Showing posts with label Mapping. Show all posts
Showing posts with label Mapping. Show all posts

Monday, 5 February 2024

Blue Monday

I wasn't planning on making a post today, but when I find something on the interwebs that I think is amazing, I tend just jot it down in here and share it with everyone.

Blue Maps Monday

Tim Hartin has been making his Old School Blue Maps available every Monday since 2022.

What is an Old School Blue Map

Old School D&D modules were famous for their gatefold covers and the ubiquitous blue maps which were found inside.  Fun Fact! this is a well known anti-copy technique using a particular shade of blue called "non-photo blue".  It is also widely used by traditional illustrators to make their initial sketches as the blue will not be picked up in any subsequent scanning or photography stage.

Blue D&D Maps - B1 - In Search of the Unknown
Back in November 2011 I wrote about the various free software options you could use (at the time) to make maps at the "Dungeon" scale maps and included a fun little level editor Tiled 

Sadly the tileset I created is lost to the mists of time, but I will rebuild it and make it better than ever...

Mwahahaha


Monday, 24 January 2022

Dungeons & Dragons Miniatures - Map Tiles

Cast your mind back to 2003 when WotC released the D&D Miniatures Game.  Each set came with a 5"x8" single sided cardboard map tile.

Dungeons & Dragons Pokemon

The D&D Miniatures Game was essentially WotC's attempt tocreate a D&D miniatures Collectible Card Game and cash in on the popularity of Pokemon which was everywhere at the time.  This isn't meant as a slight, basically every games company was trying to do the same.  It was popular among regular D&D players as a cheap way to get officially licensed versions of painted miniatures for your AD&D Game (3.5 at the time) and was instrumental in introducing D&D to a whole new audience of young players.

The Map Tiles

These maps are a useful addition to the Game Master's arsenal of tools either for inspiration or for that on the fly dungeon, the one that is inexplicable and doesn't make any sense.

A complete archive of the map tiles seems nowhere to be found.  Come on internet do your thang.

Blood Rock Cave
My collection includes:  

  • Assembly Tile 3
  • Assembly Tile 4
  • Aftermath
  • Ancient Temple 
  • Blood Rock Cave 
  • Burial Chamber
  • Spike Stones Cave
  • Torture Chamber

   

If you know of anywhere that has a complete listing of the tiles which were available or you would like to share your memories of playing the Dungeons & Dragons Miniatures game please feel free to use the comments section below.

Saturday, 22 January 2022

Dungeonmorphs Vietnam - Junglemorphs 1

In response to the August 2021 RPG Blog Carnival topic "Let's Build a Dungeon" I wrote an article "Where we're going wee don't need walls!" for my friday night club Dragons Keep Roleplay Club 

I opined that the principles of dungeon building could, with a bit of imagination, be used to create any wilderness encounter.

The focus of my attention was an upcoming Savage Worlds: Tour of Darkness campaign set in the steamy jungles of Vietnam sometime during the Vietnam War (1969 to 1972).

In that article I suggested that patrols could be mapped using geomorphs or rather Junglemorphs.  True to my word this weekend I began scratching away at squared paper and came up with the first set of Junglemorphs.

Junglemorphs #1
Download a bigger version here - Junglemorph#1


Thursday, 30 December 2021

Zone Maps - Map Making for the Lazy Games Master

I am a big fan of any technique which can minimize the amount of time I spend prepping a game and maximise the utility during play.

What is a Zone Map?

Starblazer Adventures

Put simply these are maps which don't try to show things like distance or scale in favour of the relationships that the different elements have with one another.  This is a concept popularized in the game fate and its descendants.  

My own exposure came in the form of Starblazer Adventures (Cubicle 7) which is a monstrous tome but my go to Space Opera systemand I have even adapted it for a Fate Judge Dredd Campaign.

The beauty of a Zone Map is that you don't need any kind of cartographic skills in order to produce them.  You just need to know what the relationships are between the zones.  They also don't pay any particular respect to scale or distance and so they can be used to represent anything from a building to a galaxy.

Show and Tell

Its easier to show rather than to tell so here are a couple of maps from one of my Judge Dredd games to illustrate a few of the different styles I use.

The examples above are sketched onto 5"x 3" Index Cards which is incidentally my favourite method for initiative tracking in RPGs but I will talk about that in another post.

