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Thread: Battlemap! - Valley of Ancient bones (WIP)

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  1. #1
    Guild Artisan damonjynx's Avatar
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    Hi XCali,

    Great as a picture, as a battle mat...not so much. ISO maps are not, IMO, generally suitable for battle mats. As others have pointed out figures can't occupy squares covered by terrain and the whole perspective thing makes life for a GM unnecessarily difficult. To me, ISO maps are more for a visual reference, so GM's and players can get a really good view of the varying elevations.
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    Guild Apprentice Facebook Connected flyenemu's Avatar
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    XCali,

    Thank you for posting this for review. I find the idea behind the map to be quite wonderful. I can see it providing a lot of immersion for players and GMs alike! It is also quite reusable, as most battles I run (in D&D) only deal with a 10x10 grid. This would allow for random encounters and most trivial combat to have a bit more 'umph' so to say.

    I do, however, share in the opinion that the colors are a bit dark, but not for all the same reasons. When I am running a game (on a tan dry erase battlemap), I like to use bright colors to note different effects and whatnot so that I can see (at a glance) what is where. I have enough to do on my end of things as a GM (monster stats, adjudicating, initiative, etc.), that I need things to be clear and easy to read. My problem with the colors has to do with the grid most of all. For me, it blends in with the rest of your work, and makes it hard to see where one ends and the other begins.

    As a player, I find the more the GM offers me on the map, the more I will use. By this I am referring to the 'hills' and 'ridges' on your map. If I was to see those in game I would think "Boy oh boy! I'm going to climb up one of those and peg baddies with my bow!". I as a GM would also like to use such wonderful terrain to exploit the benefit of enemies with flight. So, in addition to a grid with more contrast, I would recommend the grid also overlaps the map entirely.

    In conclusion, I find your work quite wonderful, and given the above mentioned changes (and the cash to burn) I would buy a dry erase mat with your print on it!

  3. #3
    Guild Expert Facebook Connected XCali's Avatar
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    Think this message glitched. Anyway...
    Last edited by XCali; 06-18-2017 at 04:05 PM.

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    Guild Expert Facebook Connected XCali's Avatar
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    Quote Originally Posted by flyenemu View Post
    XCali,

    Thank you for posting this for review. I find the idea behind the map to be quite wonderful. I can see it providing a lot of immersion for players and GMs alike! It is also quite reusable, as most battles I run (in D&D) only deal with a 10x10 grid. This would allow for random encounters and most trivial combat to have a bit more 'umph' so to say.

    I do, however, share in the opinion that the colors are a bit dark, but not for all the same reasons. When I am running a game (on a tan dry erase battlemap), I like to use bright colors to note different effects and whatnot so that I can see (at a glance) what is where. I have enough to do on my end of things as a GM (monster stats, adjudicating, initiative, etc.), that I need things to be clear and easy to read. My problem with the colors has to do with the grid most of all. For me, it blends in with the rest of your work, and makes it hard to see where one ends and the other begins.

    As a player, I find the more the GM offers me on the map, the more I will use. By this I am referring to the 'hills' and 'ridges' on your map. If I was to see those in game I would think "Boy oh boy! I'm going to climb up one of those and peg baddies with my bow!". I as a GM would also like to use such wonderful terrain to exploit the benefit of enemies with flight. So, in addition to a grid with more contrast, I would recommend the grid also overlaps the map entirely.

    In conclusion, I find your work quite wonderful, and given the above mentioned changes (and the cash to burn) I would buy a dry erase mat with your print on it!
    Thank you. That is very helpful info. I'll be sure to check it out. The thing I would need to figure out, is how to still convey the night feel without it being too dark.
    Last edited by XCali; 06-18-2017 at 01:49 PM.

    ~ Maps-DriveThruRPG ~Free Maps and Assets ~Current Project~

    My web novels
    Instagram handle: instagram.com/omrihope
    -------------------------------------------------------------------------------------------------------
    ~The heavens declare the glory of God;
    the skies proclaim the work of His hands.
    Day after day they pour forth speech;
    night after night they reveal knowledge.
    ~ Psalm 19

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    Guild Apprentice Facebook Connected flyenemu's Avatar
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    Quote Originally Posted by XCali View Post
    Thank you. That is very helpful info. I'll be sure to check it out. The thing I would need to figure out, is how to still convey the night feel without it being too dark.
    XCali,

    So very glad I could help! Conveying darkness of any kind (night, caves, smoke, etc.) can prove rather challenging for battle maps. When ambiance is important, I try to have my game room do the emersion for me (candles, background audio, handouts, etc.), because I prefer my maps be easer to read. This obviously doesn't help much with your situation, but I have faith you will find that happy medium between mood and functionality. I wish you the best on your work, and look forward to future updates!

