Dungeon Fantasy Mapping
I am working on a one level DF Dungeon including a map. I have question to the general forum gallery on the map format.
1) Should the map use regular 5' squares 2) Should the map use staggered 5' squares for a pseudo hex layout. 3) Should the map use true 1 yard hexes. 4) Should the map use squashed 1 yard hexes similar to the Cardboard Dungeon by SJ Games My concern is for GM using miniatures, markers, and hex sheets of various sorts. Right now I have it drawn with #3 but it is a bit wonky in places for a GM to use marker on a hex map. #2 would work better for square maps. Given the availability of plotters at Kinko's, OfficeMAX, and Staples I could just provide a 25mm scale PDF of the map in addition to everything else and you could print it out. So I am interested in hearing opinions. |
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1 yard hexes, absolutely. The system's built around them.
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I've always mapped such things using true one-yard hexes. All it takes is getting over the aesthetic twinge at cutting the points and sides off of a few of the poor little hexagons.
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That said I hate squares even more. I really like facing. |
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I use squares in the first 2 cases because the mapping software I use is almost *too* precise, so snapping to hex elements is a pain in the ass (because it happens when I don't want it to, and turning off the snap reveals my utter lack of spatial organization talent). Also, it's easier to eyeball both x and y distances with squares... not so easy to eyeball on of those axes with hexes. (Yes, diagonals are easier with hexes, and so there are more useful axes, but I need to calculate diagonals a lot less.) |
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GURPS mapped combat uses 1 yard hexes. GURPS Dungeon Fantasy is a GURPS product. Ergo, 1 yard hexes are the way to go.
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Give me some more time to do the developement on my project and you can use free 3D Hex Dungeons.
I have about 18 projects going at once so it depends on what I have steam for. For GURPS I also use Hex Maps for game play. |
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I prefer the 1yd hexes myself because of the 60 degree facings. it just seemed unnatural to use squares.
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Well 1 yard hexes it is. For the first map I aligned pretty things much on the hex grid. The problem it that it is a pain to make standard openings, room sizes, etc.
What I will do for future maps is use the hex grid but setup the correct scaling on the square snap grid and just draw the dungeon on squares like I did for my goodman games and judges guild maps. The hexes end up where they end up. Another question is what size range you like for hexes. For example dungeon maps come mosty in 1/4" squares or 1/5" squares. Thanks for the input Rob Conley |
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Also, don't be afraid to approximate. Adventurers aren't (usually!) getting out their tape measures and checking every dimension with precision. If you use hex maps for combat as well, don't worry if your complete map doesn't exactly match the battle map; your players won't see your complete map, so they can't complain. If they players are drawing their own maps, let them use whatever kind of paper they want. Don't stop to give them exact drawing instructions, and don't draw anything for them. Don't count hexes or squares or whatever for them. If it's a simple room, they should be able to draw it from your description. If it's complex, their characters would have trouble mapping it anyway. If a player insists that his character with Cartography would be able to draw it better, just give him pointers when he gets it blatantly wrong, nothing more — if he makes his Cartography roll. The point of the players' map is for them to be able to get out of the dungeon, and to be able to return to previously discovered areas. The point of the referee's map is to be able to deliver consistent adventure information to the players. If these goals are being met, don't worry about the minor details. |
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If the answer is "yes", then I can't wait! |
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I don't know why there is any argument about hexes vs squares, draw what you like then use a ruler. the real world has neither.
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Argument? we weren't arguing. We were just answering a question which he asked?
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It going to be be the basement of a ruined villa whose previous owner was a necromancer. In some ways it will remind you of U1 Sinister Secret of Saltmarsh. (if you are familair with that) The ruined villa is little more than rubble with a couple of walls remaining. It will have four locations at top. A trap type encounter where there is a weakened cover to a cistern. A snake encounter. A general description of the area. Finally an optional encounter with drunken people. The young locals use the villa as a drinking place. The dungeon itself will be the basement of the villa. It has three basement rooms that have an exit to a Sea Cave with two chambers. The basement stairs are dangerous. The rooms have vermin. The sea caves will have smugglers. (This is the part the resemble Saltmarsh) There is a secret door in the basement that leads to a warren of passages that formed the laboratories of the former owner, a necromancer. The initial passage goes into a large circular room that is filled with water. The room is rigged so when the players approach a oil is spilled onto the water. In the center of the room is a circular dais. if the dias is stepped on without figuring out the puzzle a piece of magnesium will drop into the water flare and catch the oil on fire making the room a raging inferno. I am still working on the puzzle. Likely it will be a panel in the wall of the corridor approaching the room. Figure how to move the levers/buttons/etc in the right order. Also on the opposite wall of the corridor will be a board that can be taken down used as a bridge to cross over to the dias and then connect to the other corridors. There are three other exits from the room. Two of these go into rooms that are trapped. The first with some trap that I haven't figured out yet. The other will have undead waiting. The final corridor will go into lab area. There are two labs one the necromancer factory with undead still remaining to fight. The other alchemist area that I will put a homunculus in to fight and there will be a array of brightly colored liquids for players to try and taste. (Potions) Finally a trapped room holding the villa's treasure. |
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Why standard? because in order to get a map done in any reasonable amount of time I use lots and lost of symbols and they are pretty much a fixed size. Sure I have multiple door sizes but I have to be able to the draw the opening for the door I want. A hex grid isn't the same size in left-right versus top-down the two most important compass points in a dungeon. The reason why I thought it important was because when you are GM with dry/wet erase marker in hand. it would be nice if the cartographer took some consideration in making the map easy to draw for you. This is the reason I specialize in old style monochrome maps is because I feel that they are way better to photocopy and use than a full color artwork. (Plus not being an artist may have something to do with it as well ;-) ). So likely after this first map I will use the snap grid of CorelDRAW to draw square like I do for a D20 module and where it falls on the hex gird is where it is. |
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Your dungeon adventure in progress seems interesting!
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