Zone Map Resources

Show Me Yours

Have You used zone maps in your games? Share your experience in the comments section below.

Thursday, 18 February 2021

Mega City Morphs - Sci-Fi City Geomorphs

A long time ago in a galaxy far, far away I made a few citymorphs and was one of the featured artists on the Inkwell Ideas Citymorph dice Kickstarter.

Now I am about to run a new Judge Dredd campaign (Mega City Blues) its time to spruce up Sector 55 with some new sci-fi orientated Mega City geomorphs.  So far I've created a set of 9 tiles which you can download here Mega City Morphs Set 1 zip

I have submitted these to Dave's Mapper in the Sci-Fi City collection and they should be available soon.


example of 9 tiles arranged in a 3x3 grid

The whole point of this exercise was to generate a quick and dirty map for my Judge Dredd campaign which I am running online in Discord / Roll20.  You can follow the exploits of Judges Hammer (Apo), Teal (Mark) and Uthred (Ryan) in the Sector 55 Blues weekly session reports.  

I will also be publishing occasional articles where I detail house rules or tips which make my GMing life easier.

Sector 55 Mega City One
Sector 55 Mega City One

Happy geomorphing.

Tuesday, 11 November 2014

RPG Mapping in Sketchup Part 5 - Building your City from a 2D image

In my previous videos I shared all the sketchup techniques I use to create 3D buildings in my games.  Now it's time to start building a city from the ground up using a 2D image as a reference. 
This is the image I used in the video

I'm using one of my citymorph sketches but you can use any image which will import into sketchup, just make sure that you have some sort of scale in mind.  If you've not seen the amazing Dungeonmorphs 2 kickstarter which inspired this tutorial check out the link on the right side of the page.

In the next video I'll be finishing off the roofs and showing you how you can turn your models into "components" which allow you to duplicate your buildings or citymorph tiles and expand it even faster.


Related Posts:

Saturday, 8 November 2014

RPG Mapping in Sketchup Part 4 - Adding features and Sketchy Styles

In part 4 of my RPG Mapping in Sketchup series I show you how to add smaller features such as chimneys, towers and dormers to existing models. 

I also show you how to make your models look hand drawn using the styles pallette.  This is particularly useful if you are going to use the model in your own player handouts either as maps of the city or as first person point of view scenes.

Sketchup lets you to export your model as a 2D image so you can do further editing in a bitmap editor if you want to add in characters or other elements.




Related Posts:



Thursday, 6 November 2014

RPG Mapping in Sketchup Part 3 - The Cross-Gable, Gambrel and Mansard Roof.

The next installment of my short video series on RPG Mapping in Sketchup covers the three other simple roof shapes found in most top down RPG maps.

The Cross-Gable roof is essentially just two gable roofs which intersect, commonly found in "T" "X" and "H" shaped buildings.  The Gambrel (or Dutch style) roof is a common double height roof shape popular for larger buildings like barns and is found all over Europe and the USA.  The Mansard roof is another common double height roof style, the second roof section can be gabled or hipped.




Related Posts:



Wednesday, 5 November 2014

Using Node Maps to Figure out your Criminal Network

Yesterday caught me reading Reality Refracted, and thinking about his observation that games which focus on the criminal underground always rely on the interconnectedness of people and locations.

I'd also come to this conclusion from watching movies like Lock, Stock and Two Smoking Barrels and TV shows like Sons of Anarchy.

If you're going to run a crime/cyberpunk style scenarioyou might like to try mapping these relationships out as a node network to help you visualise where your plot might end up.  Fans of the indie RPG FIASCO will be familiar with this concept as the basis for character generation albeit on a much simpler level.  Taking my favourite crime TV show "Sons of Anarchy" as my inspiration I made this relationship map to illustrate my point.
Sons of Anarchy Relationships Map
(Click to embiggen)

Whilst far from accurate, it demonstrates that often overlooked minor characters can have unexpected or glossed over connections with otherwise unconnected groups.

