Posts Tagged ‘map’

Goblin Towers in Q-Space

May 14, 2022

Taking a bit of a break with this, to experiment with a different kind of structure. An earlier draft sketch was posted on Mastodon (in particular, my account at dice.camp). And a cleaned up, high contrast final first-state version is also here (below).

This should be usable as a dungeon, if the edifice suggests something in your imagination. Since it was created on a grid, it would be easy enough to add numbers along one axis and letters along the other, and then use those coordinates to identify each of the doors and windows (and if there is call for a keyed version, I might do that, as well). There are 15 doors and seven windows, each of which imply the presence of a room, so that allows a fair amount of space for different things to be going on. And the vertical configuration makes it easier to have separation between different inhabitants.

Let me know if you are interested in seeing more of this kind of thing. I enjoy the current series of Dungeon Fragments, and I’m going to keep making those. But I also want to include more alternative and experimental varieties of maps and drawings, as well.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

RT dungeons 2022

Dungeon Fragment 5-07

May 7, 2022

RT dungeons 2022

Rougher walls with crevasses and fewer chambers in this piece.  It started with a couple crossing lines, but then, as often happens, turned into a thing of its own character.  I was thinking about revisiting some of the old geologic strata I’ve used before to do the poche on this, but, once I had the outlines done, it seemed really best to keep with the same style I’ve been using recently.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 4-30

April 30, 2022

RT dungeons 2022

This map has turned out pretty well, in my opinion. It has the edge definition I tried a couple weeks ago, along with the more elaborate poche I’ve sometimes used in the past. Everything comes together really well in this.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 4-23

April 23, 2022

RTx2022-04-23sm

Very light image for this one; just a single medium line for walls and a simple stipple poche.  I might come back to this later and do something more with the walls, but for now, it’s a first state version.  The rooms are interconnected and fairly well jaquayed (even if some of the connections are to places off-map.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 4-16

April 16, 2022

RTx2022-04-15sm

After drawing the rough layout, it seemed that this map needed a more cavernous and less constructed style; this isn’t as suited to a block wall.  But, rather than doing another old school hatch like the last map, this map style seems to me to be an even older throwback; I think this is a kind of geological survey kind of look, but still with a little bit of D&D hatch patterning, instead of simply being perpendicular to the wall.  The other benefit with this is that it is quicker to draw (and the open sand patterning of the poche is also very quick to do).

The diagonal lines that were the original concept really don’t come through as strongly as the initial sketch implied. Some of that is the added roughening of the chambers, but even though the wall hatch is more regular, it helps emphasize the irregularity of the walls.

I like the style of this one, and will probably use this again for other maps in the future.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 4-09

April 9, 2022

RT dungeons 2022

Going back to an old school hatching for this one because any kind of block wall didn’t seem right for the kind of spaces in this space. This map also harks back to the older series I did a few years ago that was often meant to be intersections between different areas. This also has a lot of different passages coming together.

The rooms in this are not closed off with doors, and it would be very interesting to see how this worked out in a tactical situation.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 4-02

April 2, 2022

RTx2022-03-26sm

Another experiment with a more cobbled wall type, and then a corresponding fill pattern.  The way this turned out is pretty interesting; I’d call this one a surprising success. This started with fairly hard lined boxes for the rooms, but the rough character of the walls definitely changes that.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 3-26

March 26, 2022

RTx2022-03-22sm

This started as a very thready map with lots of passages interconnecting a couple of spaces. But then, the coarser texture for the walls made it a rougher kind of space overall.  It has an interesting quality that came out as it was inked that wasn’t in the original penciling layout. The pattern and the textures are what makes this map work.

There are several different passages from each direction, for a multitude of connections.  There are a couple of rooms, but the interconnections are the primary part of this section.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 3-19

March 19, 2022

This most recent fragment is set up with all of the hallways making a continuous path through the area, and the rooms in the area are placed at locations where the different corridors intersected.

This goes back to the pattern used in earlier maps from this series with stone pattern wall definition for both rooms and halls.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 3-12

March 12, 2022

The mix of different textures for the rooms and the halls from the last map was inspiring, so I tried an alternate version this time. The halls are stone lined this time, and the rooms are rough walled and hatched.

The contrast of textures works pretty well in this one; it’s one of the more appealing of these experiments, and I’ll probably do some other experiments working with this combination of elements.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 3-05b

March 5, 2022

So, another scheduling hiccup means that the image that was meant for posting today instead got backdated and posted for February 5. If you’ve gone back through older posts, you have already seen that one (link).

This map is a bonus, then. It has a few experimental elements. Rooms are outlined with the stone texture, and hallways are hatched instead. The halls are also relatively orthogonal while the rooms are much more freeform. And, this one doesn’t have any negative space poche*, unlike many of the earlier ones I’ve posted in this series.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

* Poche – (poe SHEY) the walls, columns, and other solids of a building or the like, as indicated on an architectural plan, usually in black.

Dungeon Fragment 2-26

February 26, 2022

LEAD Technologies Inc. V1.01

Here’s another map that has elements that were influenced somewhat in reaction to problems in prior maps.  Here, I was deliberately trying to vary the character of the wall stones, since a couple prior maps looked a little to even with those. This was also trying to be overlapping circles, and I’m not sure it quite manages that. You can see it if it’s mentioned, but I’m not sure that’s the initial read. But it’s got a fun sort of organic nature, and the hatch is a little different this time.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 2-19

February 19, 2022

LEAD Technologies Inc. V1.01

This map probably came about as a counterpoint to the earlier “intestinal” map from a few weeks ago. Not that it’s deliberately opposed to the earlier one, but that a different approach seemed right this time. There are still a couple of parts that bend the rooms from being simple shapes, alcoves or niches, and the one with an appendix room.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

Dungeon Fragment 2-12

February 12, 2022

LEAD Technologies Inc. V1.01

This fragment is twisted and looks a bit like a vortex, but fundamentally, it is just a simple crossroads. The twists and nooks give it a bit of richness, and opportunities for adding in some further detail.  And, of course, the curving, turning nature of the intersection could be disorienting to those who were traveling through without a map or a keen sense of direction.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

An Isometric Sketch 2-05

February 5, 2022

Something different for a change of pace. Felt like trying something isometric on a dot grid page.

