Overall I'm pretty happy with how it's going. I'll also most likely add some decorative elements to the floors in rooms 4 & 8. For those that are wondering, the colourful walls in area 4 (using the border symbols) are actually illusory walls.
![profantasy osr tutorial profantasy osr tutorial](https://gurps.dungeoncrawlers.com/wp-content/uploads/2017/03/7in-Naming-Guide.jpg)
I doubt I'll furnish every room, I think it will make the map too busy, so I'll just concentrate on the main features. I will have another look at the annuals symbols and see if there is something more I agree about the pit but I was just too tired to fix it last night, I have to reposition the text labels also. To answer your questions: There is a shaft to be drawn in area 17, I'm not keen on the doors in this style so I haven't finished placing them, this pyramid is not so much a burial monument, it's more a temple to an evil god where a foul ritual is to be performed to release the god from it's prison. It's actually easier for them to get the bodies out for necromantic rites. Makes it a little easier on the sanitation engineering staff for when they need to get the sand and cobwebs out of those far corners. Here is the same 'map' without using multipolies, note that the overlapping circles are now visible and that both rectangles now have identical top left corners. Note that the bottom rectangle is not part of either multipoly and the texture of its top left corner is identical to the square in the corner, as the origin of that particular texture is the corner of the rectangle The textures are therefore aligned, and so the overlap is invisible. One is part of a multipoly with the upper rectangle, the other is multipolied with two circles. In the image below, there are two square tiles in the top corner. Either way it just needs to be in the top left of the map and aligned with the grid if you want your texture to be grid aligned (eg if using a tiled floor as a dungeon grid. Or you can use a "point" rather than a square. You can place this square outside your main mapping area, underneath the border or concealed by a mask sheet to stop it being visible. Use "select prior" to easily select the second square, or click both and then deselect the first multipoly by unselecting the straight edged area.īoth multipolies will then tile from the same origin and the textures will exactly align. Then draw a second identical square in exactly the same place, and multipoly that square with all the curved parts of the dungeon. So the easy way to do it is to draw a small square right in the top left hand corner of your map and multipoly that square with the straight edged parts of your dungeon. If you want to tidy up misaligned or mismatched textures, the easiest way is using multipolies.Ĭreating a single multipoly that includes both curves and paths / lines is one of the most painful things you can do in CC3 as the direction of paths / arcs is critical, and unlike combining selections in PS / GIMP overlaps create voids.
![profantasy osr tutorial profantasy osr tutorial](https://forum.profantasy.com/uploads/2016/12/OSR-Test1-1024x879.jpg)
Textures in CC3 always start to tile from an origin that is the top-left corner of the largest rectangle that could contain the entire entity - so for example a circle's texture origin is the top-left of a square the same size as the circle's diameter. This will therefore be an area that gets some pretty floor patterns.? You can tell if you have a really good look. Then I just made 1 circle with the floor bitmap of appropriate size, placed and copied it. I also added a slight glow to the water to set it off a bit more and pulled in some trees from one of the overland styles (I have a thing for tree symbols that show the trunk in a VTT it can be very important to know where the trunk is rather than just showing the tree top).Where the semi-circular alcoves are I made 2 circles (inner & outer walls) with the circle tool, modified the default wall tool to be a polygon rather than rectangle and traced the circles. It doesn't produce the same quality you'd get from a hand-drawn escarpment, but it's not completely awful either - just a little too perfect and regular perhaps.
![profantasy osr tutorial profantasy osr tutorial](https://www.siteprice.org/SiteThumbs/g/gmworldmap.com.jpeg)
#PROFANTASY OSR TUTORIAL SERIES#
I selected 'Stair Case (for V wide line)' to create the look of an escarpment with a series of fine lines showing the gradient between elevation levels on the map.
![profantasy osr tutorial profantasy osr tutorial](https://forum.profantasy.com/uploads/510/Z70O285J02DL.jpg)
The second uses the "line style" property from the custom tool properties box (something I've never really even noticed before). The OSR style doesn't come with anything built in to show elevation changes (unless I've missed it), so I built a couple of tools for that, with. I've been monkeying about with the OSR dungeon annual, working on wilderness maps for a VTT application.