No.364841 [Last50 Posts]
Parker, I want maps!
Dungeon Maps!
Any and all systems!
It doesn't even have to be from tabletops!
____________________________
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No.364842
Hexen is also a treasure trove of love in dungeon design
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No.364864
Wow, I was thinking about making a dungeon thread of my own and look at this.
Not really what I had in mind, though. What's the point of maps without context? How about you post your maps that you've made and we can critique each other instead of consuming shit that other people have created? Or I could post mine and be less of a faggot.
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No.364867
>>364864
I don't have them on hand and my scanner has been dead for a few months now. As for context or rather lack thereof I think it's fun to just look at it and try to enrich them with ideas of how the spaces can be utilized.
The first 2 images were for an ultra homebrew resident evil style mansion funhouse that never got used. The third was a galactic map for factions, resources and random fantasy names.
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No.364991
>>364841
>tfw someone posts the layout from one of your unfinished doom levels
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No.364992
>>364991
I like how it looked. Got more?
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No.365047
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No.365394
>>364864
Free time decided to land in my lap so I used it to make a custom map board. Here is the dungoen design of the last one I made for the game I'm running (and drawing to for a size comparison of how much more room i have to work with).
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No.365488
I made both of these in mapping software but I never got around to actually using them.
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No.368789
You want dungeons? Search for Tokyo subway train station maps.
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No.368792
>>365488
What did you use? I was looking at dungeon painter studio but couldn't find a torrent anywhere. Always really weary of mapping tools. Either get overblown complexity or simplistic.
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No.368793
>>368792
Nigga, it's like 10 bucks on steam and also there's an official free version on their website
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No.368804
Here's a couple I think were inspired by Moldvay edition Basic D&D.
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No.368805
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No.368806
>>368804
>>368805
Here's the original material, for comparison. Room 8 has a leaking ceiling and so the wooden floor rotted away and collapsed. There's a 1-meter deep pool of water in the center of the room. The star symbol is a rusted iron statue of a female warrior.
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No.368807
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No.369060
>>364842
But these are actually pretty bad - they seem pretty linear. A good dungeon allows for meaningful exploration.
A good dungeon is not A-B-C, not even if it allows you to check out D and E on the way. A good dungeon is a word soup, where some letters are submerged and others are floating, you can jump from one to another at any point and find out completely new routes.
Check out this link.
http://www.darkshire.net/jhkim/rpg/dnd/dungeonmaps.html
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No.369061
>>368792
>>365488
>>368793
Are there any that just simply do quick grid-based mapping like the old B/X maps (no fancy textures or shit, just draw lines on a grid, perhaps add icons)?
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No.369223
Anybody got 'modern' maps like for CoC or UA?
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No.369272
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No.369675
>>368792
I used Illwinter's Floorplan Generator. Its $5 on steam. It's a little simplistic, so don't expect anything too amazing. But the two maps I made, I made in less than an hour for each of them, so its really simple to throw something together.
It's early access.
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No.369911
>>369675
This is a lot more in tune with what I was hoping for. Simple dungeon painting that's not a broken swf from a website.
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No.370741
>>364841
is there a full size version of the third one?
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No.385077
Here's a "dungeon" I made today. It's basically a fleet of two flying pirate ships. I have the descriptions too if anyone wants them.
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No.385243
I'm thinking of running a thing where the party will have to take frequent trips and departures from a large, mostly abondened city. Where they have to explore it to progress through, but take frequent trips back to a sort of hub area on the outskirts.
Does anybody have an example of this sort of map design to help get my creative juices flowing?
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No.385303
>>385077
Its like a map which was made by someone who never played anything and invented cartography all by himself.
>>385243
Short way, sneaky way, long way, super sneaky secret way from camp to whatever. There are no reason to make it more complicated than this.
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No.386420
Anyone got any good cave maps
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No.394990
>>369060
I saw this a few weeks ago and set it aside to read later but now the link is dead.
Was it mirrored anywhere?
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No.395253
>>364841
>It doesn't even have to be from tabletops!
You asked for it.
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No.399958
>>395253
Oh baby work that shaft!
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No.410667
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No.410749
Now we are talking about maps, how do you make space station maps properly?
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No.410829
>>410828
I'll go look for the rest.
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No.410830
Some isometric maps. Spoilered because one of my player might be around (he'll know who he is).
