Seed: Goth Gulgamel

Goth Gulgamel IsometricSince the Bundle of Holding is offering a great deal for the Ptolus setting for the next few days, this seems like a good time to post something I’ve been working on, but am not going to do much more with: a revision/hack of one of the dungeons within that setting.

For reasons explained in more detail in the documents below, I was a bit unsatisfied with this location. I was also intrigued by Justin Alexander’s article on “Jaquaying the Dungeon”, a method of using design ideas from the dungeons designed by Jennell Jaquays to make dungeons more interesting. I was also keen on messing with isometric maps in Adobe Illustrator.

As with all DivNull Seeds, this is work isn’t entirely finished, but is in a decent enough state to be used. Feel free to pick up where I left off, but please share the results with everyone. With most seeds, I’ve posted things I’ve learned along the way, but this one, I kept a log of progress on the Cartographer’s Guild which contains most of the stuff I want to remember. That forum thread also lists the goals of this project.

I targeted legal-sized paper for most of these maps, as it is the largest paper most home printers in the US can easily use. I also tried to set up the battlemaps to use as little paper as possible, with locations rendered separately. In play, I would tend to only put the parts of the map the characters could see on the table at any given time.

I also decided to try to make a couple of poster sized maps (the large centerpiece location, for example, is a 24″×36″ poster), and used on-line print services (Vivyx printing in this case) to make hard copies. This worked pretty well, though uploading could be a challenge (had to resort to downsampled PNG files in one case).

The upshot of these last two points is that you might need to experiment to print these things.
The files for this are pretty large, so please download and read the first one before deciding if you want to download the rest. It is a guide that tells you about the location and what I’ve done with the place. If you’d like the Adobe Illustrator and InDesign sources for these documents, drop me a line here and I can get them to you.

Thanks to Monte Cook for allowing me to make use of his intellectual property, yet again.

Seed: Bladechapel battlemap

Bladechapel is the headquarters of a knightly order dedicated to fighting evil threats from other planes in Monte Cook’s urban setting, Ptolus. Since no detailed plans of this fictional building seem to exist, and I wanted to confront my players with devils and demons ransacking the place during a zombie plague (long story), I set about making maps of my own. While I have progressed reasonably far, I’m to the point where I likely won’t be updating it any further. The map is functional, but not what I’d call “done”. As such, I’m releasing what I’ve got as a DivNull seed.

Bladechapel

When it comes to maps, I prefer using vector tools like Illustrator over raster tools like Photoshop. This makes me a bit of the odd man out when it comes to making battlemaps, which is largely a raster pastime, but one of the reasons I wanted to make this map in the first place is to see how far I could push the vector tools. I posted progress notes for this map to a gaming cartography forum, if you are interested in more step-by-step stuff. My take aways from this project are:

  • One big goal was to learn how to use Illustrator’s mesh tool. Mission accomplished there. It is powerful and capable of doing things you can’t do any other way, but a bit clunky. I didn’t get really great at using this tool, but I least I understand what I’m doing now.
  • Live tracing seamless textures can build decent fill brushes that give objects more depth. (Vector maps are often very flat and blocky.)
  • Really decent textured fill brushes push Illustrator CS5 to the breaking point. On more than one occasion, I used up all the memory that Illustrator’s 32-bit limit could handle, causing it to die a horrible death. This transformed the project from learning about vector mapping to tiptoeing around the limitations of the software I was using, and is a big contributor to my not finishing the map. The newer 64-bit version might not have this problem.
  • Illustrator has the ability to print by tiling the output across multiple pages in an easy to understand way, but doesn’t extend this functionality to exporting PDFs. If you want to export to a multi-page PDF, you have to create individual artboards, and overlap them manually. The artboard tool makes this possible, but could be easier (allowing selection of multiple boards and editing, say, the X position of all of them at once would be very helpful, for example). I didn’t know any of this before starting this project, so learning it has been useful.
  • I also mostly just ran out of time. My desire to run a game using this map, and the pace of the game itself, overshadowed the need to do the map “right”.

I wound up with maps of five different “floors” of the building, in the end. They are big, as battlemaps go (roughly 50 squares by 60 squares, at an inch per square). Maps are available in two different formats. The PNG files contain the whole floor as a single image, at 150 pixels per inch. The PDFs divide the map onto pages of legal sized paper (the largest paper that the majority of home printers can handle), with a bit of content overlap. Note that all of these files are huge. You might want to look at the bladechapel-key.pdf file first. It gives a decent overview of the building layout and such.

Sources for this map are a bit tricky. I’m not going to post them, because the Illustrator sources are gigantic (the ground floor is over a gigabyte); however, if you are really want to play with them, drop me a comment to this post and we’ll figure something out.

Many of the objects on these maps (tables, chairs, etc.) are bitmaps intended for use with Dundjinni, and credit for them goes to their creators. Likewise, the name “Bladechapel”, “Knights of the Pale” and other aspects of this map are ©2006-2007 Monte J. Cook, used with permission. The textures originated from Seamless Pixels. Everything else should be considered released under a Creative Commons Attribution 3.0 Unported License:

Creative Commons License