Vry's Perpetual Dungeon (Test 1)
Moderators: dorpond, trevor, Azhrei, Gamerdude
Vry's Perpetual Dungeon (Test 1)
http://www.magist.com/vry/DungeonParts1.zip
This is the first set of tiles that will *hopefully* be able to be used in MapTool in the-not-too-distant-future for making quick dungeons when your players blindside you with an unexpected move.
When put together, they should look something like this:
Except without the cavern sections as they are still having some tiling issues.
Not sure if anyone will be able to get any use out of them right now though.
Future additions include the caverns set mentioned above, a sewer set that is having similar tiling problems, and dungeon decor.
I also want to try making something like this for building cities, but that's a much larger task than simple dungeons.
This is the first set of tiles that will *hopefully* be able to be used in MapTool in the-not-too-distant-future for making quick dungeons when your players blindside you with an unexpected move.
When put together, they should look something like this:
Except without the cavern sections as they are still having some tiling issues.
Not sure if anyone will be able to get any use out of them right now though.
Future additions include the caverns set mentioned above, a sewer set that is having similar tiling problems, and dungeon decor.
I also want to try making something like this for building cities, but that's a much larger task than simple dungeons.
They're still not *really* 150 DPI, that's just a leftover from these being made on my standard map template.
The "1x1" at the end of that filename means that was 1 tile height by 1 tile length, and as you said, the dimensions are 40 pixels by 40 pixels.
Because 1 tile simulates 1 inch if this was on a table with miniatures it is really 40 pixels/dots/points per inch/cell/grid.
All the stated DPI of 150 means is that they would print smaller than intended. Thanks for pointing that out, I need to go correct those.
The "1x1" at the end of that filename means that was 1 tile height by 1 tile length, and as you said, the dimensions are 40 pixels by 40 pixels.
Because 1 tile simulates 1 inch if this was on a table with miniatures it is really 40 pixels/dots/points per inch/cell/grid.
All the stated DPI of 150 means is that they would print smaller than intended. Thanks for pointing that out, I need to go correct those.
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?
...
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.
I've been holding off on developping that idea any further till I see how the layering is going to work in MapTool.
...
This is very much still a work in progress and will likely change dramatically before an actual full release. So any suggestions on better ways to do this are greatly apprectiated.
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?
...
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.
I've been holding off on developping that idea any further till I see how the layering is going to work in MapTool.
...
This is very much still a work in progress and will likely change dramatically before an actual full release. So any suggestions on better ways to do this are greatly apprectiated.