Showing posts with label maps. Show all posts
Showing posts with label maps. Show all posts

Thursday, May 23, 2013

Mapmaker, mapmaker...

I like maps; I like them for their aesthetic value alone, but I'm old-school enough to want maps for any location my players explore. I'm not adverse to making them up as I go along, but I feel even then that preparation improves improvisation. In any case, being spatially precise helps me visualize the scene and makes things like combat easier to adjudicate.

Some posts about random and semi-random map generation caught my eye recently. I almost never go by random generation alone in anything, but I certainly use it as inspiration. This post, while about computer methods for an as-yet unpublished video game, got me to thinking about how to create random maps in a way that doesn't generate strangely incongrous results.

I took the method described above, and developed my own manual procedure, as outlined below. It requires a little aesthetic judgment, but is still pretty fast:

  1. Start at the center of the map. Roll 3d8+1 to determine the size of the room, in squares. Do not worry about doors at this point. Immediately, we have two considerations:
       a) Rectangles are the easiest shape to draw on graph paper, but can get boring fast. So you either need to round up or down to the nearest factorable number ( 4, 6, 8, 9, 12, 15, 16, 18, 20, 21, 24, 25 ), or you need to add alcoves and projections to get the exact number you rolled.
       b) If the room is not square, determine which way the long axis runs with a simple d6 roll: 1-3 = the long axis runs north-south, 4-6 = it runs east-west.

    There's an upper limit of 25 squares with this method. Borrowing a concept from Tunnels and Trolls, however, whenever you roll triples, note what size that would be and roll again. Stick these two smaller rooms together to make one larger one.
  2. Starting at the 12:00 position, roll another room in the same fashion. Place it somewhere above the first, spacing it out by rolling 1d4+1. This number is the number of squares between the top edge of the lower room and the bottom edge of the higher one. Place the room somewhere at this point; it probably looks better if the centers aren't perfectly aligned, but that's a matter of taste.
  3. Continue in a similar manner at the 3:00, 6:00, and 9:00 positions.

    At this point, they're just a series of boxes with no relationship. 

  4. Now, starting with the second room you created, repeat this process for every direction that doesn't already have a room filled. In this case, it means that the 6:00 position will already be filled.
  5. Iterate this process in order of room creation, if possible. Some rooms will have to be skipped because all of the adjacent spaces will be filled. Continue until your map is filled, or the number of rooms is otherwise to your liking.
  6. Start connecting the rooms with a Minimum Spanning Tree. Don't worry about the math. Basically, all it means for our purposes is, start drawing corridors connecting rooms that are two squares away, then three squares, etc., until you have a path that connects every room.
  7. At this point, there should be no looping paths, so add a few corridors to create them.

    The room just north of the center was the one I started with.
    The spaces enclosed by looping paths have been darkened; these
    are important because they give multiple routes through your map. 

  8. Add entrances and exits as you will.
This process can be done in about a half hour, and creates functional, decent-looking maps. There is certainly a good amount of corridor space in there; I'll show a method of generating more closely-packed rooms at another date.

Of course, populating the area is another matter altogether. When in a pinch, I'd recommend some of the stuff you can find at hackslashmaster. But I often find myself needing a layout for a scenario I've already anticipated, so this step isn't usually a big concern.

cheers, Adam

Monday, March 4, 2013

Dens of Iniquity

I've been on a map craze lately, spending hours designing and refining them. I don't even have scenarios planned out for them yet, I just want to be able to pull something out at a moment's notice, if need be, and say "yeah, that's the map of the kobolds' lair". To that end, I've been looking at various ways of coming up with layouts quickly. Failing that, I hope at least to come up with cool looking floor plans.

Although there are excellent random dungeon generators out there, and I've gleaned inspiration from them from time to time, I wanted something where my own sensibilities would guide me. Slower, yes, but at this time that's a trade-off I'm willing to make.

The first thing I wanted to do was create a set of lairs: small, self-contained mini-levels that I could drop into a hill in the countryside or on the side of a mountain somewhere, where a small-to-medium sized clan of humanoids dwell. And the idea hit me to use small enclosures where humanoids dwell as my inspiration.

Behold, the House-to-Map-inator!

hand drawn house map
The house where a certain self-important blogger grew up.
(The second story is smaller than it should be. Sorry.)
Now converted to a general-purpose humanoid lair.
All I did, in case it isn't obvious, was take the rooms and their basic spatial relationships, stretched them out with a few corridors, and threw in a few extras like secret doors and trap doors. I changed things liberally, while staying true to the basic idea of the layout: the second floor now simply extends from the first, I removed a bedroom, and I added more connecting hallways where it seemed to make sense. The basement, rather than being reached by a stairwell, now can be found under a trapdoor in room 5.

Although I know very little about real-world architecture (unlike this guy), it's not hard to see how existing structures can be plundered for inspiration. It works well for houses, and I've got a few of those drawn up. But since I don't have instant recall of real-world monumental structures, I still needed to come up with a system that worked for bigger dungeons; more on that the next time.

cheers,
Adam

Wednesday, March 7, 2012

A Note About Secret Doors

You know, a couple of times I've seen (in published modules, nonetheless), a use of secret doors like the following:

Secret...what, shortcut?
What I don't understand is, what is the secret supposed to be? Both rooms are easily found.

More sensible is something like this:
Aha...a secret room.
This way, no matter where you're coming from, you need to do some detective work. I know that dungeons don't need realism or logic, but even so, a little bit can make the game more tangible to the players.

cheers,
Adam