This Would have been my Map Entry


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Marathon Voter Season 9

Trekkie90909 wrote:


The map actually lacks dedicated choke points; it's largely a series of 5' wide corridors

Just going over it quickly I can count at least 13 locations where a group can maintain a 2:1 melee advantage via choke point. Not to mention that every one of those 5' corridors functions as an enforces 1:1. So yes, there are choke points. Lot of them, all over the map.

Trekkie90909 wrote:
it's claustrophobic

It is a set of caves and catacombs. You know what caves and catacombs are? They are Claustrophobic. You believe this is a criticism, but what your in fact saying is that I made a map that conforms to the tropes and purpose for which it was drawn.

Trekkie90909 wrote:
and prevents any real teamwork.

The very claustrophomic nature of the environment allows all sorts of interesting teamwork, from the springing of meaningful ambushes, through to staggered retreat to more defensible positions.

Trekkie90909 wrote:
and dimensionality.

There are six stair cases, two piles of crates, a cliff and a waterfall. But sure, it lacks dimensionality. <.< >.> <.<

In fairness, it does have less than I would like (in fact, less than the finished piece would as there is meant to be a collapse through from the very highest layer adjoining the secret door, down through to the stairs, that I seem to have turned off the layer for when I exported this version), but hey, there is a limit to the amount and types of elevation change that would have made sense in the map.

All that isn't to say that their isn't meaningful feed back that could be given. The most obvious is that it really only offers a single linier path to competion, and there is very poor connectivity between the the different areas. That means meaningful choices regarding exploration of the map is going to be limited.

I am not opposed to getting feedback (it isn't what I posted it for but I'll take it ), but that feed back aught to actually be you know useful and accurate.

Marathon Voter Season 9

Mikko Kallio wrote:
* The background is too distracting. I find myself unable to view the map because the walls are so hypnotizing... hypno... tizing...

I appreciate it isn't something your into, however, it is part of my style, and one of the things most of the people who follow my work like so, it isn't going anywhere.

Mikko Kallio wrote:
* There isn't a lot of room for the PCs. One of the PCs will be doing all the fighting while the buddies are cheering, buffing him, or trying to hit the foes with ranged attacks from behind cover.

Some of my best experience playing DnD can be described that way ;), but there are a lot of opportunities for the party or the monsters might use the environment to change this

Mikko Kallio wrote:
* It's a pretty standard dungeon crawl map, nothing terribly new or exciting about it. For RPGSS, I'd recommend something more imaginative for the location.

That might be a valid concern, but not one that is likely to change my approach. I'd rather do a "standard dungeon" that makes narrative sense, and do it well, than "gonzo-nonsensical land of adventure version 4.0". I would be infinately happier creating this this, than any of the maps who's designers are still in rpg superstar.

RPG Superstar Season 9 Top 16 , Star Voter Season 7, Star Voter Season 8 aka Cyrad

Zombieneighbors, it's worth mentioning that Monica Marlowe's Firebrand Redout had nothing "gonzo-nonsensical" about it except for a bit of lava. It was just a tomb that used to be a dwarven fortress. However, the map oozed character and flavor and had many interesting features. A great map tells a story -- ideally a story that the players want to be a part of. I'm not seeing that here, which is not a good thing in a competition all about showing your creativity and game design skills.

From my experience, players generally do not enjoy fighting in very cramped spaces, especially on maps that do not align the walls of the rooms very well. For example, that upside-down T-shaped along the river would be utterly annoying to have an encounter because every square has a bit of wall overlapping it. Most players find cramped spaces frustrating because they eliminate positioning and combat options. In some cases, it makes it so that only one or two PCs can contribute to the fight. That's not fun. In RPG Superstar, you have to prove you're a competent engineer of fun.

And yes, the green background is very distracting. I'm honestly not even sure what it is. At a glance, it looked like foilage.

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Zombieneighbours wrote:
If I wanted review of it this is not where I'd come for it. I'd ask Dyson Logos, simon forester or one of the othe members of the cartography brain trust ;).

Dyson Logos is one of my favorite old school RPG cartographers, I admire his talent, and I notice many similarities between your style and his. However, in the context of RPGSS, (we're discussing your map here on the RPGSS forums, after all), I think you would greatly benefit from expanding your horizons, so to speak. If you want to design for Pathfinder RPG or be successful in RPGSS, there is a lot to learn from the community and the judges' feedback here on the forums.

Zombieneighbours wrote:
I appreciate it isn't something your into, however, it is part of my style, and one of the things most of the people who follow my work like so, it isn't going anywhere.

Actually, I think the pattern looks pretty spiffy. It just lessens the map's readability, that's the problem. I viewed some of your other maps that are black and white, and I found the pattern much less distracting in those maps. Try using other colors than green, maybe?

Also, since we're discussing your map in the "this would have been my map entry" thread, it's worth noting that in the context of RPGSS, it's a better idea to find out what the judges and voters like, unless the people who follow your work happen to be RPGSS judges or they are a majority in the voting public.

