Venger's Maps

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Kepli
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Post by Kepli » Wed Mar 07, 2007 2:57 pm

Excellent map :D
Looks like a good mesh of DJ and postwork 8)
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Venger
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Post by Venger » Wed Mar 07, 2007 3:51 pm

Yes, Thats exactly what it is.
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Venger
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Post by Venger » Wed Mar 07, 2007 5:42 pm

I re-did my Coppertown Map, painting it as a Top-Down style map

http://merp.servegame.com/brpg/BRPG_CopperTown2.jpg

http://merp.servegame.com/brpg/BRPGMaps.htm

And yes, I have more time than money on my hands!!
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Kepli
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Post by Kepli » Thu Mar 08, 2007 5:29 pm

I can't open the links :cry:
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Venger
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Post by Venger » Fri Mar 09, 2007 1:29 am

Sorry about that, my ftp server is down this evening. Ill have it back up tomorrow morning
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Venger
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Post by Venger » Fri Mar 09, 2007 1:55 pm

I don't have as much time as I would like for mapping, but who ever has enough time!!

So I wanted to come up with a fast, yet visually appealing mapping technique for typical dungeon crawls.

These three maps are the result of quite a bit of time experimenting, but yielding an acceptable result. All three were done in a single evening once I stumbled upon the techniques.

These maps were culled from some a really basic map I found on the web, which I altered to suit my game's purposes.
However the techniques I applied can be done using any very basic map layout and I used this map because it was readily available
Using what I learned I can turn out maps quickly from an inkling of an idea, which I will post some of my original maps as I make them

All three of these maps came from the one original.

I found the original maps here..
http://lineage.pmfun.com/list/map

Using textures from Dundjinni and objects from Dundjinni forums will REALLY improve the quality of these and as I continue to paint them, I will post updates so check back now and then

Here is the original map

http://merp.servegame.com/dundjinni/New ... 20Isle.jpg

Here are the finished products I will use in my game
http://merp.servegame.com/brpg/BRPG_Cop ... Level1.jpg
http://merp.servegame.com/brpg/BRPG_Cop ... Level2.jpg
http://merp.servegame.com/brpg/BRPG_Nam ... ension.jpg

Here are alternative coloring schemes I was playing with

Green
http://merp.servegame.com/dundjinni/New ... Level1.jpg

Orange/Brown
http://merp.servegame.com/dundjinni/New ... Level2.jpg

Multi-Colored
http://merp.servegame.com/dundjinni/New ... ension.jpg
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Omnidon
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Post by Omnidon » Fri Mar 09, 2007 2:04 pm

Very nice ;-)
I'll have to try that myself.

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heruca
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Post by heruca » Fri Mar 09, 2007 2:37 pm

Did you do the wall shading by hand, or with an automatic dropshadow filter?
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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Venger
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Post by Venger » Fri Mar 09, 2007 2:53 pm

The maps are multilayered in PS
The black background on a layer, and the "floor(s)" on a different layer.

On the floor levels I have the following;
I have a stroke method with a Pattern for the outline
I have Inner Shadow method with Noise for the "shadows" along the inner walls
Then I brushed along the inner walls on the floor with a round fuzzy brush set to 75% Opacity using the Burn tool around the edge of the floor to darken and "raise" the wall

Having these tools in action allow you to go back at any time and change colors, patterns, the noise ratio, etc etc

The only thing you cant really change easily is the Burn brush strokes on the floor, which IMO will be there regardless of what color you use.
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heruca
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Post by heruca » Fri Mar 09, 2007 3:32 pm

You could do these maps much faster if you use an Inner Glow effect on the layer which you cut the rooms out of. They'd also be much easier to make changes to, because if you edit the contour of a wall, the dropshadow updates automatically.
:arrow: Please help spread the word about BRPG and BGE, and never hesitate to tell me how I can make them better suit your gaming needs.

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Venger
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Post by Venger » Fri Mar 09, 2007 3:37 pm

That would work, in fact that would save the step of cropping a floor "shape"

As I posted in dundjinni following your reply, sort of like a cookie cutter effect, whre you change the shape of the cookie cutter by either erasing or painting the cookie "mask"
Then you could put textures under the mask for different floor appearances

hmmm

The only advantage to cropping floor shapes would be as displayed in the third map, where I have multiple colors and floor textures on the same floorplan
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Venger
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Post by Venger » Thu Mar 29, 2007 9:02 pm

I've updated one of the maps.

I added the partly covered wall section to the exposed tower section map.

Its closer to what I was aiming for. it just took me a while to figure out how to accomplish it.

The wall section is from Goodman Games, if I recall right, some of the stuff that Benwax did.

I hope he doesnt mind this mod *grins*

Gotta love graphics tools.

http://merp.servegame.com/brpg/BRPG_Exp ... _Walls.jpg
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Kepli
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Post by Kepli » Fri Mar 30, 2007 7:22 am

Very cool map Venger :D

I doubt Benwax would mind :wink:
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