Just a question (as I don't use VTT software). What should NOT be on the map..
So far I have heard:
- grids
- higher elevation objects like trees
What about things like:
- doors
- room contents that can be shifted
- shadows/lighting
??
-Rob A>
Just a question (as I don't use VTT software). What should NOT be on the map..
So far I have heard:
- grids
- higher elevation objects like trees
What about things like:
- doors
- room contents that can be shifted
- shadows/lighting
??
-Rob A>
My tutorials: Using GIMP to Create an Artistic Regional Map ~ All My Tutorials
My GIMP Scripts: Rotating Brush ~ Gradient from Image ~ Mosaic Tile Helper ~ Random Density Map ~ Subterranean Map Prettier ~ Tapered Stroke Path ~ Random Rotate Floating Layer ~ Batch Image to Pattern ~ Better Seamless Tiles ~ Tile Shuffle ~ Scale Pattern ~ Grid of Guides ~ Fractalize path ~ Label Points
My Maps: Finished Maps ~ Challenge Entries ~ My Portfolio: www.cartocopia.com
There really aren't any hard rules on this, but basically it boils down to: Is the object going to be moved or changed? If so, leave it off the base map so that it can be added by the GM.
Anything that gets in the way of the 'immersive' feeling that the VTT supplies should be left off such as grids and text.
Shadows/lighting is typically left off as those are dependent on what the PCs have with them. Also, with the newest version of MapTool, as an example, light sources can be assigned to objects so that the object radiates light. If you put in shadows and lighting they could conflict with what it should look like.
Definitely leave off NPCs or things that move about as those will likely be tokens that are added.
The PCs?
Torq
The internet! It\'ll never catch on.
Software Used: Terranoise, Wilbur, Terragen, The Gimp, Inkscape, Mojoworld
Coffee stains.
Astrographer - My blog.
Klarr
-How to Fit a Map to a Globe
-Regina, Jewel of the Spinward Main(uvmapping to apply icosahedral projection worldmaps to 3d globes)
-Building a Ridge Heightmap in PS
-Faking Morphological Dilate and Contract with PS
-Editing Noise Into Terrain the Burpwallow Way
-Wilbur is Waldronate's. I'm just a fan.
heh nice...
Tis a can o worms that question to which many megs of web serving harddrives have been consumed.
My opinion... anything that you either want to change during play or really would not want on it when you come back to it a long time later. I am not as anal about it as some tho where anything more ephemeral than the bedrock should be omitted
Grids are a bit special as its not part of the map but more a construct of the mapping process. A grid is alright sometimes but the VTT app can do more if it owns the grid so that kinda depends on the app. Same goes for trees. I have no problem with my own trees but as a single flat bitmap you can't magically go under any umbrella shaped objects.
My own silliness brought up a question for me. Would it be inappropriate to make a VTT map in the style of an old map on torn, faded, folded parchment. Given the amount of effort that goes into making maps look like they are on old paper that got left in someone's pocket in the wash, the brown ring of quality doesn't seem altogether unreasonable. And a pink stain from the baron's sherry.
Astrographer - My blog.
Klarr
-How to Fit a Map to a Globe
-Regina, Jewel of the Spinward Main(uvmapping to apply icosahedral projection worldmaps to 3d globes)
-Building a Ridge Heightmap in PS
-Faking Morphological Dilate and Contract with PS
-Editing Noise Into Terrain the Burpwallow Way
-Wilbur is Waldronate's. I'm just a fan.