Quote:
Some of my best experience playing DnD can be described that way ;), but there are a lot of opportunities for the party or the monsters might use the environment to change this

Fair enough; personal experiences are an indispensable tool in assessing what works and what doesn't. However, (again, in the context of Pathfinder/RPGSS), it's a good idea to read the judges' comments on maps submitted in previous years. Cramped corridors are not recommended. There should be enough room for 4-6 PCs, and preferably there should be some room for tactical movement as well. (Personally, some of my most frustrating experience playing DnD.. I mean PF.. is when map design prevents me from contributing meaningfully.)

Quote:
That might be a valid concern, but not one that is likely to change my approach. I'd rather do a "standard dungeon" that makes narrative sense, and do it well, than "gonzo-nonsensical land of adventure version 4.0". I would be infinately happier creating this this, than any of the maps who's designers are still in rpg superstar.

Verisimilitude and fun are not irreconcilable extremes at the opposite ends of a spectrum. Furthermore, since RPGs are about having fun with a bunch of friends--not a simulation of real life--fun should trump realism/verisimilitude when the two are at odds. (Though any good designer can easily "reconcile" these two things.) Lastly, since RPGSS is a contest, you should use every opportunity to show off your creative talent.

As for the map key, I agree with Zombieneighbours that the map doesn't really need one. ("If your map has features that aren't immediately recognizable, consider adding a map key.") I think the map symbols are recognizable and very clear.

Liberty's Edge Star Voter Season 9

Sorry I ain't had much time lately to talk.
Life issues has prevented me from working on the Salty Dog Maps..but I still am.

Wish more people would have shared their maps :(


I'll dig the one I had been working on out and finish it up.

Grand Lodge RPG Superstar 2014 Top 4, RPG Superstar 2012 Top 32 , Dedicated Voter Season 6, Marathon Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9

1 person marked this as a favorite.

On Nov 25, you can see my newest map, more info here. ;-)

Star Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9

I would gladly share my art skills were they not about 29 levels lower than my other design skills (I am a writer for a reason, reason is, I am not an artist :) )

Sovereign Court Star Voter Season 8, Star Voter Season 9

Here's one of my earlier concepts (because I'll keep the better ones for next year).

Volcanic Showdown

I did a few quick mockup sketches, then I did this digital mockup in MS Paint. I would have then done a proper pencil drawing on grid paper, inking and followed that with a clean up in Photoshop.

The basic concept is that the PCs, starting to the south, must take on a boss type who is standing on the magically supported platform (a chunk of floating rock). His minions surround him, attempting to stop the PCs advance. In the end I figured this would be too simple for the contest, and I couldn't tie it to one place that could really use a volcano map (Droskars Crag was my thinking, but that has a bunch of maps already).

Another issue was the elevations. Make it too steep and you bog down the game, too shallow and it gets boring. So this map works great at lower levels, but when everyone and their uncle can fly it looses much of its usefulness.

Marathon Voter Season 9

1 person marked this as a favorite.

Despite the simple appearance, you've shown that descriptive text can work very well. It leaves a lot to the imagination, which I find I quite enjoy. I thought that was something of a flaw of some of the maps, that they spent too much effort on looking pretty and not enough on being an actually good map.

I'd call out some things that I'd consider flaws:

1 - Lava really, really hurts. Bull Rushes and repositions are now more or less immediately lethal. It doesn't suit the low level thing where no one or very few people are flying.

2 - Geometrically the boss is going to have difficulty seeing and targeting the PCs until they reach the top.

3 - Again a low level issue, close range spells probably aren't going to reach PCs until they head to the north side.

4 - Map becomes a little more bland at higher levels, but that could easily be rectified with clouds of ash and smoke in the sky preventing vision/causing damage to flying creatures.

And some cool things:

1 - With good placement and the odd table, it's easy for the Boss to make himself untouchable in melee. Is there a low level spell that pulls opponents towards you? 'Cause that would be amazing here.

2 - The elevation is good; a few larger drops that are subtle because of the colour scheme but can make things more interesting.

Some suggestions:

1 - A few more natural hazards such as geysers, gas clouds or partially cooled lava (with deceptive crusty coating!) could add to the volcano feel.

2 - An extra feature or two such as a shrine to the Lava Gods at the base (which you've hinted at) and or previous iterations of the same shrine partially buried on the slope would provide a little more texture.

3 - Make it clearer how far down the lava is. Falling down there is going to kill you anyway, but just in case people *are* flying...

Sovereign Court Star Voter Season 8, Star Voter Season 9

Wolin wrote:

Lava really, really hurts. Bull Rushes and repositions are now more or less immediately lethal. It doesn't suit the low level thing where no one or very few people are flying.

...and...

Make it clearer how far down the lava is. Falling down there is going to kill you anyway, but just in case people *are* flying...

Good points Wolin, all of them! Thanks for the feedback.

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