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No.410857
get ready for a dump you fucking niggers
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No.410862
Damn, a good majority of the maps are just way too big to be posted
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No.411061
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No.411062
fuck me this is taking a while. I am going a bit cross eyed
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No.411063
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No.411064
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No.411066
starting to get so large I can no longer feasibly post in batches, so I'll call it quits for tonight. Hope you guys can make good use of all these maps
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No.411067
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No.411071
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No.411072
I mean, what map thread would be complete without the ultimate map
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No.411073
if you need to, you can use
<ychan
do download all these at once
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No.411093
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No.411096
>map for building in modern or sci-fi setting
>no toilets
There is no better way to ruin a map.
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No.411097
>>411096
What's the best way to build a space station/space science colony/space mall?
I'm DMing a space survival horror and I have no idea how to design my station.
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No.411098
>>411097
maps or just general information?
PDF has what you need in either case. Rules for making/generating space stations in detail, but if you scroll down to the bottom of it there are pre made stations with maps and stats.
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No.411099
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No.411100
>>411098
mostly how should I make the structure and all that. To make living sections, a staff space pub set in a room in a thin corridor. I want to make a claustrophobic ambient except for the tourist spots.
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No.411101
>>411100
That's kind of up to you really. If you need a hint, you could try searching for how cruise ships are built and segmented into.
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No.411102
>>411101
That's a good point. Just wondering if I Should place labs in the same level as offices, or what departments should be near the staff's space pub, Or if they should have appartments or just sleep capsules.
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No.411103
>>411102
What's the purpose of the station by default? Just a general station?
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No.411107
>>411103
Colony/corporate investigation research/tourist trap/Umbrella Corp. levels of secret shit.
Basically, its a post-post apocalypse world where the corporations won, there are no more countries and they are colonicing the solar system. They dominate all kind of genetic modifications, cybernetics and other stuff yet there is no teleportation.
The top CEOs of those corporations are actualluy demons wanting to bring teleportation and portal technology to bring hell into the universe. More or less like Doom.
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No.411108
>>411107
I see. What about the upkeep of the station? Is it a net exporter or net importer of goods and services? Space stations usually need maintenance and fuel/material goods for their upkeep.
Generally speaking you'll want to separate the station into "groups" when building it.
For starters, if top brass are present, separate locations into 4 categories (publicly accessible (shopping malls, tourist spots, hotels, parks, hospitals, police stations, etc), worker accessible (engineering, staterooms/crew quarters, access tunnels, low level research labs, cargo moving lifts, basic operations, etc), Cargo bays and high/boss accessible (command center, high level research, ceo board meeting locations, etc).
Assuming that the corp owns the station, even without the crew knowing, higher level people may have secret passageways hidden inside the stations as well for "quicker" travel.
To answer your questions:
>Should place labs in the same level as offices,
depends on lab type. inconspicuous or low level/low danger research probably won't be extensively monitored, so these labs could go into the either public or worker accessible areas. Generally speaking, it's it's higher level research you'll definitely want to separate it from the public are to avoid exposure from the general populace
>what departments should be near the staff's space pub
IF there's only one main pub on the station, then it should definitely be in a publicly available area. The best location for space pubs are near space ports (docks and hangars, passenger registration and kind of like an aircraft terminal). Usually that's where most coming in or traveling through will be passing by. Unless literally everything in the station is there as a honeytrap, that's where it would make the "most sense".
If there's multiple, you can but one in living districts as well, and maybe a crew reserved one as well.
>if they should have appartments or just sleep capsules.
What's the station's size? Larger stations would probably be able to afford staterooms, not just capsules. If it's a tourist trap, then there should definitely be a few apartmans and hotels of differing star rating and cost of renting them. Tourist traps often have hotels for the general masses, but also one for the rich folk. In that sense, that would make the most sense. That's for the public. low level crew could be reduced to small rooms that they must share or sleeping pods.
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No.411109
>>411108
Well, the station would be ser in the Seles micro planet, a little planet as big as Argentina set in the asteroid belt of the solar system. It acts both as a mining colony and the starting as the setting up of a space port to explore the rest of the solar system and maybe go beyond, yet without any teleportation technology any expansion would be useless because of the time consumed trasporting resources. The station the players will star wouldn't be the only colony in the planet, but it is the only one with some tourist instalations set up for the great ignauguration of the FIRST portal system that would change space travel forever. It should be the size of a small city, with space ports and all the comodities.