For example in the Sons of Anarchy universe:

Chuckie Marstein is an often overlooked minor character often seen hanging around TM, working behind the scenes at TM, in the bar at the clubhouse, serving at the ice-cream parlor or running errands for Gemma.  However, his backstory also reveals he was Otto's cellmate and friend in Stockton County Jail, and that he was the Bookkeeper for the Lin Triad who'd stolen two of their counterfeit money printing plates.  He's also done his fair share of work for SAMCRO such as wanting to be an amputee porn star so the gang could gain access to Georgie Caruso's porn studio when he was working for Otto's wife Duanne Laney as the Cara Cara bookkeeper. There's also the unrequited love angle, as he holds a torch for Gemma after she bought him new prostethic hands.

Brooke Putner is another minor character who joined the show as a crazy teenager who blamed SAMCRO for her mother's death.  In fact it was Jax's father John Teller who collided with their car killing both himself and Brooke's mother Emily, although the show hints heavily that her mother is in fact alive and living on the streets as we see her picking through dumpsters every now and then.  Brooke has since fallen in love with Ratboy, helped out at the clubhouse and now works for Gemma as Abel and Thomas' nanny.  This close proximity to the centre of the SAMCRO empire means that it's only a matter of time before she gets hit by some of the club crossfire.

Visualising your crime network in this way makes it easier for you to write convincing plots.  You can see what the effect of an NPC death might be.  If Gemma were to be killed would Chuckie take out his own type of vengence on her killer or if Ratboy were killed in some accident would Brooke hire Happy to hunt them down?  The consequences for larger characters tend to be more obvious, say if August Marks is taken out of the game someone will fill the vacuum, but who?

One of the things I love about the show is that when SAMCRO try to get themselves out of a bad situation, their actions always have unforseen consequences which almost end up burying them.  Your game should be no different the PCs should always be making a hobson's choice with the information they have at their disposal, it's not their fault that the guy they killed in revenge is actually a key player in an even bigger, more powerful crime syndicate.  It doesn't rain.... it pours!

Tuesday, 4 November 2014

RPG Mapping in Sketchup Part 2 - Simple Buildings Walls and Roofs

In this second part of the series I show a quick and easy technique to draw simple buildings with the 3 most common type of roof shapes; the Gable, the Hip and the Double Hip Roof.  Using this technique you can use sketchup to quickly construct models of buildings for use in your own RPG campaigns maps or as scene setting handouts for your players.



In the next part I'll demonstrate techniques to create the Cross Gable, Gambrel and Mansard roof shapes. 

Related Posts:

Part 1 - Unhiding the 3rd Dimension

Friday, 31 October 2014

RPG Mapping in Sketchup Pt 1 - Unhiding the 3rd Dimension

As you know I got commissioned by Joe Wetzel for his Dungeonmorphs 2 Cities and Villages dice project on kickstarter, which requires me to make lots of geomorphs with buildings on them.

After a while you look at your collected sketches and think OMG all my buildings look the same.

Sketching out the idea process - not sure if any of these will be in the final product
This is caused mostly by the constraints of making sure the design is legible and that they fit on a 1inch d6.  In search of inspiration I decided to experiment with roof shapes and turning them into 3D buildings using sketchup.  Enjoy...

Friday, 1 August 2014

Ennie Award for Best Cavern Map goes to... Fire Ants.

One of the staple RPG tropes is the "Bug Hunt", we've all done them.  There are some pretty cool bug hunt tunnel maps out there, but even the best human cartographers can't come close in complexity to these real world Fire Ant Colonies.  These stunning aluminium casts are the work of anthillart.com

Fire Ant Colony #45 - 18.5"x12.5"x13" (HxWxL)
Carpenter Ant Colony #31 - 16.5"x4.5"x8" (HxWxL)
The artists YouTube channel has some interesting videos showing the whole casting process which inevitably causes the destruction of the colony.  I'm rooting for Hicks and Hudson on this one and prefer to immortalize the work of these pests rather than go down the "nuke it from orbit" route.

Wednesday, 17 April 2013

Sci-Fi Ship Morphs Part 2 - Guns, Guns, Guns

After last weeks effort I noticed that the SS Morpheus would get cut to ribbons in any sort of firefight.  What we need, as Clarence Bodiker would say, is "Guns, Guns, Guns".

Corner Tile Single Ball Turret
Edge Tile Single Ball Turret
Of course if you do get shot up you need a medical bay so the ships doctor can patch you up.

Edge Tile Med Bay
and in the event of your ship being boarded you need some basic corridors to run down.


UPDATE: Tiles have now been uploaded to DavesMapper.com.

Wednesday, 10 April 2013

Getting Back on the Morphing Horse - Sci-Fi Ship Morphs - Part 1

It's been a while since I last posted some geomorphs (over 2 years!!), but I was spurred on by a recent visit to the Sci-Fi Ships category at Dave's Mapper.  I was surprised to find that only two artists have contributed, so here's my effort:

Curved Grey Walls (Plated Floor, Doors and Windows)

Corner Tiles (150x150px)

Curved Grey Plated
Doors
Curved Grey Plated
Windows Doors

Side Tiles (300x150px)

Curved Grey Plated - Windows No Doors
Curved Grey Plated - No Doors

Side View Edge Tiles (150x300px)

Curved Grey Plated
Doors
Curved Grey Plated
Windows No Doors

Standard Tiles (300x300px)

Curved Grey Plated - Doors
Curved Grey Plated

Feature Tiles (various)

Derived from basic tiles above, these last ones add a bit of colour and flavour. 
Warp Coils3 Engines
Cargo BayBridge

Completed Example

You should now have enough tiles (and variants) to put together a basic small ship like the USS Morpheus. Enjoy.

Thursday, 19 July 2012

When Will this Plastic Film Revolutionise my Gaming Experience?

Unless you've been hiding in a deep dark cave for the past couple of years you can't have failed to notice the advances that have been made in Virtual Table Top technologies.  Microsoft captured peoples imaginations a while back when they demo'd their Surface project.  Since then there's been an explosion in VTT software offerings from the likes of Battlegrounds, Fantasygrounds, Maptool and a host of others (far too long a list for this article but this wiki has them all) but the display technology has been lagging behind a bit.

For me the VTT has always been about the marriage of old school play with new technology.  It's no good having a great bit of software if you have to carry a 50 inch LCD screen around with you when you want to play.  Likewise I don't really want to push virtual miniatures around on the screen I want real ones which interact with the display.

Cambridge based research lab, Plastic Logic, is aiming to produce its flexible plastic display in their Dresden factory sometime in 2013.  This display meets half of my needs in that it is incredibly robust as demonstrated in this video, but it really needs multi-touch or RFID to be a success.



As the iPad has demonstrated, people aren't content with just watching their display anymore, they want to touch it, and the real market for this type of display is to be an inexpensive e-reader capable of displaying your daily newspaper.  I for one will quite happily jump on that bandwagon when it arrives.  Once they've successfully integrated the multi-touch capabilities into the plastic film (which shouldn't be that far away) you really would have limitless potential for the display to be used as a portable VTT.

In the meantime I guess I'll have to satisfy myself with Dungeon Mapp Lite, my iPad and a good quality screen protector.

Dungeon Mapp Lite on the iPad
Dungeon Mapp Lite on iPad

P.S. For a more indepth look at the technology, watch as BBC's Spencer Kelly gets to look inside the lab to see how Plastic Logic's flexible display is made.


Thursday, 8 December 2011

RPG Mapping Tools Part 4 - Planet and Star Maps

In this part I zoom out even further and take a look at planetary system maps and star maps.  Which conventionally use the hex grid I looked at in Part 3: Region Maps.

Regina Subsector Jump Map
STARMAPS

The definitive starmap has to be a Traveller sector map, which has some particular conventions of its own, namely the positioning of features around the edges of each hex to denote the hexes contents (clockwise from top; Starport Type, Gas Giant, Allegiance, World Name, and Base Type.)  Stellar trade routes which are also the main lines of communication are denoted by solid lines from one planet to anotherand the hex center contains world information (water present / not present or if it has an asteroid belt).  The sample I'm using is the Regina Subsector Jump Map and the standard 1½ hour rule applies.

Hexographer (http://www.hexographer.com)

Hexographer "Cosmic" output
If you've read Part 3: Region Maps, you'll know I rate this highly as an easy to use tool with great output.  "The Daddy" of free online hexmapping solutions has its own "Cosmic" menu which offers features such as planets, stars, and spacestations which can each have custom colours.  Hex features can also be placed at various clock positions around the hex, but these are not entirely traveller compliant and are time consuming to include and to be honest if you're running anything other than traveller you won't need them.  7/10 - "Not too Shabby"

The Traveller Map (http://www.travellermap.com)



An awesome bit of interactive mapping which shows the full stellar map divided into it's individual sub-sectors.  Double clicking on the sectors zooms in and you can even print off the results in booklet form.  If you're GMing a game in the Traveller universe then this should be your first starport of call.  9/10 - "Why DIY when it's already done for you?"

PLANETARY MAPS


The inherent problem of mapping a globe onto a flat plane has plagued cartographers ever since our view of the world changed from being flat to round and has resulted in a number of map projection techniques of which we are most familiar with the Mercator Projection.  However, Sci-Fi roleplayers will be most familiar with the icosahedral projection popularised by Traveller.

 
Icosahedral World Generator (http://inkwellideas.com/2011/09/isocahedral-worldmap-generator/)
Joe over at Inkwell Ideas has pulled off an amazing planet generator which should keep most DMs more than happy.  Not only does the tool allow you to customise the random size, temperature and percentage of land, mountains and vegetation, it also includes a hex editor allowing you to replace terrain as you like.  There's no export to image function but you can export to hexographer for even more editing possibilities.

Inkwell Ideas Icosahedral World Generator

Other Notable Tools

Donjon's Sci-Fi World Generator (http://donjon.bin.sh/scifi/world/)

This browser based tool will happily generate planets for you all day long.  You can customise the generator a little to make each planet a bit more useable, the output includes a map, physics (size and physical composition), gravimetry (gravity and esape velocity), rotation (length of 1 rotation and axial tilt),  hydrosphere (ratio of water/ice), atmosphere (chemical composition), climate (temerature ranges) and biosphere (chemistry and lifeforms).  If you want to create a whole star system Donjon also has a Traveller System Generator and a Star Wars D6 System Generator.  There are a lot of really useful tools on his tsite I particularly like the Sci-Fi Name Generator's Star Trek Technobabble option
9/10 - "Superb"

Other Posts in this Series:

Thursday, 10 November 2011

RPG Mapping Tools Part 3 - Region Maps

In part 1 and part 2 of this series I looked at Battlemaps and Dungeonmaps which conventionally use a square grid.  Now I zoom out a little bit more and look at options for Regionmaps and enter the realm of the hex.

Regional or Wilderness Maps

Regional maps use a variety of scales, my own maps use a notional scale of 1 hex = 50 miles.  Erin Smale over at Welsh Piper has done some amazing work with a trio of hex templates which you can download in PDF and Hexographer format which use, 125 mil, 25 mile, 5 mile wide scales.  Welsh Piper also has articles about demographics and campaign building for a low fantasy campaign and comes highly recommended.  However, the purpose of this series of articles is to explore and evaluate the free (or as near as free as it gets) software tools available to the budding cartographer, and for the purposes of demonstration, I will be using a sample from TSRs HRW2 Kingdom of Nithia a Hollow World sourcebook and the usual 1½ hour (or thereabouts) timelimit to see what is possible.

Nithia

Hexographer (www.hexographer.com)

A free Java based map editor (There's also an offline Pro version available for $24.95) which comes complete with the majority of icons you will find on a standard TSR map.  I have had trouble running this software before on my mac which is notorious for its Java implementation but a quick look in the support forum got me the answer I needed and I was up and running in no time.  The interface is fairly self explanatory and after a bit of trial and error got some great results on the Hollow World map.  I particularly like the option to fill the bottom half of each hex for the "features" such as towns and cities which is so characteristic of the TSR style of regional maps. 9/10 - "Almost Perfect"

Hexographer Output

HexMapper (http://www.mentalwasteland.net/HexMapper/)

Not to be confused with Hexmapper, is an interesting Java application which focuses on a single hex and allows you to drill down to smaller and smaller scales.  Unfortunately the interface is a little cumbersome and there's not much of a manual to go with it.  The colourset the tool uses is roughly similar to that of the sample map, but there is a limited amount of terrain choice and icons to depict settlements.  I'm sure that given more time I could make a good looking detailed map as I learned how to and when to use the various tools.  I especially liked the line drawing functions but it wasn't enough to keep me interested enough to persevere beyond the time limit.  4/10 - "Interesting... but no more than that" 

HexMapper Output


Old School Hex Mapper (http://www.emacswiki.org/cgi-bin/old-school-hex)

An interesting project from Alex Schröder which generates black and white wilderness hexmaps from ASCII input.  Although it seems simple on the face of it getting the syntax right can be a bit of a challenge and there aren't many feature options.  As an exercise in ASCII to Hexmap it's a bit of fun and I expect it was more of a development challenge than an attempt to create something genuinely useable.  One thing I did like was the oriental caligraphy aesthetic which was most pleasing on the eye.  2/10 - "because Alex could..."



Other Notable Tools

WildGen (http://axiscity.hexamon.net/users/isomage/wildgen/)

As its name suggests Wildgen is a random hex terrain generator and is an excellent resource for the time-poor DM.  It just generates the base terrain and there's no options to edit or add features such as  settlements or roads, but if you are world building in a entirely random fashion it may have some uses.

Conclusion

I was quite surprised that there aren't that many options out which are cross platform bar the excellent hexographer (which has been around for a while).  Perhaps there are some enterprising HTML5 developers out there who feel like a challenge?

Other Posts in this Series:

Thursday, 3 November 2011

RPG Mapping Tools Part 2 - Dungeon Maps

In the first part of this series I explored the free options for Battlemaps. In this part I up the scale slightly to look at Dungeon Maps.

Dungeon Maps

These usually conform to the scale of 1 square to 5ft and come in a variety of styles from the original D&D module "Blueprint" style to isometric maps for complex multilevel dungeons. For the purposes of comparison I will attempt to recreate small sections of maps from each of the TSR modules B1 In search of the Unknown (a 2D map) and DL1 Dragons of Despair (a 3D map).  Again I am restricting myself to only using free tools or web based apps and from start to finish each map should take no more than 1½ hours to create. 


2D Map SampleIsometric Map Sample

Google Sketchup (sketchup.google.com)

Free to use 3D modelling application (Windows/Mac OSX) which has a 2d export function.  First thing, make sure that you position the camera to be facing the "Top".  Then you can start off by creating a grid (Sketchup is very flexible when it comes to unit measurement so if you want to create 5ft grids do just that, using the appropriate template) it is possible to use the draw line function to draw in all the floors doors and walls.  Sketchup is always trying to fill enclosed shapes, so bear this in mind and make sure that when you close a shape you either delete or fill the "face".  It isn't really designed to do this, but the learning curve is shorter compared to other free vector graphics tools like inkscape or CC3.  Once you have a flat map it's trivial to use the isometric camera and Parallel Perspectives options to turn it into a full 3D map.  Extra depth can be instantly added by extruding (google calls this push/pull) a short distance, you can even animate the result (Cue spinning Death Star animation).  7/10 - "Who's The Daddy?" 

SketchUp 2d Output SketchUp Isometric / 3d Output

Tiled (http://www.mapeditor.org/)

This is a free bitmap level editor (Windows / Mac OSX) designed to create level maps for 2d scrolling games and although it's not designed as an RPG mapping tool it is seriously versatile as it supports an unlimited number of user generated layers.  However, you do need to supply it with an image of your tiles to begin with so this tool is more of a DIY approach (ie: if you don't have a good bitmap editor then you'll struggle).  Here are my classic blue tilemaps if you want to try it out (the tilemaps are set at a size of 50 pixels square).  It can do isometrics but I spent far too much time putting the 2d tilemaps together to get round to drawing an iso tilemap, but I'll get there as this tool is just a joy to use.


The interface is really easy to learn and if you've struggled with Pymapper like I did try this with my DT1 tilemap.  In my opinion this could also easily replace Dunjinni for Battlemaps, and the ability to have all your objects instantly available in the tileset window is infact a big advantage, so no more struggling to locate that one particular tree which you accidentally loaded into the wrong folder.  9/10 - "The future so bright I gotta wear shades"

Tiled 2d Output Example of Battlemap Output

RPG Map Maker X (http://fmteau.perso.neuf.fr/rpgmapmaker/rpgmapmaker.htm)

A Mac OSX native donateware tool ($37 to buy) which has been around for donkeys years.  Although the feature set is huge as it has autogenerate dungeons, I found the interface frankly bewildering at almost every stage.  The output is also quite primitive in comparison to other free options I tested and given the low pain threshold I have I couldn't even be bothered expend the extra energy to persevere with it beyond the 2d sample.  2/10 - "There's better fish in the sea"

RPG Map Maker X 2D Output

Other Posts in this Series: