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Venger's Maps

Posted: Tue Sep 26, 2006 4:02 pm
by Venger
Here are some CC maps I have drawn for use in my Middle Earth "MERP" game

The Buella and Handdrawn maps were made with CC2 Pro, and the CoalMine Entry was done with CC3.

Feel free to download and or use them.

***** The WOODMAN Town of BUELLA *****
***** Dalron Tower and it's SwampMaze *****
***** The Entrance to the Old Coal Mine, its naught but stoney ruins now, and infested with Orc *****
***** The Old Coal Mine, now infested with Orc *****
***** The Handdawn map, that can be purchased in town. Although, it's accuracy has much to be desired *****

>>>See these maps at the following URL

Posted: Tue Sep 26, 2006 5:38 pm
by heruca
Neat maps. Thanks for sharing. I especially like the CC3 one.


Posted: Wed Sep 27, 2006 5:52 pm
by Venger
The CC3 map is a brand new one, the most recently made using CC3 and new resources from GMSyndicate Ruins Pak for CC3

This is the direction I am heading with such maps. Although I have been looking at DunDjinni very closely. I like to look at options.

I have been a CC user for many a year, since the DOS days of CC1, and you know how hard it is to get weaned from something that you have learned and know how to make it work for you.

I can post new maps in the User Content section of this Forum if you desire.

Posted: Wed Sep 27, 2006 5:58 pm
by heruca
I just split the thread and moved this here, as it was getting way off the original topic (world-building apps & utilities).

Posted: Wed Sep 27, 2006 7:52 pm
by Venger
Very good

I will add maps as I go. I will also leave out the hexes so that they can be added in BRPG

Posted: Wed Sep 27, 2006 8:59 pm
by heruca
Good idea. But if you do, be sure to post info about how many cell across and up the map should be set to.

Posted: Thu Sep 28, 2006 4:10 am
by Kepli
Hey cool, you bought the Ruins Pack :D

I like the maps Venger, especially the different scales you used :)

If you start using Dundjinni, don't hessitate to ask questions on the Dundjinni forums. :wink:

Posted: Thu Sep 28, 2006 1:53 pm
by Venger
Thanks Kepli

Ok Heruca, I will post future maps with appropriate information for playability. I hope folks can find them useful and playable

btw Heruca- can I have permission use the grassy background that is in BRPG to use as a background texture for that new CC3 Ruins map I posted above and re-post it here for use in BRPG?

Also, I wanted to show something that I forgot to mention earlier about CC.
(tries to avoid touting CC too much) This is the only tool I have had for years

The above cave map I posted is not very pretty graphically due to the fact that its mostly vector based graphics.

I use them mostly for the ability to zoom into any section and have a playable map.

Here is an example of why Ive been using it, one of the areas in that same map as above, I zoomed in and printed just that section.

This is an older map and I look forward to building a new cave with some of the new png graphics that are available

Its a great time to be a gamer!!

>>>See the Cola Mine maps and Zoom map at the follwoing URL

Posted: Thu Sep 28, 2006 2:02 pm
by heruca
Venger wrote:btw Heruca- can I have permission use the grassy background that is in BRPG to use as a background texture for that new CC3 Ruins map I posted above and re-post it here for use in BRPG?
Sure, anyone can use it for their maps, no need to ask.

The same won't be true of the new improved grass map that will be included in v1.0. It won't be released as a stand-alone PNG, but rather embedded in the game engine.

First BRPG map

Posted: Thu Sep 28, 2006 2:37 pm
by Venger
Here is my first attempt at makng a BRPG map.

The pixel size is 2440 wide by 1952 high

43 hexes wide x 28 hexes high
The range is 185' wide and 135' high from hex center to hex center

I realize this might be a little off from standard since this was an existing map, and subsequent maps should fit the stated parameters

If you find this map useful, let me know and I will keep posting them. If there is any way to improve my maps PLEASE let me know and I will implement

Its a wonderful time to be a gamer!!

>>> See this map at the following URL

I need Opinons

Posted: Fri Oct 06, 2006 8:44 pm
by Venger
>>Cleaning up old maps<<<

Posted: Fri Oct 06, 2006 9:13 pm
by heruca
The first one seems best for playability, IMO. The style of the second one is a bit alien to me. It seems kind of isometric, and might pass for a visual aid more than a map. I like the effects, though. Are you doing these in Photoshop? What style of tokens do you plan to use? Top-down, pog-style, or frontal views? That might have a bearing on which map style to go with.

