Art / Maps f


Savage Tide Adventure Path


Any of you with out there with good scanners planning to scan all the art /maps from the savage tide issues? It looks as if we are going to have to do it ourselves if we want these to use during play. I'm sure Kormando would host them here http://theRPGenius.com if anyone could scan them. Anyone?

Paizo Employee Creative Director

Par-a-dox wrote:
Any of you with out there with good scanners planning to scan all the art /maps from the savage tide issues? It looks as if we are going to have to do it ourselves if we want these to use during play. I'm sure Kormando would host them here http://theRPGenius.com if anyone could scan them. Anyone?

Getting the art/map supplements caught up and getting the conversion notes online is in fact a priority for early next week. We just turned over the latest issue to Dungeon (actually... it'll be heading to the printer on Monday), which means we've got time to get caught up... usually takes us 2-3 months to get back on schedule after Gen Con.

Anyway. Won't help anyone who's playing Savage Tide or any of the other adventures over the weekend (me included)... but I'm really hoping to get them online next week.

Dark Archive

James, one of the questions I posted to the boards a few weeks ago is about the map of Sasserine - is it going to be possible to get a version of this (maybe in the #139 supplement) without map keys or labels? It would help out my FR game to no end (as I need to rotate the map 180 degrees and put it near Thay).

Thanks!


Awesome James, thanks for the update! I'll be watching for it. I'm actually not starting the STAP till Friday so hopefully we get it by then.

Paizo Employee Creative Director

Archade wrote:

James, one of the questions I posted to the boards a few weeks ago is about the map of Sasserine - is it going to be possible to get a version of this (maybe in the #139 supplement) without map keys or labels? It would help out my FR game to no end (as I need to rotate the map 180 degrees and put it near Thay).

Thanks!

I'll look into it. If we have copies of the file that aren't flattened (as in, the tags live on a different layer), this should be doable.

Dark Archive

James Jacobs wrote:
I'll look into it. If we have copies of the file that aren't flattened (as in, the tags live on a different layer), this should be doable.

Whoo! You are my personal hero!


Taking this a step further, does Paizo have time to include three versions of key maps in the pdf downloads: (1) the main version, (2) a version without tags (room numbers, compass rose, words), and (3) a version omitting both tags and features not readily visible to players (secret doors, traps, etc.)? Cartographers can create these on separate levels so it's easy on the publisher's end. I know lots of DMs who scan and print large room maps, using them as battle grids. As has been said, omitting tags and hidden features saves loads of tedious time otherwise spent cleaning the maps up with the clone stamp in Photoshop.

Is this possible, or too much work on the publisher's end?


Archade wrote:

James, one of the questions I posted to the boards a few weeks ago is about the map of Sasserine - is it going to be possible to get a version of this (maybe in the #139 supplement) without map keys or labels? It would help out my FR game to no end (as I need to rotate the map 180 degrees and put it near Thay).

Thanks!

I lost my Sasserine map. I have been using the players guide. I would also love to have the player handouts. I am just going into the Vault so I am not too far in but after this week end I should be near the end of need for hand outs on 139. Please get the online supplement up for 139 and 140 ASAP!!

Paizo Employee Creative Director

We can supply the maps as they appear in the magazine, and we can supply the maps without the number tags. At this time, we don't supply maps that omit features readily visible to players, for three reasons.

1: This is more than just omiting a layer in a file. We'd have to have the cartographers build a seperate map file for something like this, since it's technically a different (although similar) map. Creating the changes on layers is possible, but the cartographer still has to create the new images. Which means we'd have to pay more, and the budget for an issue of Dungeon is already pretty much solid... as in, we couldn't afford to do this.

2: "What the players can see" differes from group to group, as in sometimes groups have true seeing or detect secret doors or other divination effects that are constantly running. We can't tailor each map to each possible combination of divination.

3: And the old standby: time and resource. As you say above, omitting hidden features takes loads of time. Time we have to use getting the magazine to press. We don't have much off-time to do things like produce web enhancements (the main reason these things are often late in the first place).


That all makes sense to me. Limits on money and human resources are what they are. I've fallen into the habit of putting secret doors, traps, and the like on a separate layer for ease in reproduction and play with my own group, but that probably makes me odd.

(Well, that and several other things.)


James, thank you for providing the maps, art, and handouts in PDF form. I use a digital projector and having access to the materials in electronic format is a huge time saver. I'd like to second (or third?) that having the maps without encounter / room keys is very helpful and I'd like to request that if possible, to provide unkeyed versions of the "Maps of Mystery" (which are FANTASTIC by the way). I know if you're provided with a flattened file there isn't much you can do about it (I work with Photoshop all day) but if it's possible to provide a version with the key layer off, it would be greatly appreciated.

Thanks again - you guys are doing a tremendous job!

(I just sent a couple issues of Dungeon to a friend on the west coast and he signed up for a subscription!)


James Jacobs wrote:

Getting the art/map supplements caught up and getting the conversion notes online is in fact a priority for early next week. We just turned over the latest issue to Dungeon (actually... it'll be heading to the printer on Monday), which means we've got time to get caught up... usually takes us 2-3 months to get back on schedule after Gen Con.

So any hope for early next week?


I was praying it would come out today... I'm begining the STAP tonight in 7 hrs... C'Mon GUYS YOU CAN DO IT !!! :)


Pathfinder Adventure Path, Rulebook Subscriber

Speaking of maps, I found this map of Treasure Island that looks enough like the outline of the Isle of Dread that it could serve as a handout from Lavinia's parents' journal.

http://en.wikipedia.org/wiki/Image:Treasure.Island.map.jpg

Liberty's Edge

Yall should really look into using Dundjinni for Dungeon Maps..
Great Details...
Ease of Dm/Player Maps..Hidden Details like Secret Doors, Traps, pits ....etc
Grid / No Grid
If WOTC would open thier Eyes and minds to Dundjinni like Goodman Games has then We could provide maps for Groups. Goodman Games has openly solicited Dundjinni Maps from its Fans

And Dm's Yall should look into Dundjinni as Well...Go to thier forms and look at some of the Maps provided for free over there for Groups to Use(Look at Ships).Stop being Lazy and Pushy about a free product.Slow down Take a few breaths wait more time before rushing into the Campaign..after all it will span 12 Issues right? "No Honor shouldn't take more than 1 or 2 playing seccessions.

I did a Vanderboren Manor Map the Day I got Issue 139...didn't wait for issue 140

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