Today, we’re gonna add some doors, and some more shadows. Doors can be found in many variations, but for this cellar, I will use a door and a doorframe that I’ve done a while back.

door-demo

This is a zoom of the two objects I use, first the door, then the door frame. I then rotate the door just a little, to show which way it opens. This is something I’ve had problems with so many times when you DM adventures that you have purchased, and you have to guess which way a door opens. This can change the outcome of an encounter rather dramatically if the designer have decided the door open out from the room, but the DM said it goes in. Even tried to block a door that opens the other way? It really don’t work that well, and if the PCs might be clever and block a door to prevent the monsters from escaping the upcoming fireball, and DM says “Sorry, the door goes inward, you need to hold it in the handle to prevent the Ogres from opening it“, it might be the difference between survival or TPK.

You can download a zipfile with the doors here

Layers in OmniGraffle
I wrote the other day that layers is your friend, this is how they layer structure now looks for the map.

omni-canvas

The order of this layers might change because I maybe want something to look in a certain way, but you get the idea.

Shadows.
This is how the cellar map now looks, with shadows and some light effects in place.

shadows_and_light

Now it’s time to prop it up with barrels, crates and a lot of other things to make it look nice.
You might ask yourself why I spend so much time on making this map, but if the adventure is ran as a level seven adventure, the bandits will have a rear guard group in the cellars, waiting to ambush any followers.

So, tomorrow, I need everyone helping me to carry those wine barrels down to the cellar.


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