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Subject Topic: Kanthos sewers Post ReplyPost New Topic
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jdale
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Joined: 09/27/2004
Location: United States
Posts: 513
Posted: 12/27/2004 at 9:48pm | IP Logged Quote jdale

I figured if I was going to kibitz about shading in the sewers I ought to try it. Of course, after I started I realized it was going to be challenging to shade sewers that aren't straight. Oh well.

This is based on a map I made while playing. The scale is probably not consistent. It's not known where many branches go. This is just the part we explored and decided was useful. Arrows indicate the direction of flow (and presumably also some unmeasured degree of slope). I added them in PSP, although it would have been easy to make them for Dundjinni. The pentagram is part of an ancient and (deliberately?) forgotten transportation system. There was a little more map but it didn't fit, and mostly was other dead ends anyway.

In hindsight I probably should have used wall and floor textures that had more contrast with each other.

Oh, and -- it's 100% user art.



Updated 12/28/04: changed stone floors to be lighter, added more area, removed grid.

Edited by jdale on 12/28/2004 at 7:42am
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Halebop
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Joined: 06/07/2004
Location: New Zealand
Posts: 3659
Posted: 12/28/2004 at 1:49am | IP Logged Quote Halebop

Very pretty. Nice job!
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Kalex the Omen
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Joined: 01/05/2004
Location: United States
Posts: 267
Posted: 12/28/2004 at 4:29am | IP Logged Quote Kalex the Omen

I have a sewer map I am going to be starting soon, and was wondering how I could make the water look recessed in a trough in the floor. Ultimately having the ability to do this natively in Dundjinni would be best. Any chance one of the shading artists here could come up with something like this?
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Micah
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Joined: 08/19/2004
Location: United States
Posts: 1685
Posted: 12/28/2004 at 6:39am | IP Logged Quote Micah

Nice work!
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dalost1
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Joined: 02/04/2004
Location: United States
Posts: 435
Posted: 12/28/2004 at 12:27pm | IP Logged Quote dalost1

Nice work on the sewers. Might suggest using the shading for the section that goes over the lower level. Otherwise, I might borrow this to put under my own cities. :>
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jdale
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Joined: 09/27/2004
Location: United States
Posts: 513
Posted: 12/28/2004 at 2:51pm | IP Logged Quote jdale

I thought about shading the overlap region but I think it would give more of an elevated aqueduct look than an underground sewer impression.

A lot of our GM's maps apparently have tunnels that go over/under each other. Either that, or we're really bad at mapping, because it always comes out that way....
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Halebop
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Location: New Zealand
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Posted: 02/27/2005 at 4:31am | IP Logged Quote Halebop

Bumping this one to give it some airplay too. I love the simple lines yet non-linear design. Great map.
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Kepli
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Joined: 01/04/2005
Location: Netherlands
Posts: 16641
Posted: 02/27/2005 at 7:42am | IP Logged Quote Kepli

Very nice Jdale. This has the perfect sewer atmosphere ... If it is really all user art, send this one to Cecil. He has need of such maps on his site (and this one is a great example ... ).

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grimcatch
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Joined: 12/12/2004
Posts: 401
Posted: 02/27/2005 at 8:36am | IP Logged Quote grimcatch

Say, what's that font? It looks very RPG-ish.
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jdale
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Joined: 09/27/2004
Location: United States
Posts: 513
Posted: 02/27/2005 at 4:34pm | IP Logged Quote jdale

I think it's Technical, by Corel. I use it a lot, a simple, easy-to-read handwritten font.

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