I would say grid is optional. I've not used VT's yet...so keep in mind thats what its aimed at. Someone with a little more expertise can probably answer that better.
I would say grid is optional. I've not used VT's yet...so keep in mind thats what its aimed at. Someone with a little more expertise can probably answer that better.
Then we're both in the same boat ... I've never used one either tho hoping to in the near future![]()
Most VTTs have their own placeable grids - size determined by user of application, including the option to place a square or hex grid. So mappers should not include a grid in their map submissions. Nor should they add scale, site numbers, labeling or any other notations.
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GP is spot on. Now I haven't used RPG Tonight's VT so I can't vouch for its capabilities, but I would recommend that you at least check it out since they are sponsoring this.
I can speak for MapTool, Battlegrounds and OpenRPG though. They all have the ability to add grids, text, and objects that PCs are likely to move or destroy so keep that in mind as you create the map.
GP, has posted some of his maps at the MapTools forums under User Creations so if you want to see what you are likely up against you might want to check those out.![]()
Graphic grids actually interfere with the use of the map.
A grid that is drawn by the application is an active thing. Place a token in the generated grid and the computer can determine its facing, opponents and help you with distance moved. If there is a second grid as part of the map it clutters the view and confuses people.
For FG at least, dont put a grid on it, or release two versions.
Sigurd
You could get a lot in 75Kb if it were not in a raster image format. You could also do a lot better if you split a raster image into sections and you could do better with a file format that is not very common like jpeg2000. So I disagree that VT's need a minimalist map for low bandwidth its only true if you use a system like that proposed. What if you submitted 75K of source material which when unpacked generated a raster image - like html + images... Anyhoo, I digress.
Its a generous offer by them and looking on past months they ought to get some great maps to use.
My tip is for entrants to swat up on the image file formats and which ones compress well under different circumstances. For example if you have a tiled floor then Jpeg with tiles on 8 pixel boundaries would compress real well. Old school style areas filled in are better than line art like cross hatching etc.
Below is this months Thumbnail page. All entrants get a position on the page but the updates to the images are done using a script and you need to put...
### Latest WIP ###
on every post with a newer image. The last one (should and I know there some errors there...) should be the thumb.
Code:### New Challenge Entry:Ravells,1950 ### New Challenge Entry:Gamerprinter,1954 ### New Challenge Entry:Sigurd,1961 ### New Challenge Entry:rlucci,1962 ### New Challenge Entry:delgondahntelius,1963 ### New Challenge Entry:Torq,1967 ### New Challenge Entry:Malakor,1969 ### New Challenge Entry:keithcurtis,1973 ### New Challenge Entry:Midgardsormr,1974 ### New Challenge Entry:meleeguy,1979 ### New Challenge Entry:terrainmonkey,1982 ### New Challenge Entry:NeonKnight,1985 ### New Challenge Entry:GM's Apprentice,1995 ### New Challenge Entry:Redrobes,1998 ### New Challenge Entry:mathuwm,2004 ### New Challenge Entry:Valarian,2005 ### New Challenge Entry:SpamValiant,2006 ### New Challenge Entry:rpgmapmaker,2011 ### New Challenge Entry:Cisticola,2015 ### New Challenge Entry:alucard339,2020 ### New Challenge Entry:torstan,2034 ### New Challenge Entry:RobA,2038 ### New Challenge Entry:dorpond,2054 ### New Challenge Entry:aegean,2094 ### New Challenge Entry:Vry,2103
May 08 Thumbnails
Last edited by Redrobes; 05-27-2008 at 02:42 PM.
Great advice from everyone ... this info all comes in handy .. and yes.. I immediately went over and signed up to check it out... thought it would be prudent to do so
Also avoid creating trees and other overhead objects. You see in a VTT app, the map we're creating is for the ground level. Once loaded the user then places PC/NPC/Monster tokens, specific objects. A layer above this is used to place trees and roofs, etc. Thus the tokens can be found between the overhead tree layer and the ground layer.
If you place a tree in your map, then VTT users will find their PC tokens walking on top of the tree, since it is on the ground plane.
Don't place trees, etc.![]()
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Well, that isn't entirely true but most of it is. In MapTool objects are placed on pseudo layers. The Token Layer is on top of all other layers. So even if you place stamps on the object layer the token is still going to be on top of it. There is a plan to make the layers act more like layers but it is a ways off. I'm not sure how the other VTs handle layering.
I'm guessing they want an image that can be directly be used by the program. Otherwise you could, for example, submit a gzipped svg file that would provide a ton of detail but still be tiny. But the program couldn't use it.
I would (as suggested by RP) head over to their site and sign up and give it a whirl, to see what types of graphic files it supports.
-Rob A>
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