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Thread: Nov/Dec/Jan '23 Lite Challenge: The Dread Dead Line

  1. #1
    Guild Master Falconius's Avatar
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    Default Nov/Dec/Jan '23 Lite Challenge: The Dread Dead Line

    Those text blocks are intense, but I figure I'll throw my hat into the ring, even though I really shouldn't.

  2. #2
    Community Leader Bogie's Avatar
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    Thanks for joining the Challenge Falconius! I will get the text posted later (I'm running late atm)

    Don't include the monsters on the map unless they are static like a statue.

    Reminder, this map is made of 1 inch = 10 ft squares, but for the battlemap entry, we want 1 inch = 5 ft squares, so the map is going to be twice the size it looks like..

    Click image for larger version. 

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    Here is the entire level map for reference (thanks Straf)
    LEVEL 2 CLICK HERE
    Last edited by Bogie; 11-20-2022 at 11:15 AM.

  3. #3
    Guild Master Falconius's Avatar
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    Nice.

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    Community Leader Bogie's Avatar
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    I added the text for you.

  5. #5
    Guild Master Falconius's Avatar
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    Great, thanks Bogie.

  6. #6
    Guild Master Falconius's Avatar
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    Just translated the plan to Clip Studio, nothing more.
    ### Latest WIP ###
    Click image for larger version. 

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  7. #7
    Guild Master Falconius's Avatar
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    My biggest question is should I fix up that wall in the corridor outside the SE corner of room 236 or just leave as it is. My assumption is that the original mapper wanted it square with the other wall and symmetrical with the corridor on the opposite side.

  8. #8
    Community Leader Bogie's Avatar
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    Quote Originally Posted by Falconius View Post
    My biggest question is should I fix up that wall in the corridor outside the SE corner of room 236 or just leave as it is. My assumption is that the original mapper wanted it square with the other wall and symmetrical with the corridor on the opposite side.
    Totally up to you. Often these early maps were made by someone with minimal artistic / mapping skill and not much concern for their appearance. Only the DM was ever supposed to see them and then they would describe what the rooms and corridors looked like to the players. If you want everything to be correct and symmetrical then make it that way, if you want to assume the corridors were constructed by unskilled workers and imperfections would not normally be noticed, then that is OK too. Just have fun with it!

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