p><p></p><p>Which, by the way, the [USER=16077]@3catcircus[/USER] map does not. What is where is clear enough but:</p><ul> <li data-xf-list-type="ul">- constantly having to refer to the little scale in the corner, rather than just have a grid underlying the whole thing, would be a nuisance.</li> <li data-xf-list-type="ul">- it violates the general convention of having north be at the top</li> <li data-xf-list-type="ul">- as with so many maps, what the stairs are doing is anything but clear. Do the little triangles point up or down? What's the vertical rise or elevation difference between floors?</li> </ul><p></p><p>Further to stairs, as a side note: I was checking out some free online modules last night and found an example of another mapping glitch: inconsistent elevation changes within a dungeon map.</p><p></p><p>This map's stairs were very clear as to which way was up. Part of the map consisted of more or less a loop; you'd enter at the bottom (A) and going either left or right would funnel you to a chokepoint hallway (B) later, after which it opened out again.</p><p></p><p>Problem was, if you went right you'd reach B by a series of level halls and rooms and then going down a series of short flights of stairs (maybe 20 linear feet worth of stairs in total) while if you went left the passages and rooms were all shown as level thus the corresponding elevation loss wasn't accounted for.</p><p></p><p>The distances involved were short enough that any sloping of the left path would have been rather obvious.</p><p></p><p>Things like this drive me nuts! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 7960460, member: 29398"] For me it depends on why I'm looking at the map. If I'm looking at it purely for its aesthetic appeal then sure, make it a work of art. If I'm looking at it seeking accurate information quickly (the usual situation for a DM), I don't give a flip about anything other than whether it gives me that info in the most efficient manner possible. Which, by the way, the [USER=16077]@3catcircus[/USER] map does not. What is where is clear enough but: [LIST] [*]- constantly having to refer to the little scale in the corner, rather than just have a grid underlying the whole thing, would be a nuisance. [*]- it violates the general convention of having north be at the top [*]- as with so many maps, what the stairs are doing is anything but clear. Do the little triangles point up or down? What's the vertical rise or elevation difference between floors? [/LIST] Further to stairs, as a side note: I was checking out some free online modules last night and found an example of another mapping glitch: inconsistent elevation changes within a dungeon map. This map's stairs were very clear as to which way was up. Part of the map consisted of more or less a loop; you'd enter at the bottom (A) and going either left or right would funnel you to a chokepoint hallway (B) later, after which it opened out again. Problem was, if you went right you'd reach B by a series of level halls and rooms and then going down a series of short flights of stairs (maybe 20 linear feet worth of stairs in total) while if you went left the passages and rooms were all shown as level thus the corresponding elevation loss wasn't accounted for. The distances involved were short enough that any sloping of the left path would have been rather obvious. Things like this drive me nuts! :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes a good map good?
Top