The mining activity would be essential because they don't only bring many metals and minerals, but a new mineral that acts like a clean power source that is hellish in nature which is much more efficient that the previous solar reactors that were, basically, mini suns in power reactors giving a lot of clean energy... until one of them go out of control and blew up half of africa.
I guess this station should focus in mining refinery, burocracy management and a central hub for all the underground railroads going to other colonies.
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No.411117
>>411109
I see. If there are multiple space ports, you could also designate them into seperate categories (like civil port or mineral exporting port for example.) If you do that the logic will follow to the conclusion. For example, if there is a dedicated port for cargo ships that transport materials, then it would make sense to have cargo holds where they store the minerals for sale close to those ports. Same with civil/visiting areas. Having to trudge through the high end districts to get to the civil one makes no sense. Not any group would benefit from that. The rich will have civils coming and going and the civils will be inconvinienced. Technically speaking, the high end/control areas i think should be located in the middle to be within distance for all districts, but that could be easily changed.
Do you have a shape in your mind for this station? If you are thinking circular you could just easily seperate them into districts (hope the oekaki is atleast readable.
Then you'll probably also want a dedicated research sector. It being close to the command center would make the most sense.
I see. Yeah, then it should have a smaller publicly accessible area. Also an extended mining and refinery factory, and a central railroad station for transporting minerals and moving folks around (the few that still work). Consider what comes in and goes out. If this new material to fuel teleporting is super secret or volatile, then it would make sense to have multiple central points for the railroads (one for public, one for transport.)
If it's also the political and economycap chokepoint, then having extended/ multiple corp headquarters and offices makes the most sense. They could be divided to a few institutes (rule making aka elected governer/ceo, rule keeping aka courts, and rule enforcements aka police.)
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No.411124
>>411117
I've been thinking about adding some sort of amusement park too, but yeah, a structure like that could work. Also been thinking about adding security rooms in every sector, but I'm not sure how heavily armed the staff should be when in this universe corporate terrorism is a thing.
I also have a problem designning corridors and stuff, but I guess I'll be looking maps on the internet to figure out.
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No.411132
>>411018
Do you have any more Mock Man?
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No.411133
>>411020
Sorry, meant to reply to this one.
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No.411134
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No.411135
you guys ever fall in love with a woman who doesn't love you back? shit sucks m8
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No.411136
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No.411137
mostly sucks because its the second time
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No.411142
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No.411143
So guys, I really need some help with all these maps. I have no clue how to organize them, they are all just in one big folder and its a mess.
I was thinking like
>Caves
>Castles, Forts
>Islands
>Ships, Airships
>Creatures
But then, where does a Dragon Turtle Island go? Under island or creature? Creature would have things like giant bugs and worms that the PCs can crawl around inside of. What about an underwater temple fort or castle, should that go in forts and castles or in "Underwater"? What about a cave, but it is cleary in the astral plane someway, or a castle that is floating in the sky? Should there be a "Sky, Floating Structures" category?
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No.411145
>>411096
>these maps
>>411143
>>411142
>>411137
Dust in the wind, there is no point to spend so much time on nonfunctional maps. You might as well start mapping whole country 1:1. What the point of absolutely clean maps of this size? Its clear that you wasted a lot of time on them, even if you just collected them. And yet they arenot even good. Instead of making a map of a town you can write simple description. You dont need to play out every single step made by character, so why make all these maps. >>411117 this is better and more functional map than yours.
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No.411163
>>411145
anon, my friend. you are quite an imbecile. I can see you have contributed much to the thread with what must be your favorite "maps". please understand that there are people who play these games called tabletop and use maps for it. these maps can be inspirational, functional, editable by implementing hex or square grids, or any combination of the above. i advise you to seek out friends! find a group even online and have some fun with so many of these wonderful maps. be less bitter and stupid! good luck to you anon
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No.411164
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No.411174
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No.411175
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No.411176
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No.411177
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No.411178
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No.411179
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No.411180
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No.411181
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No.411182
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No.411183
>>411132
You need more mockman?
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No.411184
>>411183
I have another that wasn't posted yet but it is lost in the sea of maps I have, I'll have to sort them sometime
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No.411185
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No.411186
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No.411187
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No.411199
>>369061
>not a single eraser smudge
>every line is neat and precise
oh im jelly
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No.411202
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No.411203
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No.411204
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No.411207
>>411183
Thank you, these are lovely. I didn't have the Giants ones before.
>>411143
There are (to me) three clear options. The first is to make a "Multiple or Other" folder, which could quickly get out of hand. The second is to put such maps into multiple folders, which could cause cataloging and storage problems. The third is to just pick a category. In the examples you cite, I'd put Dragon Turtle Island in Creatures, the undewater fort in Underwater, the astral cave in Extraplanar, and the flying castle in Ships and Airships. Just pick whichever one makes sense to you.
Have you been thinking of making a trove? I have no advice for you there, other than consulting MageGuru, Bytee, and other trovekeepers.
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No.411214
>>411207
I will just pick one, as long as I can find it it'll be good.
I am thinking about a trove, but I don't know if I should pile in Pathfinder Flip Maps and the sort. Should I leave those to the Pathfinder troves or should I extract the .pngs and sort them attempting to keep them sorted to each flipbook? Either way I'm looking at a ton of work, but I'm down.
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No.411216
>>411214
I'd say leave the Flip Mats out for now at least, mainly to save you some trouble. They can always be added later, if you wish.
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No.411222
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No.411223
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No.411224
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No.411225
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No.411226
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No.411227
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No.411228
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No.411229
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No.411230
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No.411231
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No.411232
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No.411239
I am going to be curating a decent sized Map trove, but I need help sorting. There will be a Modern/Near Future and Sci-fi section separate, but for now I am starting with general wide-ranging fantasy maps. I havev a few thousand but I am unsure how to sort them.
>I don't want there to be sub-folders, or rather, I want as few sub-folders as possible, since many map packs will be their own sub-folders. It also makes sorting easier for curation when there isn't an endless sea of Water/Submerged Structures/Temple/underwatertemple2.jpg
Right now this is what I have but I am sure it could be optimized further. All the help would be appreciated and I'll make sure to post the link to the trove in the .pdf file sharing thread once it is up.
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No.411268
>>411239
Maybe we should set up a mega or something.
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No.411270
>>411268
I'll upload it as soon as I figure out how to sort it
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No.411278
>>411270
Why sort it into map packs anyway? I'd rather have descriptor folders of what is in it and go through to find the ideal image for brevity's sake. If I'm looking for a ship on an ocean, I'll look for "ship" in the folder, not an artist's or company name.
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No.411292
the "map packs" are simply folders that contain sets from the same location. For example
>>411204
>>411278
>>411202
Would all be in the same "map pack" folder. I don't care for sorting into artist/creator names.
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No.411293
>>411292
and that map pack folder would be under Floating Island or snow or whatever
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No.411324
This thread needs more mockman.
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No.411330
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No.411331
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No.411332
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No.411338
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No.411375
Such riches! I thank all who posted these lovely Mockman maps. (I'm guessing there were multiple posters from the presence of duplicates. Not that there's anything wrong with that.)
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No.411376
On further consideration, since each post was a reply to the previous one, perhaps they were all provided courtesy of the OP. Whichever it is, I am grateful.
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No.411379
>>411376
Namefagging is tolerated in the PDF thread. Stop doing it everywhere else.
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No.411381
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No.411423
>>411375
Troglodytes hate things that stand out: they feel everything should be miserable and ashamed, just like they are. That being said, you may not want to stand out around here.
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No.411503
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No.411913
>>364841
Some rudimentary maps I made on Tabletop Sim for my players to run through. They're about to assault the third next session.
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No.411920
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No.411921
>>411920
How do I make my maps, such as pic related more interesting?
>btw this is a wip and not final version
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No.411923
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No.412135
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No.412147
Hey dumper dude, you seem to have a lot of HeroicMaps stuff, which costs money. Care to share?
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No.412359
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No.412404
>>412365
Are those illwinter's floormaps?
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No.412625
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No.412645
I have so many maps I kinda get nauseous from it actually
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No.412663
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No.413201
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No.413208
Holy hell these ship maps
All garbage
First the sleeping arrangements: Beds are never used. It's either built in like a cabinet called a rack or it's a hammock. Also, they are always fore and aft, never athwart ship (side to side) or at an angle. Most sailing ships have the crew sleep forward under the forecastle.
Second, none of these have a steering gear room. On a ship of any size there will be a room aft on either the second or third deck with gears, hydraulic rams, or ropes and pulleys (depending on the era) that is used for controlling the rudder.
Third, there should be a anchor chain locker or hawser reels under the forecastle for the anchor chain or line not in use. This would be big. The end of the anchor line or chain would come up through the deck (through what is called a spill pipe or chain pipe, yes it's an actual pipe) across the forecastle, around the anchor windlass, and over the side of the ship through the haws pipe.
All of these ships should have capstans on deck. On the the sail ships they would be driven by manpower via a lever called a hand spike. On newer ships, they would be driven by machinery the deck below powered by steam, electricity, or hydraulics.
Cargo holds should not be directly accessible from living or works spaces on the same deck but through a hatch and ladder from above. Cargo holds should be subdivided with bulkheads athwart ship so that they are shorter fore and aft than they are side to side.
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No.413577
>>413208
Talk talk talk.
Please post a ship map with your purported "non-garbage" amenities and features. Hell, you can even edit the ones here.
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No.413599
>>413577
>Translation: I got blown the fuck out and I'm going to ask the guy who did it to do extra work for me instead of listening to anything he said
Protip: Talking is one of the biggest aspects of this hobby, numbnuts. Do it yourself.
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No.413661
These are incredible! Very nicely done
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No.413953
>>413577
Sadly I am not skilled enough to produce game maps for ships like this. I wish I was.
I could post photos and technical drawings of the things I'm talking about if that would help. I'd be doing a massive photo dump of images that aren't "maps" though and that seems a bad way to treat the thread.
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No.414046
>>413953
So, you can bitch, but you can't produce results.
Neat.
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No.414047
>>414046
You're the one to whine about bitching. Just shut up and listen to what he said instead of being an internet badass.
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No.414266
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No.414268
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No.414271
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No.414272
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No.414466
>>414047
I'm still not seeing any of these photos and technical drawings you seem to have, angrynewfriend. Perhaps you should, erm, contribute? Instead of, erm, bitch??
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No.414467
>>414466
Maybe, erm, you, erm, should, erm, get, erm, back, erm, to, erm, reddit, erm.
I'd rather have no posts on /tg/ than have faggots like you.
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No.414509
>>414466
I'm with the other anon on this one. Go get raped by a pack of niggers, you arrogant cunt.
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No.414528
>>414466
Yeah, I think I'll just sit on my photos and diagrams now, thanks.
I gave hard criticism and clear details on where to go. You got butthurt mad. Go be garbage somewhere else.
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No.414701
>>414528
>cries and flails autistically
Oh, lel! Still nothin', eh kiddo? Hilarious!
And, lookee here: I got moar!!!
You fagets really are useless...
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No.414832
>>414701
Ok, I'll share one pic with you.
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No.414892
>>414466
>>414701
Christ, acting like such an insufferable cunt just because some anon dared to offer some insight into how ships are actually laid out.
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No.414931
>>414892
How about you contribute, or gtfo, newfriend?
>>414832
Sad. But your stupidity and butthurt both amuse me, so here's a (You). Got any moar?
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No.414944
>>414832
common anon don't be a faggot
<What's your international shipping prices and how many containers full of dead bodies do you reckon you've transported.
>bonus points if you set an adventure on your ship and shitpost it here
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No.414951
>>414944
KEK
I don't own the ship, I just work here.
The rate for cargo is calculated by factoring weight, volume, distance to travel and customs requirements. I believe a standard cargo container on this run costs about $15k to ship.
I don't think there's any dead bodies that have been shipped on this particular run but it's possible. I believe that quite a bit of narcotics make the run every trip but no one deals with me on that.
I can think of two ways to do an adventure on this ship. First could be "The Quest for the Missing Bolt" where a vital piece of equipment necessary for the safe operation of the ship is missing a crucial bolt. It's a non-standard thread pitch so you can't just throw another one in. The pressure is on while the Captain keeps calling for an update. You have to interact with the NPCs to see if they have any clues as to where it might have gone or how to get a replacement. The final battle is with the machine itself as you try to put the bolt in without cross threading it. It'll be an intense skills challenge while fending off impatient Mates eager to get the ship underway. The second could be some silly nonsense about Canadian pirates or something.
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No.415531
Some various maps I made with Profantasy tools
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No.420857
>every image in the thread is dead
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No.425838
Has anybody tried The World's Largest Dungeon?
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