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Recent posts by
Christopher West:
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Mothman wrote:
Looks pretty cool Chris. I love starship deckplans.
Have you previously done (or would you consider doing) a multi-level castle or manor house as a Map of Mystery? I have a need for something along those lines in an upcoming game…
There was a multi-level full-page castle and various other strongholds (not my own original designs, but based on the author's sketches provided) in an old issue of Dragon Magazine, in the early 2000s. The article was all about building strongholds. I also did a two-level manor house of sorts as a "Haunted Roadside Coaching Inn" Map of Mystery in Dungeon Magazine #132. (I don't have an issue number handy for the Dragon article, but I can try to look that up for you if you want to seek out a back-issue.)
{Edit: I looked it up for you, and I think the strongholds were in Dragon #295. Available here:
http://paizo.com/store/magazines/dragon/issues/2002/v5748btpy7ywc}
That having been said, Dave Gross (former Dragon Editor-In-Chief) has been urging me to make a poster map of a castle sometime. It's high my list of future fantasy-themed miniatures-scale poster maps, right up there with a new sailing ship. :)
Kruelaid wrote:
I don't have a sci-fi campaign going, Chris, but I love your maps so much that I think I'll take one--maybe for future use.
Awesome.
Wow, thanks! I hope you enjoy it if you do! :) The Offworld Shipping Center side could make an intriguing mad scientist's alchemy lab in a high-level fantasy game. The train channel could be a huge mining cart rail for extraction of magical ore, with an arcane forcefield in place to contain untimely explosions.
Jacob Blackmon wrote:
I picked up the Exodus Cruiser / Shipping Center map at GenCon after discovering Chris' booth in the art corner. I was so happy to see some sci-fi folding maps.
I am really looking forward to whatever else Maps of Mystery will be producing (I was told that he was working on a Degobah swamp map next). Whatever it may be, know that you have a dedicated customer in me.
Thanks, Jacob! Yes, my second double-sided poster, which I hope to publish next month, features a Swampland on one side (inspired by Dagohbah) and a partially-buried Desert Sanctum on the back. They won't be burdened with obvious (if any) technological elements, so they will be equally at home in a fantasy or sci-fi setting. (Or even a modern, horror, or Cthulhu-themed RPG.)
Chef's Slaad wrote:
b.t.w. you might want to look at your photo in the about the author section. I think your parts are showing :)
Whoops! Did I forget to hide my metal endoskeleton again, thus revealing my mechanical origins? I hate when that happens. :)
Thanks for all the kind words, folks! I'm glad you like what you see! :)
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A bit of expanded information, for those interested:
This double-sided poster map measures 22 by 34 inches when unfolded, and features a 1-inch grid for play with most miniatures game systems. Various objects and structural elements printed in the maps feature fine colored lines to mark the boundaries of different kinds of terrain, like walls and obstacles; these are easily ignored if your game of choice doesn't need specific designations for terrain types, but useful if it does.
The front of the poster is designated the "Exodus-Class Heavy Courier", and was designed with RPG use in mind. Many different kinds of sci-fi adventures take place aboard starships or even involve the player characters as owners of their own transport--this ship fills both niches very well. It's a large freighter or transport ship outfitted with secret cargo holds for restricted goods and enough bunks and escape pods to support a good-sized number of passengers. The ship was built to ferry important cargo or VIPs across territorial boundaries and past enemy blockades.
The Offworld Shipping Center, on the back, includes a another complete (but smaller) courier ship in the upper-right-hand corner, parked in the docking bay of a spaceport-type location that includes a refueling station, big cargo bays, a command center with holographic display, and a workshop for the sci-fi train that uses this port as a loading facility. Multiple bridges and conveniently-positioned cargo cranes provide crossing-points for the recessed train channel.
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I'm glad you guys liked what you saw at my site! It certainly was a long time in the making.
I'm hard at work on a larger set of terrain cards now, which can be laid out to form any number of different large starships (anything bigger than a starfighter could be constructed). Hopefully those will be done and printed within a month or two.
