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First time GM, please rate my maps

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Thread replies: 22
Thread images: 9

File: Downstairs.png (97KB, 2440x2150px) Image search: [Google]
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File: Upstairs.png (268KB, 4856x4208px) Image search: [Google]
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>>52133959
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File: Basement.png (77KB, 2425x2450px) Image search: [Google]
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>>52133966
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My first impression is that a murder took place here.
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File: mymap.png (96KB, 2250x2250px) Image search: [Google]
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>>52133980
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>>52133981
The setting is for Rotworld, a zombie apocalypse roleplaying setting haha so maybe some murder took place
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>>52133959

They look fine. What did you use to make them?
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>>52134469
I used dungeonographer, and I use hexographer for world maps
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i like them but they look ovewrwhelmingly blueprint-y due to color, maybe add a bit of variety, I suggest.
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File: But nobody came..gif (3KB, 608x256px) Image search: [Google]
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Hope your players will help each other.
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>>52133966
one bathroom lacks a door
and those two are very dinky for a house that has a designated library

>>52134009
dislike the diagonal corridor
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>>52134616
Thank you for noticing the bathroom door!
The diagonal bit is a walkway to the shed, but without context you wouldnt have noticed that. Which is a common theme ive found with the map haha
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>>52134724
i think the issue there is that you're using both blue and white for 'walkable' spaces, so at first it looks like an underground room with some severely fucked up corridors
if you're sticking to two-colour, you should probably keep it abstract and set some rules for yourself, like solid color being impassable
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It's awful. Never DM again.
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>>52137254
Ignore this guy.
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>>52133959
Blue-White works like Black-White would.
I suggest using different shades though, maybe even patterns.
Like mock up a small island that is connected with a bridge to the mainland, some trees, pathways, and a small building on it - like a shit NYC apartment.

That way you have to think about how everything could look distinct or different enough.

Personally, I like minimalist designs. I don't see a reason to give the pattern to a rug, the exact debris on the ground, or every piece of the bedspread.

>>52134724
Yeah, don't do diagonal. If characters could move in a NE/SE/SW/NW motion, it would make sense that they could slip through that gap.
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File: Temple of Bahamut.png (516KB, 1664x1280px) Image search: [Google]
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I'm not a brand new GM, but I'm brand new to making tiled maps and dungeons and stuff.

These are two of my 'starter' dungeons, a temple (filled with kobolds and a draconian 'boss') and then a crypt respectively.
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File: TheCrypt.png (456KB, 1664x1280px) Image search: [Google]
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>>52137748
and then here's the crypt, where the necromancer character in my solo campaign started out being attacked by a mob of villagers, upset about the whole necromancy thing.
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Related question, does anyone use programs for their map making? Photoshop? Anything with preset resources? Heck, I've heard some people use the game Door Kicker's level creator for making maps
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>>52138017
I use Tiled, alongside a custom-made tileset for it.

And then when it comes to making world maps, I usually just generate a world in Dwarf Fortress
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>>52137748
>>52137763
your dimensions are too large for my tastes. Halving those entry halls for instance would do a lot of good. I assume you're adding tokens for items and whatnot, but that looks like a pain of sorts

6.5/10 Not enough challenging and novel situations for my taste. I doubt players will have to use any noncombat skills ever
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File: HIGH-M~1.jpg (518KB, 1338x1315px) Image search: [Google]
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Been making maps a for a bit now and it is generally pretty fun.
Thread posts: 22
Thread images: 9


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