MapTools Q&A
Posted: Tue Mar 19, 2013 5:29 am
If you have questions regarding the tutorial or MapTools in general post it here!
Play by Post RGPs and a nifty dice roller
https://www.unseenservant.us/forum/
Thanks for the link! It looks like a handy way to calculate the map size.AQuebman wrote:Hey Bhart,
Not sure if your going to get into this but the one time I had to use Maptools I found the site below useful for making sure your maps line up within the grid. All the user needs is excel an imaging program one of which is freeware they suggest and the ability to follow basic directions.
http://www.beauvais1.com/mapscaletool/
This is outstanding! I haven't yet, but will definitely have to check out your games now to see how these two methods differ.Bhart wrote:I'm using the 2 different approaches in my games. C1 The Hidden Shrine of Tomoachan is painted as the players explore. S1 The Tomb of Horrors uses a pre-painted map concealed by fog of war.
Your assessment is completely correct. Which technique I use is totally dependent on the amount of "up front" time I have.dmw71 wrote:This is outstanding! I haven't yet, but will definitely have to check out your games now to see how these two methods differ.Bhart wrote:I'm using the 2 different approaches in my games. C1 The Hidden Shrine of Tomoachan is painted as the players explore. S1 The Tomb of Horrors uses a pre-painted map concealed by fog of war.
In your opinion, which approach is easier?
My assumptions could be completely wrong, but I would think creating the full, pre-painted map and using fog-of-war effects to hide unexplored or out-of-distance areas would require a more significant up-front cost (in terms of time investment) but less work to maintain over time; whereas the paint-as-you-go maps sound quicker to make (due to the limited area being illustrated), but you're left constantly needing to create maps.
I'll do my best to get more info up soon.AQuebman wrote:I'd love to learn more about using fog of war and painting your own dungeon. One of the things I have to deal with in DCC is that there are maps but there isn't much in the way of a grid so a little painting of my own would provide my players with a very clear map but I have to learn how to use the tool first to do that. It seems difficult but hopefully Bhart can show me i'm over complicating things as usual .
Heh, I just looked at my own maps and realized it may be hard to see a difference. I'm actually using fog of war with both because it helps the light effects.dmw71 wrote:This is outstanding! I haven't yet, but will definitely have to check out your games now to see how these two methods differ.Bhart wrote:I'm using the 2 different approaches in my games. C1 The Hidden Shrine of Tomoachan is painted as the players explore. S1 The Tomb of Horrors uses a pre-painted map concealed by fog of war.
In your opinion, which approach is easier?
My assumptions could be completely wrong, but I would think creating the full, pre-painted map and using fog-of-war effects to hide unexplored or out-of-distance areas would require a more significant up-front cost (in terms of time investment) but less work to maintain over time; whereas the paint-as-you-go maps sound quicker to make (due to the limited area being illustrated), but you're left constantly needing to create maps.
Because it is. That's the map being used for group 2 in the PBP game I run here.ToniXX wrote:I'm gonna see if I can work through your tutorial thus far over the weekend. I like the one map you posted... looks very much like the entrance tunnel of Tomb of Horrors! Good stuff and thanks again for posting.