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    Guild Expert Facebook Connected XCali's Avatar
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    Quote Originally Posted by flyenemu View Post
    XCali,

    So very glad I could help! Conveying darkness of any kind (night, caves, smoke, etc.) can prove rather challenging for battle maps. When ambiance is important, I try to have my game room do the emersion for me (candles, background audio, handouts, etc.), because I prefer my maps be easer to read. This obviously doesn't help much with your situation, but I have faith you will find that happy medium between mood and functionality. I wish you the best on your work, and look forward to future updates!
    Thanks! I'll take that into account.

    Reminds me, I made several updates on the previous page. I'd like to know what you think. I tried a dusk version and it can go even lighter than that.

    Have a nice day

    ~ Maps-DriveThruRPG ~Free Maps and Assets ~Current Project~

    My web novels
    Instagram handle: instagram.com/omrihope
    -------------------------------------------------------------------------------------------------------
    ~The heavens declare the glory of God;
    the skies proclaim the work of His hands.
    Day after day they pour forth speech;
    night after night they reveal knowledge.
    ~ Psalm 19

  7. #7
    Guild Apprentice Facebook Connected flyenemu's Avatar
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    Quote Originally Posted by XCali View Post
    Thanks! I'll take that into account.

    Reminds me, I made several updates on the previous page. I'd like to know what you think. I tried a dusk version and it can go even lighter than that.

    Have a nice day
    XCali,

    I have reviewed your 'dusk' version, and must say I find it much easer to read than the original. It also seems as if the grid size has also increased a bit from your previous version. Though this may help increase the visibility of the grid, it in turn shrinks the scaling of your map. This change give me the impression that the cliffs are smaller and shorter than previously indicated in the original map. I found the light blue map to be the best rendition thus far, and the extra light might be explained by a full moon.
    The more I review your maps I am reminded of past sessions, and how I (as well as other GMs) tackled the problem of elevation. Sadly, I am unable to think of any good way combat was tracked on a grid due to the limitations of 2 axis. Things can get even more crazy when you have a battle field like yours where some characters fly, others burrow, and the rest have only a land speed (not to mention when ethereal, shadow, or fey planes are involved). Have you considered using different shading to help identify changes in elevation (psudo-topographical)? This may be a way to keep the detailed map you created, while offering color to help represent another axis. Another idea might be to use a hex grid rather than square. I find hex to be much easer to work with for 'surface' play or caves, while castles and dungeons are better with square grids.
    I am uncertain of the values of my post toward your end goal; however, I am excited to see how your work continues to change and improve, and will be sure to review some of my previous maps to see what help they can offer.
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  8. #8
    Guild Expert Facebook Connected XCali's Avatar
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    Quote Originally Posted by flyenemu View Post
    XCali,

    I have reviewed your 'dusk' version, and must say I find it much easer to read than the original. It also seems as if the grid size has also increased a bit from your previous version. Though this may help increase the visibility of the grid, it in turn shrinks the scaling of your map. This change give me the impression that the cliffs are smaller and shorter than previously indicated in the original map. I found the light blue map to be the best rendition thus far, and the extra light might be explained by a full moon.
    The more I review your maps I am reminded of past sessions, and how I (as well as other GMs) tackled the problem of elevation. Sadly, I am unable to think of any good way combat was tracked on a grid due to the limitations of 2 axis. Things can get even more crazy when you have a battle field like yours where some characters fly, others burrow, and the rest have only a land speed (not to mention when ethereal, shadow, or fey planes are involved). Have you considered using different shading to help identify changes in elevation (psudo-topographical)? This may be a way to keep the detailed map you created, while offering color to help represent another axis. Another idea might be to use a hex grid rather than square. I find hex to be much easer to work with for 'surface' play or caves, while castles and dungeons are better with square grids.
    I am uncertain of the values of my post toward your end goal; however, I am excited to see how your work continues to change and improve, and will be sure to review some of my previous maps to see what help they can offer.
    Thank you.
    That is solid feedback. And I appreciate you taking the time.

    Regarding the grid, I tried the square and bigger one out for size, I do think the first grid size is better for representing the size of the map.
    I think in the end I'll have a main version that is shipped with multiple different versions that has variations of grid size, grid type, without grid, different times of day. Then the DM/GM's can have their choice in how they want to play it.
    As you noted reusability before. I want that as a focal point. And an ISO map that is easy to setup and play.

    Yeah the shading is an important point, thanks. I wanted to finish the layout of the core maps first and then I'll start shading the map accordingly.

    ~ Maps-DriveThruRPG ~Free Maps and Assets ~Current Project~

    My web novels
    Instagram handle: instagram.com/omrihope
    -------------------------------------------------------------------------------------------------------
    ~The heavens declare the glory of God;
    the skies proclaim the work of His hands.
    Day after day they pour forth speech;
    night after night they reveal knowledge.
    ~ Psalm 19

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