Posted: Sat Oct 07, 2006 3:08 am
by Omnidon
Personally I prefer the second style.

As heruca said, it greatly depends on what type of figures you intend to use, as well as how grid-dependant you are.

The first style would be better for grid-based gameplay and would look best with top-down or portrait figures.

The second style would look better without snap-to-grid and would be better for frontal-view figures, though top-down could work too.

Posted: Sat Oct 07, 2006 4:21 am
by Halebop
I think the 2nd one is cool. I'm still hungover from Isometrics after TSR overused them in the 80s, so they aren't for me but if you can get that map working OK in BRPG all power to you!

Posted: Sat Oct 07, 2006 1:34 pm
by Venger
Currently I have a set of Isometric view Figures, which are just photographs of miniatures,
cropped and cleaned up with a transparent background.
If you scroll up you can see them outlined in blue on a previous map

I used CC3 and Photoshop, and I didnt spend a lot of time cleaning it up, since I wasnt sure which way I wanted to go with it.
And the second map is one of the previous CC maps if you scroll up you will see the "line" drawings with two guys standing on the ledge...
its the same map, I just painted in the hexes
Its those kinds of tokens I have available

I did the map this way, because I wanted to give the perception of Depth, and 3 dimensional space thus heightening the tension of traversing this dangerous ledge,
and this is the only way I could think of to relate that feeling,
because some of the cave areas they will explore are only 5' high while this one is some 60' highwith misty air,
deafening waterfall, and slippery footing

The hexes line up in BRPG for the most part.

And thanks very much for your replies


Posted: Wed Oct 25, 2006 1:50 pm
by Venger
I did this map using a World Builder from Battle for Middle Earth2

Are these kinds of maps Legal for posting and sharing here?

I dont intend on making money from such maps.

>>>See Orc Breeding Pits

Posted: Wed Oct 25, 2006 4:18 pm
by Omnidon
I have never seen any restrictions from posting screenshots, and they give you world builders for the purpose of letting you make worlds ;-)

So yes, of course you can share them here :)
Nice map.

Posted: Wed Oct 25, 2006 5:40 pm
by heruca
Very cool map. I don't see anything wrong with posting a screenshot from a game. If anything, it's free publicity for them.

New Map

Posted: Mon Jan 15, 2007 8:01 pm
by Venger
Hey guys and gals

I said I would start making maps with BRPG in mind, and this is my first truly made for BRPG map

It is a ruined tower along the Men-i-Naugrim (Old Dwarvish) highway in Mirkwood

Great for one of those roadside encounters with Orcs or goblins!

One note, the maps was made for use with Hexes, since thats the mode we like to play with.
I find that the tools provided for tweeking the map help if you want to use this with Square grid


>>>See Men-I-Naugrim Ruins at the following URL

Posted: Mon Jan 15, 2007 8:33 pm
by heruca
Sweet map, Venger. Thanks for sharing it. Looks generic enough that one might be able to use it more than once.

Consider posting the road and the tower separately, in the Fantasy Objects forum, so we could place them on any map.

Posted: Mon Feb 12, 2007 6:28 pm
by Venger
here is another map for use in my upcoming scenario

The characters have to cross a ford in a river, while under fire from Orc who occupy the ruined tower on the far end of the ford.

>>>See River Crossing

Posted: Mon Feb 12, 2007 6:41 pm
by Venger
And here is the place they are headed to, a place called Coppertown cause its situated of all places, at a copper mine.

>>>See Coppertown link at the following URL

Posted: Mon Feb 12, 2007 6:55 pm
by heruca
Neat! I love seeing how folks use the program.

How do you handle playing on isometric maps? Do you turn off the grid and snapping?

Posted: Mon Feb 12, 2007 7:05 pm
by Venger
No, actually, the "tokens" I have been using are cropped photos of lead miniatures that are standing in an isometric stance more or less anyway.

I leave hex grid and snap on and make the imaginary leap without any problem.

So we dont actually have to have the hexes drawn at an isometric angle at all

Posted: Mon Feb 12, 2007 9:14 pm
by Venger
Here is my very first map using Dundjinni almost exclusively except for the highlights and shadows which I brought into Photoshop to touch up
>>>See Exposed Tower Section for the link to this post

It represents a section of exposed tower of what was once an Elvish fortress named Namba Megalar, which means "Fortress of Hamer and Blade" in the Sindarin elvish tongue which has been covered over by the eons, just the battlements are exposed, and the tower itself is still intact and leads down into the remainding sections of the castle (dungeon) which are still inhabited by monsters