I've got another double-sided poster in the works as well; this time it features a swamp location on one side and a desert location on the other. Though they will likely be listed in the sci-fi section of my site, there won't be any technology featured on the posters. Therefore, Pathfinder and D&D players (even players of modern, horror, or superhero games) should be able to put them to use in an adventure. Those posters are mostly finished; they're just waiting for more of my first set to sell through in order to finance the next poster print run.
Beyond that, I have plans to release one or more decidedly fantasy-themed poster maps at next year's Gen Con, finances permitting.
In the meantime, I am working on two other fantasy map projects for different publishers. Nothing for Pathfinder, unfortunately, but Paizo knows I'm always happy to work with them.
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Wow, that's awesome! I'm glad to have contributed to such a cool concept. :)
As for the level of detail in an author's sketches: extra detail in the author's map is always welcome right up to the point that it becomes hard to read. I'd rather see too little detail in the sketch than too much, if the detail included isn't easily legible. But if the details in the sketch are clear and don't bog down the map, I say go for it...add as much as you're comfortable with. The finished map will mirror the author's intent more accurately if the author presents his or her sketch in a legible fashion and makes sure all of the relevant info is presented.
While I'm on the subject, there's one thing a lot of authors forget about, but which I love to play with: light sources. If you want your dungeon to have a predominantly torchlit chamber, go ahead and mark the torches simply on the map. Depending on the scale of the map there may or may not be room to showcase that level of detail, but it's great to know where the light sources are if I'm able to go that far. This is especially true of unusual light sources, like glowing fungus, permanent spell effects, and so on. They really make a map come to life.
I never have time to keep up with all of the many fun threads here on Paizo's forums, but I drop in fairly frequently. I'll keep an eye out for threads that might relate to mapmaking.
I'm glad you folks have enjoyed my comments. I wasn't sure if I should post originally because I didn't want to sway voters or come across as a guest judge when I'm not, but I'm pleased that Paizo gave me the thumbs-up to chime in. :)
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Focusing particularly on the map, I have to say that it's clean, easy on the eye and quite nice as authors' sketches go. Very legible. At the same time, it seems to try too hard to look nice, rather than including much useful detail.
Don't get me wrong: the statue and column placement is very valuable information and it's nice to see some shadowing involved, but it feels like the time spent putting in a nice stone texture as the floor grid could have been used to put some incidental details in the empty chambers. Areas of debris, collapsed walls/ceilings, and other nuances are important to evoke in the map the feeling you've created in the prose. The cartographer should incorporate those details to make the map a nice visual companion to the text, but this entry gives no detailed guidance for that. If you as the author included it in the sketch, you have the opportunity to arrange the debris in a way that plays nicely for the combat events destined to take place here. If you rely on the cartographer to design those parts, you might not end up with quite the arrangement or feeling you had in mind.
In any case, this lair doesn't really look to me like a memorable place to encounter a special villain. Your description goes a long way to make the locations sound remarkable, but very little of it translates into a visually exciting map and there's not much about the terrain itself that contributes to the encounter. Even the layout itself is plain and boxy: with the exception of one circular chamber, every room of the lair is a simple rectangle.
It's a good clean map that does essentially what it needs to do as far as the cartographer is concerned, but it could have been much more compelling.
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I don't have too much problem with the fortress-in-a-statue thing. It may be a little cliché, but it certainly presents an exotic locale that doesn't let you forget that you're in a fantasy game. That's very useful in providing a dynamic action scene against a memorable villain.
I like the way you've arranged the map elements in a vertical order; it makes it easy to see how the floors align to one another. Unfortunately, the shading on the staircases in areas 4 and 5 don't seem to match the direction indicated. It's a minor quibble, but one that could lead to a confusing error when the finished map is created. More problematic to me is that the color and thickness of the lines on the map don't differentiate between physical walls and the edges of exterior areas, leaving the cartographer to guess were the walls end and the balconies begin. This could be remedied a bit if each floor of the map also included an outline of the statue's edges at that elevation, showing how thick the stone is around each area. Beyond that, I question the boxy shape of the lower two levels...it seems like they could stand to flow with the contours of the statue a little.
