Time for  the DM map of the cellar.This part is more fluff, but depending on adventure level, 1 or 7, there will be more or less action here.

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So, more map cutting today. We’re gonna cut the cellar map and make those small puzzle tiles to be able to build the cellar piece by piece.

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DM maps, a very important, and often badly done job. I know, I have done bad DM maps myself, as when you create the adventure, everything seems to be so clear, so self explaining, but when you play, things looks different. That is one reason why I sometimes wait a few months after I’ve done an adventure before I play it, so it wont be fresh in memory.

And, Dundjinni was in a better mood today, so I could get the export to work.

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Today, we’re gonna use something we learned a long time ago, making roofs.

First, we will export the image of the docks from Dundjinni, as a 200DPI BMP, which we first divide into the two sections we will use, the warehouse and the ship at the docks.

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When cutting battle maps, we’ve learned the reason to keep then at a maximum of 10 x 7 inches, to be able to print then without destructive rescaling in both the US (US Letter) and Europe (A4).

But, when you have maps of dungeons or buildings with many rooms, you do not wanna show everything, only the parts where the PCs have looked, just like the good old days with whiteboards or  battle mats.

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Filter time again, making multi tile textures for use in Dundjinni (and many other mapping applications as well).

So, how does a multi tile texture look?

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So, warehouse day, finally. This warehouse is where the Nesting mattress will be dropped of after it has been given the orders to kidnap the Baroness and bring her here.
The warehouse is abandoned, the owner dies a while back, and stuff still here is slowly decaying. The PCs might find one or two useful items among the trash.

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Today, We’re gonna make piles of crap, and finish up the abandoned warehouse.
I will use a lot of stuff from the Dundjinni forum today, building the presets in OmniGraffle.

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Today, we’re gonna map up the warehouse, in the northern part of our docks map. We will use the southern part of the docks map for the harbor captains office and a ship later on, for the possible final encounter of this adventure.

Today we’re gonna add some floor textures again to Dundjinni, textures we have downloaded from the forum, and I’m gonna show how these are added correctly.

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Today, we’re gonna add some more stuff to the docks. Having maps that are populated with items in a subtle way is what is most attractive to the human eye. If you just make them almost naked, they feel dead, but at the same time, if you make them too crowded with stuff without really thinking, they just look grandmothers attic, and that is probably not what you wanna achieve, unless of cause, you are making a map of a grandmothers attic.

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