This is just a quick-and-dirty stab at a type of drawing I haven’t done in a while. It’s given me a couple ideas for some further exploration, so there may be some more along these lines in the coming months. And maybe some odd variants, as well.

There should also be some more of the Dungeon Fragments in the next couple weeks.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.

End-of-Spring 2021 Update

June 20, 2021

It’s almost summer, and well past due for some updates. The next issue of AntherZine was supposed to be a Spring issue; it’s going to be late, but it is well underway, and should be out soon. We’d also like to find more writers to include in future issues. We’re also working on getting print copies of the Wilderness of Ordurak map. And there is a new product at DriveThruRPG: the Dungeon Encounters cards.

AntherZine – Two articles and a remix of a game from HodagRPG are done; another article is underway. It shouldn’t be too much longer before this is out. It would be good to get to the point where it is cost effective to be able to make a hardcopy print version.

Dungeon Encounters cards – A deck of 26 poker-size cards with sections of dungeons. On one side, the map is plain; the other side has the same map with an overlaid hex grid. We’ve already had inquiries about a PDF and/or a book version of this, so look for those to be available soon, as well.

AntherZine Contributions – At this time, 73 people have downloaded a copy of the first AntherZine. That’s not bad for a zine coming from nowhere. Most people took it for free, but a few paid something for it, and the income from sales for that are a bit under $40. That means there is not much budget to pay contributing writers. But the intent is absolutely to pay writers, so if you have something to pitch, get in touch!

Wilderness Map – We made a few updates and corrections to the print map of the Wilderness of Ordurak, and the PDF versions of those are available. This now also includes a Player’s map, which has the unknown areas empty, so it can be given to the players to fill in as they explore and learn about the region. But the complete region map came back with some strange, blocky pixelization in the mountain areas. It’s not clear what caused the problem, but we need to take care of that before it’s ready for sale.

Planetary Logbook – MOON

June 2, 2019

nB Capture

To show how the Planetary Display Logbook would work, I’ve taken a set of 6 false color images of the moon from the LRO, where color represents altitude – north and south polar views, nearside and farside faces, and east and west sides.  I’ve used those to fill out the 32 panels of a Planetary Display Logbook, so there’s a completed planetary display to show how it could work.

n6 CaptureThis will probably eventually be available from DriveThruRPG one way or another, but for now it’s just an alpha draft as we work it all out.  If you’ve bought the Logbook from us already and you’d like to get a copy, contact us, and we’ll get it to you one way or another.

Working from a source like that, there are parts of the image that are cut out.  So, if you put all the pieces together, you’d still have breaks between the sections.  Because the logbook is an abstraction, there are things that get missed or that get lost in translation from the flat form (which is already an abstraction) to the facets of the truncated icosahedron. I’m sure there are cartographic tools and methods that would do a better translation, but for gaming purposes, I think this is going to be good enough.

n1 CaptureYou can see the differences between the two coordinate systems, especially in the near polar sections (like Region 1n).  The arcing lines from the original NASA maps don’t line up with the straight lines from the Planetary Display Log, but you can see how the distortions occur between the source and the display format and how the two different kinds of display are marking the information in the map.

The image quality and resolution of the source imagery is a bigger issue for me right now.  These are large-ish images, but since they are using just a segment of the image for each page, they get somewhat pixelated when just a portion is used for a page.

With this getting worked out, we’ll probably have some version of this included with the Zvezda adventure, when that comes out.  So consider this another teaser on that front, as well.


The “moon cube” of the six source images:

moon cube

Cyberpunk Adventure Draft Map

November 24, 2018

Sharing a work in progress here after I spent some holiday time working on a clean, digital version of the map for the Ogunimata Cyberpunk adventure.  This is turning out a lot better than I expected for what I thought would just be some rough experimentation.

It’s taken a whole lot longer than I had expected to take to get back to working on this.  Some other DragonQuest stuff took priority (and those are available at DriveThruRPG now, if you’re interested in them).

We had contemplated commissioning some art to put the whole thing together into a finished form, but there wasn’t that much interest in a Cyberpunk adventure when I posted about it earlier.  So, we’ll find some other ways of getting images to use in this.

Even if there’s not as much interior art as we had first hoped to have, there will be a pretty cool map for it.

Wilderness of Ordurak Players’ Map

November 18, 2018


This should have been included from the outset, really.  Since the adventure in the Wilderness of Ordurak is dealing with an unknown wilderness region, the players should have a map with only limited information on it.

So, this is a map that GMs can give their players that shows them the known lands in the eastern part of the map, and only the limited information about the region of Auskenheim and the road from Calogero.  A few names remain on the map for things that are known to be out there, so there’s a general sense of where they are, but not a clear indication on the map.

It’s also another chance to show off the work that Stephen Peto did on making such an SPI-like map.  Even if you aren’t interested in the DragonQuest adventure, the Map and Gazetteer are a really great setting that could be used with any fantasy campaign.

This map is now included in the bundle from DriveThru.  If you didn’t get notification already, drop us a line and we will get that sent to you right away.

Intersection Z

December 14, 2016

encounterz

This is the last of this Cycle of the Intersection series.