Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
The developers are currently investigating an issue with logging in + accessing the VTT.
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

For people who make their own maps

I was wondering if you can show me some of them in your campaign. Looking to get some ideas. Z
1387842438

Edited 1387842568
G.
Sheet Author
Well, I'll start then and assume by maps you mean Battle maps? I try to keep a very simple old school style, so that what the players see on the map still leaves much to the imagination while presenting concrete tactical options. It also allows very fast map making through graphic tools (I use Photoshop but I'm guessing other can do it just as well) since it's basically just blue blocks and lines aligned on a grid set to the roll20 proportions (70px). Once done, I export to a simple JPG format, splitting the image up every in 2100px by 2100px if needed for very large maps. Afterwards, I use PNG old school props for rocks, crates, tables, doors, secret doors. Basically anything the PCs can interact with and I end up with stuff like this: LINK (everything but the blue line, which is a cliff, and the background, is individual props and can be used tactically by PCs, moved, destroyed, put on fire, thrown around, whatever!) If you want, you'll find other examples in the session reports here: LINK (as well as a couple of actual maps I use as handouts if that's what you meant) Overall, the idea is: To the point, precise, tactical, light weight, stylish and easy to do. :)
I see what you mean. I am looking for people who create their maps from the search that roll 20 gives you. Using tiles and tokens and such.
1387843079

Edited 1387843260
G.
Sheet Author
Oops my bad :) Edit: Might want to check Table Topping ( LINK ). The GM streams quite a lot of roll20 sessions and has many videos on Youtube. He also uses a LOT of of the roll20 tiles and has some tutorials about map making using these I believe. Might give you some ideas.
thank you. Anyone else have any ideas or link and what not
Here are some from an adventure I'll be running next year, based on an old AD&D 2e module for Planescape (converted to D&D 4e). Grid is turned on and you'll see some things from the GM Layer. Most of the labels are on the map layer though so the players can read it. All were made entirely of stuff I found on the Gallery function of Roll20 and/or art tool. A Potential Run-in with the Xaositects The Seedy Night Market and Pushy Harmonium A Floating Multi-Tier Complex in the Elemental Plane of Fire This last one is a huge map by my standards - 65 x 85 squares, so this is at 10% view to get the screenshot. The elevations (yellow to red = low to high) are shown. Don't fall off, hehe.
I really like the last one you have. That is a pretty big map you have created. Do you ever create maps with keeping some things on the token layer? I use both token and map layers so that it creates the illusion that their is depth on the map.
Thanks. I don't generally make them that big, but was recreating an "old school" map from a 2e module. I don't put map stuff on the token layer so I don't accidentally grab it during combat when reaching for a monster token.
This is a 10% zoom of Ambergul Estates from the Ghosts of Dragonspear Castle D&D Next mini-campaign. The map itself was made in MapTool and then exported as a single image.
By the sounds of it, if you want a map from an old 2nd edition or 3rd edition existing dungeon module, one has to scan it first then upload it? I tried to draw a sample dungeon free hand but when I looked for the means to flesh it out, I saw no options that allowed me to do that, The video made it look so easy too.,...
There are some tools online free dungeon mappers and such. Geomorphics all over the place to do blue-skool maps. Freestyle is way tough. And exact copying, well, don't let WOTC find out if you post it for mass consumption. The site will get in trouble.
1388029500
Pat S.
Forum Champion
Sheet Author
I have gigs of tiles on my computer and I build with them on my computer then export it as a jpg so I can upload my maps.
1388029643

Edited 1388030914
Here are some maps that I make purely from the search roll 20 gives you. I use both map and token layers to create depth This one is a shipwreck encounter with a cliff in the back.
1388029896

Edited 1388030310
This one is a town outside a castle. I either move the roofs off the buildings or I drop it in GM layer. With second floors I have it on the side. The back ground on this one is i used premade roads.
1388030436

Edited 1388030844
This is a house with a cemetery in the back.
This one is a monastery in the city that has been taken over by undead. Roof comes off
wow these maps are awesome 0.0......my RPG Map-Fu is so weak -_-;
i make 90% of my maps using the art search, though they usually take quite a while as i like to be as detailed as possible. Will post some later :-)
1388184651
Kevin B.
Marketplace Creator
Underground city that was under siege.
1388214316

Edited 1388215895
Karpad from The Midnight Mirror Pathfinder RPG This is at 30%. All of the work was done using the free roll20 search. Definitely the favorite of my work. Master of the Fallen Fortress: 1st Floor This is at 70%. Not my greatest work, but it was done to reflect a module with as much accuracy as possible. I felt like I gave it justice. Every tile was placed individually in the tower. There are 5 individual floors.
1388229161

Edited 1388229177
Hi, all. I'm a lill' n00b here, so help will be appreciated greatly. I am launching a new campaign. Hex map will be used there and each hex should have its own set of tags (from 1 to 5) visible by all players. Tags like, you know, "Resource:Wood" or "Sacred" or smth. Is there any way to do it and not to overwhelm map with text? Pop-up window, or so? TY in advance, guys)
now what about heroscape tiles....
Dmitry Z. said: Hi, all. I'm a lill' n00b here, so help will be appreciated greatly. I am launching a new campaign. Hex map will be used there and each hex should have its own set of tags (from 1 to 5) visible by all players. Tags like, you know, "Resource:Wood" or "Sacred" or smth. Is there any way to do it and not to overwhelm map with text? Pop-up window, or so? TY in advance, guys) I suppose you could just create your overland hex map and then create individual tokens for each resource type with a popup character sheet the players can see by double clicking the token. You should probably build your tokens custom so you can place them where you want in the hex (using a lot of blank transparency areas) since by the sound of it you're going to have tokens stacking on each other and you will have overlap. Try using TokenTool for this.
Thanks a lot! Happy New year!
1388504050
Paul S.
Sheet Author
API Scripter
Yep - I would do that with tokens as well. TokenTools by rptools is a great token maker that runs off Java so is OS independent. I've made a few maps for Jade Regent Adventure Path using solely Roll20 and it works fairy well. The maps provided in the materials, once scanned, had crappy resolution. I plan on doing Brinewall Castle in GIMP. For simply maps there is pyromancers.com which works about like roll20 mapping.
If you have multiple resources I think you'll have to make individual map tokens with combination resources as well, since you'll double click on a hex and bring up only the one on the top. Multiple tokens per hex are a pain (I run into this with combined character/horse tokens and with close combat where 2 characters occupy the same hex). Is this a strategic game where players own specific hexes? Assign tokens to each hex with the resources available and then indicate ownership with those little colored dot status markers. Should work.