My dungeon tiles
Posted: Thu Mar 12, 2009 3:08 pm
I've been putting together a set of dungeon tiles and textures that allow me to construct any dungeon quickly. It's organised into directories at the moment. I'll try to keep this thread up to date with new images.
The current zip has been moved to my site:
http://www.fantasticmaps.com/Downloads.html
Here's a screenshot of the tiles in use:
and another:
All the resources are also in the gallery here.
There's also a sample campaign file with the elements of the tiles. Click here to download it. The campaign was created using 1.3.b53.
So the instructions for using these are as follows.
1. Unpack the zip somehwere handy.
2. Add the root folder of the zip (TorstansDungeonTiles or whatever you want to rename it) to your resource library.
3. make sure you have a map with a grid setting equal to the scale of the tilepack you downloaded, either 100px or 50px.
4. Go to edit->Preferences and set the properties of background to Start Snap To Grid=On, Start Freesize=On.
Now to actually create the dungeon the best practice I've found is the following:
1. Start a new black map.
2. Paint in the floorplan with the paint tools, texture set to the repeating flagstone texture and using snap to grid rectangles or filled polylines. I also set there to be no line colour, but you can just as easily set the line colour to the repeating flagstone texture too.
Now with the floorplan painted, switch to the interaction tools (the arrow on the top toolbar) and make sure you have the background layer selected in the menu to the right.
3. Place any stairs you want on the map by dragging and dropping the images from the image library. Use shift-mousewheel to rotate the tiles by 90 degree increments.
4. Place a gradient (in the stairs and elevations folder) over the stairs to reinforce the direction they are going.
5. Place the walls.
6. Move to the object layer and place doors, lighting and so on.
As this places the items highest on the map last (the walls), it should automatically get the z-ordering of the images right. This can be a bit of a pain to fix otherwise.
Also, while doing this remember that you can get to pieces using the map explorer on the left. I hope that helps, if you have any more questions, post them in thios thread and I'll try to answer them quickly.
Also, please let me know if there are any obvious elements that are missing and I'll try to add them.
The current zip has been moved to my site:
http://www.fantasticmaps.com/Downloads.html
Here's a screenshot of the tiles in use:
and another:
All the resources are also in the gallery here.
There's also a sample campaign file with the elements of the tiles. Click here to download it. The campaign was created using 1.3.b53.
So the instructions for using these are as follows.
1. Unpack the zip somehwere handy.
2. Add the root folder of the zip (TorstansDungeonTiles or whatever you want to rename it) to your resource library.
3. make sure you have a map with a grid setting equal to the scale of the tilepack you downloaded, either 100px or 50px.
4. Go to edit->Preferences and set the properties of background to Start Snap To Grid=On, Start Freesize=On.
Now to actually create the dungeon the best practice I've found is the following:
1. Start a new black map.
2. Paint in the floorplan with the paint tools, texture set to the repeating flagstone texture and using snap to grid rectangles or filled polylines. I also set there to be no line colour, but you can just as easily set the line colour to the repeating flagstone texture too.
Now with the floorplan painted, switch to the interaction tools (the arrow on the top toolbar) and make sure you have the background layer selected in the menu to the right.
3. Place any stairs you want on the map by dragging and dropping the images from the image library. Use shift-mousewheel to rotate the tiles by 90 degree increments.
4. Place a gradient (in the stairs and elevations folder) over the stairs to reinforce the direction they are going.
5. Place the walls.
6. Move to the object layer and place doors, lighting and so on.
As this places the items highest on the map last (the walls), it should automatically get the z-ordering of the images right. This can be a bit of a pain to fix otherwise.
Also, while doing this remember that you can get to pieces using the map explorer on the left. I hope that helps, if you have any more questions, post them in thios thread and I'll try to answer them quickly.
Also, please let me know if there are any obvious elements that are missing and I'll try to add them.