Results 1 to 10 of 126

Thread: [Award Winner] Assorted tips and tricks

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Leader Facebook Connected torstan's Avatar
    Join Date
    Jul 2007
    Posts
    4,199

    Default Turning a map into an aged paper handout

    Thanks guys!

    Today it's a quick and easy tip for turning a map into an aged paper handout - which is really a mini discussion on using blend modes in Photoshop or Gimp.

    First of all you need a good paper texture. There are thousands of these free on the internet. As always, www.cgtextures.com is a good bet, under Paper->Plain. You can also find hundreds of paper textures on deviantArt.com (just search for "paper texture"). With this in hand it's a quick hop to a pretty map:

    HowToMakeAnAgedPaperMap.jpg

    (as always you can download this fullsize, or download the psd here)

    1. Take the original map - here we have a simple 3 colour map with a couple of locations marked with crosses. It's useful, but not that atmospheric.
    2. Add a parchment background as a layer behind the map. You won't see it initially (the white background blocks it out) so change the blend mode to multiply. This only darkens, so the white background will disappear. Drop the opacity of the layer to 50% to give a light watercolour look.
    3. The 50% multiply layer is a little washed out, and we want to darken the lines and bump up the colours. To do this, duplicate the layer and set the blend mode to colour burn. This will boost the colours and burn in the dark lines - and once again the white is transparent for this blend mode.. I've set it to 70% opacity.

    Play with the opacity of the two blend modes to get a look that you like. You can also use colour and saturation blend modes with this to build up a nice effect. And just like that you have an aged paper hand out. Much easier than tea staining or baking a hand drawn map, and with less chance of setting fire to the oven.

    This originally appeared on G+ here.

  2. #2
    Community Leader Facebook Connected torstan's Avatar
    Join Date
    Jul 2007
    Posts
    4,199

    Default Castle Defence - a classic gatehouse

    Today, a lunchtime tip that's entirely software (and edition!) agnostic - a simple design for a castle gatehouse.

    Castles are built for more than one reason - people live there, guards are stationed there and often they are political power centers for the region. But first and foremost they are built to keep people out. The weak point in any castle is it's front door, and a number of techniques were perfecte over the years to make sure that someone trying to attack a castle would have a hard time of it. Now attackers might not be as obvious as a massed army at the gates - unsavoury people sneak in too. This gatehouse design was used in many places - including Linlithgow Palace, the palace I grew up beside and spent a lot of time in.

    guardHouse.jpg

    1. Visitors approach from the south (in this diagram). The outer gate is large and heavy, and often opens onto a moat that's crossed on a drawbridge.
    2. Once inside, the doors are closed behind (often from a mechanism operated from the guard room).
    3. Progress forwards is barred by a portcullis, and a set of heavy doors. This allows the inner doors to be opened safely so someone can talk to the visitors, without allowing them access to the castle
    4. Guards on either side can target visitors through arrow slits.
    5. More guards are perched above and can target visitors with ranged weapons, or that classic defence of boiling oil.

    This provides a robust defence mechanism against invaders, but it's far from full-proof. Linlithgow Palace was taken by a small group of determined soldiers using a simple ruse with a hay cart. The farmer drove his cart with fresh grain up to the palace. The guards opened the portcullis to let him in. He stopped the cart under the portcullis, and armed soldiers burst out from under the hay. The portcullis was dropped, but the cart jammed it open, and provided an open front door for the extra troops waiting in hiding outside. Soldiers poured in and the Palace was taken with relative ease.

    For a game with fantasy elements, you'll want to station some form of caster at the front gate, with some easy divination magic. The murder holes make the perfect vantage point for a sorcerer, and the confined space is just built for flaming spheres. This originally appeared here on G+.

  3. #3
    Community Leader Facebook Connected torstan's Avatar
    Join Date
    Jul 2007
    Posts
    4,199

    Default Drawing Isometric Dungeons

    There are some classic isometric dungeon maps out there, particularly those of castle ravenloft - the original David Sutherland maps inspired the styles of all maps of that castle that have come since. It's also a style beloved of computer games, most notably the Diablo series.

    Creating an isometric map is actually pretty easy.

    IsometricDungeons.jpg

    • First draw out your floor plan as if it were top down. Place lines for all the elements on the ground - walls, doors, outlines of pit traps. I draw these lines on a separate layer from the grid as it keeps everything organised.
    • Make it isometric! Rotate the map 45 degrees. Then you shrink the map vertically by 57.7%.
    • The great thing about isometric maps are the vertical details you can throw in there. Find every corner, and draw a vertical line to show wall edges. Focus on the edges that don't obscure details further away. Here I've added the most detail where the detail doesn't overlap the actual floorplan. Fill in the blank space with sketched stone texture, add in illustrated doors, throw in some lines to show the rough stone in natural stone tunnels and give the viewer an idea of just how deep the spiked pit trap is. Again, I add these details on a separate layer to make it easy to erase mistakes without rubbing out the floor lines.


    Remember that the primary goal of the map is to show the floorplan and allow for easy use for a GM. The extra detail that an isometric map provides can really sell the setting of a map, but it's also easy to obscure important features.

    This originally appeared on G+ here.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •