Talk:Dungeon Template: Difference between revisions
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--[[User:Tlosk|Tlosk]] 08:12, 28 April 2008 (CDT)Yeah, it's very similar to the old one. I'm still updating the old program (adding gif and png support and trying to add in more drawing manipulation tools), and that can still be used when a large size would be desirable (like dungeons where there's lots of levers or a lot of detail is needed). I more just wanted an alternative when a small quick map would work well and have the ability to automate as many of the repetitive tasks as possible (like coloring, borders, fixed elements like sig and north and possibly text placement - the APIs can be tricky to get just right). Also the colors are able to be configured so people can develop their own color schemes if they want. | |||
I struggled with the stairs, and it was a compromise, I figure with the color changes it will be clear, if not as pretty as it can be with more pixels to work with in a tile. Although maybe there's an outside the box answer, like maybe using a special universal tile for stairs/ramps. Or perhaps a stylized arrow that would like outside the tunnel alongside it. | |||
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Looks very nice. Can't wait to start using it. Does it operate basically the same as the old map maker? | Looks very nice. Can't wait to start using it. Does it operate basically the same as the old map maker? | ||
Revision as of 13:12, 28 April 2008
--Tlosk 08:12, 28 April 2008 (CDT)Yeah, it's very similar to the old one. I'm still updating the old program (adding gif and png support and trying to add in more drawing manipulation tools), and that can still be used when a large size would be desirable (like dungeons where there's lots of levers or a lot of detail is needed). I more just wanted an alternative when a small quick map would work well and have the ability to automate as many of the repetitive tasks as possible (like coloring, borders, fixed elements like sig and north and possibly text placement - the APIs can be tricky to get just right). Also the colors are able to be configured so people can develop their own color schemes if they want.
I struggled with the stairs, and it was a compromise, I figure with the color changes it will be clear, if not as pretty as it can be with more pixels to work with in a tile. Although maybe there's an outside the box answer, like maybe using a special universal tile for stairs/ramps. Or perhaps a stylized arrow that would like outside the tunnel alongside it.
Looks very nice. Can't wait to start using it. Does it operate basically the same as the old map maker?
I like the smaller size, assuming it can still render everything correctly. The only thing that looks odd in the small size is the stairs/slope on skinnier halls. But I guess if it was a single pixel centered it would be hard to see. How does it handle multiple levers and such? for example, the first area of the knorr quid seed: http://asheron.info/%7Easheron/images/Collegium_Planar_Abstraction.gif there are multiple levers and doors all close together. --An Adventurer 23:26, 27 April 2008 (CDT)
--Tlosk 18:59, 27 April 2008 (CDT)I finished making a new tile set so that maps will be smaller scale but still readable. Especially of late, dungeons are really sprawling and it can be hard to read because the maps end up so large. Ideally they'll be able to be displayed on the dungeon pages full scale like here Devastated Falatacot Temple. Here's a sample map using the program. Once I've finished adding features I'll provide a link to a download for anyone that wants to use it to make maps.
Any comments on improvements or things that would be useful to add would be welcome.