The cross-section is a very good idea anytime you have a vertical dungeon like this, and it helps a lot to have it included. I like that you put a spot illustration of the statue without the dungeon level overlay. Every bit of detail like that can be useful reference for the cartographer. Some of the details were confusing, though. For example, I couldn't tell the difference between the "Block" and the "Iron parts" in your map key. I also question the placement of the "Ratcatcher Oubliette", even though I do like the concept of it. I don't think I've got a particularly sophomoric mind, but it seems conspicuously positioned to me in the cross-section. I'll leave it at that.
I do like the idea of the dungeon level built in/on the outstretched arm. That's a nice touch and something I don't remember seeing in one of these before. However, the overall design doesn't satisfy to the extent that other entries have; I feel that I'd have my work cut out for me in developing this map to a publishable state.
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Speaking as a cartographer who is frequently tasked with the creation of finished cartography from an author's map, I find this entry quite pleasing. It follows the grid where appropriate but isn't afraid to stray from it to create an interesting floor plan for the building or ignore it completely for a nice natural cavern. The line work is clean and clear and the placement of rocks in the cavern feels reasonably natural.
Speaking of the cavern, the mobile bridge element was intriguing enough to make me want to read more about it; nice idea! From a gameplay point of view involving miniatures, it would be easier if the different bridge positions just happened to line up to the grid, so minis could be easily position in their proper squares if the bridge shifts during a fight, but it wouldn't look as natural that way so it's quite forgivable.
One small issue for me is that the walls of the manor don't look thick enough to provide realistic support for a medieval structure with vaulted ceilings, granite walls, etc. That can be fixed on the cartographer's end, but adding thickness to the walls can crowd the interior details unless the thickness is only added on the outside walls.
The manor itself has enough distinct-looking rooms and details that it could really stand to be a separate illustration on it's own at a larger scale, thus allowing the cartographer to play around with more textures and finer details. Since the contest constrained you to one map, though, this composite showing the manor and cave together is perfectly reasonable.
All in all, I like it and I think it would make a fine full-page map if it needed to stay one piece for space reasons. It would also be quite easy to develop the rest of the way into a finished illustration. Good work.
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Wicht wrote:
Apropos of not much... I was thinking to myself today about the candidates and what role would they fill in a Dungeons and Dragons Game.
I can't see Obama as a DM but I can see him as a player. I can't see McCain as a player but I can picture him as a DM.
Biden I can see doing both. I can also see him talking the whole time so that otheres never get to play (that man loves the sound of his voice).
Palin I can see as a player, but not so much a DM.
Anyway... back to the politics.
I can't picture Palin playing OR DMing D&D. Knowing that she wanted to ban books from the local library when she became mayor suggests too strongly to me that she would never be caught dead opening up a D&D rulebook.
Apologies if this has been mentioned already; I didn't have time to read through the previous pages of this thread, but this post on page one caught my eye.
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Chris Mortika wrote:
by the way, how do you pronounce "Dyvaldiön"?
I'm honestly not sure if this matches the accent mark or any realistic intepretation, but in my head I pronounce it something like "Divv-AHL-dee-own".
Glad to hear there's still interest in this! I'm still looking for time and an effective form in which to make this gazetteer available, but I'm determined to make it happen.
Regarding Arcane Quarter: it has been a long time since I completed those maps, so I had to go back and look at them again now that the PDF is available. I had forgotten how cool some of those locations were! Magic places are fun to map. :) Thanks for mentioning it, DitheringFool!
----------
Anyway, since the gazetteer is temporarily on a back burner, here's a few location entries I haven't posted before:
Base Camp – Some of the earliest expeditions to the mist-shrouded mountains of the deep Rainlands used the headwaters of a tributary to Lake Tympaniss as their common “base camp”. It wasn’t long before these explorers discovered valuable mineral deposits, and Base Camp quickly became a destination of its own, drawing in all manner of prospectors and profiteers from faraway lands.
Blacksand Desert – The coarse, cutting sands of this region make it one of the most perilous places in the world. Flecks of obsidian and pumice give the sands their name, and the frequent storms that send the sand aloft can flay unprotected flesh from the bone in mere moments. A greater threat to lost travelers, though, is the oppressive heat generated when bright sunlight beams down on the black terrain.
Darkmaiden’s Dance* - She doesn’t look all that unusual, but this three-masted blackwood merchant caravel is a traveling wonder of divine providence. The lateen-sailed ship has been blessed with extraordinary powers of transportation by a goddess of the night. Whenever a moon in the sky wanes dark, the Darkmaiden relocates this ship and all those aboard to a different part of the world (some of the crew even claim to have been taken to other worlds) where her captain can find business. As a result, the Dance is often loaded with truly exotic cargo waiting to be traded for local goods that will be just as exotic to some other buyer in a faraway land. Several brave but reckless adventurers serve as the ship’s first line of defense and take up odd jobs wherever she goes; some say that their heroics are the reason for the Darkmaiden’s special interest in this vessel.
Last Stand – When the Dreadforge was born in the heart of what was once a fertile and prosperous land, and war ravaged the great civilization of Isprea, the people of those places did not go quietly. It was a time of heroic battle and great sacrifice of which bards still sing today, but victory ultimately went to the villains. The Isprean kingdom was lost, and the free people who survived the turmoil eventually scattered to faraway realms. Their remaining military forces, however, banded together and eventually fell back to one remaining island stronghold. They resolved to make their final stand on the last bit of Isprean territory they had left--but their end never came. Fell armies from the Dreadforge and naval legionnaires out of newly-formed Tyranor laid siege to the island for months, but they could not push the Ispreans off of their rock. The mere hundreds of remaining Isprean soldiers defied thousands of mighty enemies, and eventually those enemies broke ranks and fought amongst themselves, leaving the people of Last Stand to their fate. Ages have passed, and the descendants of those soldiers still live here, vigilant and free. Not even they know how their ancestors survived the siege, but they remain a proud and defiant people nonetheless.
Shriven – It is said that this forsaken town is somehow connected to the events that gave the Demon Coast its name, but anyone who knows for sure isn’t willing to speak of it. In any case, this place does seem to have an abundance of tieflings, half-fiends, and other beings of questionable origin, many of which seem determined to live here in peace in spite of the general lawlessness of the area. It is a destination of choice for missionaries of the Solajrin Theopolis, and survives on the commerce and supplies that those well-intentioned patrons bring with them.
Smoke Rift – When the Dreadforge broke the land of Isprea and the Blistering Height was born, the tectonic plates were shattered in a circular formation around the epicenter. The outermost fault line filled with ocean water on most sides, but the southern expanse remains slightly above sea level. This region is now known as the Smoke Rift, for geysers and vents of sulfur fill the sky over this marshland with a noxious fume that persists year round.
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Hi folks! Sorry for my absence lately; I've been very busy and didn't have much to report, in any case.
Maps of Mystery news: WotC has two new Maps of Mystery from me that haven't been posted yet. I got quite a bit behind on them originally and was responsible for the long delay in new MoMs, but I'm surprised they haven't gone up yet.
They're a pair of maps, thematically related, that connect to form one bigger map, similar to what I was doing in the print version of Dungeon. I've been asked several times to do a Dragon Graveyard map, and I think those looking for such a map will be quite pleased by these. :)
Lands of Mystery news: I tested the disk (on which I had archived the maps and text) with my new computer and have managed to recover the original files! I'm still not sure when I'll get around to providing those in a polished form, but it has become a viable undertaking once more! :)
Thanks for your patience and continued interest, folks! I haven't forgotten about this.
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Molech wrote:
Even the really great Islands poster map that came as a Map of Mystery in Dungeon 150 had port cities named on the map and a legend showing where everything is. (GREAT map btw).
Thanks! :)
Regarding the point of your message: it sure sounds great to have that choice, but the reality of the publishing industry is that they'd basically be doubling their printing costs for no increase of revenue. (It's cheaper to print one item in larger numbers than it is to print two items in smaller amounts.) Customers would generally buy one or the other, but probably not both.
The idea becomes more feasible if you focus on PDF products, but even then they have to pay their designers for the extra time spent producing out two different sets of files for each product. (Or, in the case of salaried designers, that simply uses up time he or she could be working on other new products.)
I know that any future maps I produce for Paizo will be provided with a labeled and unlabeled copy, so that they can product their PDFs in a way that lets the viewer choose not to display the text. I just can't imagine a way for them to make it feasible to produce two different printed versions.
My two cents.
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