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  1. #1

    'Stamp-down' battle map sections

    Attachment 149
    A collection of 10x10 room segments with which you can 'stamp down' to create larger, more complex rooms and dungeons. Created for use with 32 pixel tokens (ie 32 pixles per 5ft) in PNG file format for possible loading as 'tokens' to build maps in FG2. These should be a good test set for those wishing to take on the challenge of creating a stamp-down map solution in FG2.

    A couple of sample images from the set follow:
    Attachment 150Attachment 151Attachment 152
    Cheers,
    JS
    God doesn't play dice with the universe... I do.
    Bag O' Bones: The worlds best free dice set for the Pocket PC
    MookMasher Delux II: Free Pocket PC game manager for For Feng Shui fanatics.
    Learn how to make beautiful dungeon maps with Joe's Video Tutorials at RPG Virtual Tabletop and ProFantasy.
    NUGs Gaming Group. Don't play with yourself, play with your NUGS.

  2. #2
    That's exactly the kind of stuff I wish FG2 had implemented by default with a filetree like organization and thumbnails to represent what they are.

  3. #3

    Join Date
    Mar 2006
    Location
    Arkansas
    Posts
    7,251
    Sir Joe a great effort, but I don't want you to spend a great deal of time on this if you don't realize this will not work in FG right now.

    Tokens don't stack on other tokens well because there is a last placed last out order to stacking tokens. Thus when you place one of your tiles and then put a token on top of it when you try to grab the token you are going to get the tile not the token. For the tiles to work you would need FG to use a last placed, first out. If I managed to confuse you with my explanation place a couple of tile tokens down and place some characters tokens on them. Then move the character tokens around on the tiles.

    Nice tiles, but I noticed your center floor section tile doesn't match the color of the other floors. I'm not sure it that was on purpose or not.
    Last edited by Griogre; July 16th, 2007 at 22:17.

  4. #4

    About the tiles.

    Quote Originally Posted by Griogre
    Nice tiles, but I noticed your center floor section tile doesn't match the color of the other floors. I'm not sure it that was on purpose or not.
    Thanks for the explanation. When I made these, I already knew that FG2's current token approach would not really do the trick, but it's good to put up some ideas and proof of concept stuff. Incidentally, there is only about 45min of work in those tiles. If people want, they can always use a simple (and free!) graphics program like PAINT.net or The Gimp to put these together to form map images.

    As for the color, I've structured the colors so that the floor colors fade inwards towards, meaning that the centre of large rooms look brighter than the edges. I may need to pull the color fades back a bit, but as I said, this is justa proof of concept set of tiles to see if there is interest.

    Here is the actual room layout what was cut up into 10x10 chunks. This room layout structure gives me all the essentual shapes needed for any other room type. Change the walls and floor types is a single command, so I all now need to do is write a macro to save off the tiles in from this design and I should have an automated 'factory' for making generic battlemaps with lots of different floor and wall textures.

    Attachment 156

    Cheers,
    JS
    God doesn't play dice with the universe... I do.
    Bag O' Bones: The worlds best free dice set for the Pocket PC
    MookMasher Delux II: Free Pocket PC game manager for For Feng Shui fanatics.
    Learn how to make beautiful dungeon maps with Joe's Video Tutorials at RPG Virtual Tabletop and ProFantasy.
    NUGs Gaming Group. Don't play with yourself, play with your NUGS.

  5. #5
    It may not work right now, but if we can get the devs to make it work.... ^_^

  6. #6
    Well these will work for a couple of VGT's that I know of, so your work isn't totally for nothing if the devs don't decide to implement another layer.
    Alea Iacta Est
    The Die is Cast!

  7. #7
    They'd work a lot better in other VT apps (or even in FG, if the devs add support for this) if they had a transparent background and were created at much higher resolution.

  8. #8

    Join Date
    Jul 2005
    Location
    Bellevue, WA
    Posts
    53
    I'm still reading over the ruleset documentation, but seems like you should be able to create a control/icon wrapper set that would allow you to use these pretty well.
    --Shin

  9. #9
    Nice tiles

    Quote Originally Posted by SirJoe
    If people want, they can always use a simple (and free!) graphics program like PAINT.net or The Gimp to put these together to form map images.
    I use this method with SkeletonKey map tiles quite a bit


    MB

    Previously: MurghBpurn

  10. #10
    Ah, I do that with the tiles on the back of the DMG (scanned them in).

    I usually open a lot of them in photoshop, then pick and copy-paste any ones I want. But opening a few sessions of paint or anything will do just as well

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