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Did you consider doing them as PNGs? Leaving off the solid wall background would make them much more flexible in how the pieces can be combined, IMO.
Hey Heruca, don't know if you followed the map repository thread, but you should take a look at rpgmapshare.com and perhaps link to it on your links page.
Vry wrote:I've considered many different ways of doing this, but keep coming up with the question of which is more important: Usability or Flexability.
On one end of the spectrum, we'd have already furnished rooms with a few different styles and larger hallway pieces. This style makes it extremely quick to throw a workable dungeon together, but doesn't offer much in the way of creativity.
On the other end would be tons of tiny files most likely each one being a single tile that you would build the dungeon piece by piece like LEGOs. Lots of options as to how to put it together, but it'd probably take as much time as just doing the dungeon in Dundjinni or whateverinstead.
Right now, it's somewhere in the middle. What way would you all prefer?
trevor wrote:Hey Heruca, don't know if you followed the map repository thread, but you should take a look at rpgmapshare.com and perhaps link to it on your links page.
Good non-tool specific maps for all !
Heruca and I communicate (and game together on my forum) so yeah, I posted in his links section a couple days ago.
trevor wrote:Hey Heruca, don't know if you followed the map repository thread, but you should take a look at rpgmapshare.com and perhaps link to it on your links page.
Good non-tool specific maps for all !
Yeah, I will do that. Even though SR already posted a link in the forums, I think it'll get much more visibility on the main site's Links & Resources page.
Vry wrote:I've also tinkered with the idea of having all of the rooms start out closed on all sides, and the hallways be transparent .PNGs that you slightly overlap to intersect them.
This method would mean I wouldn't need those four different versions of each room size. There would be just one and you'd place as many openings as you want.
That sounds like the way to go, regardless of whether you pre-furnish the rooms or not.
Vry wrote:I've also tinkered with the idea of having all of the rooms start out closed on all sides, and the hallways be transparent .PNGs that you slightly overlap to intersect them.
This method would mean I wouldn't need those four different versions of each room size. There would be just one and you'd place as many openings as you want.
That sounds like the way to go, regardless of whether you pre-furnish the rooms or not.
I was having some problems getting the transparent edges to look right at 40DPP.P.CGI (DotPixelPoints Per CelGridInch) so I decided to try a complete remake of it at 150 to see how it would look.
It does look much nicer, and the extra room allowed me to get the edge transparency effect to work better, but the filesize for one simple 4x4(6x6 including the walls) room was 1.8meg.
Alone, that's not so bad, but when you think about dozens of different tiles having to be used for a map and all sent to the players, it could get out of hand.
What I'd like to do is make it possible to drop a zip file of images into the image explorer and have it show up as a root. That way you can have all your people download and "install" the image component pre-game.
Except for the filesize issues, I'm liking the way these .PNG versions are turning out.
In this greatly reduced example you can see that you'd start by placing some of rooms and halls pretty much as with the last set, but now you can place rooms a tile closer together than with the .JPG version.
After the rooms and halls are placed, you use little connector bits (going to need to be able to set those to always be on top) on top to link it all together.
The connectors don't work very well right now if placed at the side of two rooms rather than in the center. May have to make a lot of different types in order to handle various special cases.
I was having some problems getting the transparent edges to look right at 40DPP.P.CGI (DotPixelPoints Per CelGridInch) so I decided to try a complete remake of it at 150 to see how it would look.
It does look much nicer, and the extra room allowed me to get the edge transparency effect to work better, but the filesize for one simple 4x4(6x6 including the walls) room was 1.8meg.
Alone, that's not so bad, but when you think about dozens of different tiles having to be used for a map and all sent to the players, it could get out of hand.
Is that 1.8 meg memory or disk? Are you compressing the PNGs at all? Not sure I'm understanding, is that one tile? Or one tile set that's 1.8 meg?