I think the not very clean cut-off actually adds to the drawing. It would look too tidy if they all suddenly stopped dead at the wall of the cave
Hehe Mouse when you draw on paper with square lines (not clean one) then you have to deal with the fact that there will be grid in the rock and everything else. I thought i could easly get rid of it with Levels adjustment, but the lines were too dark and i had to erase them normal way. It took some time .
Thomrey, sorry for erasing my handwriting. I wil try make it better for next maps to come.
I think the not very clean cut-off actually adds to the drawing. It would look too tidy if they all suddenly stopped dead at the wall of the cave
Free parchments | Free seamless textures | Battle tiles / floor patterns | Room 1024 - textures for CC3 | GUILD CITY INDEX
No one is ever a failure until they give up trying
Very nice!
Interesting to see how you managed to preserve the details when you digitized it. When removing the grid using brightness & contrast I manage to loose some of the finer details.
From a gameplay perspective, are you happy with the narrow corridors into 4 & 2? Will be hard for adventurers to shuffle around and (in my experience using tabletop props) leads to a goose march.
.Hexapanther
To be honest i dont think too hard about how wide the spaces suppose to be if i am creating something just for fun, not actual session. (dosent mean that it cant be used in the future).
That beeing said, dungeons have narrow corridors and i dont have problem with that. Party have to understand that crossing that corridor puts them at risk sometimes. If they will go together, they will do in fact goose march (nothing wrong it that), but i litrally hate DM's who are asking about march order when there is no fight. I dont really like advancing slowly on the grid in turns or so out of combat. The map is just for the battle, after the initiatives are rolled.