Nick S. said: It's an interesting idea. I have never used that script or any other for random dungeon generation or dynamic lighting assistance, and I don't know how many people would benefit from that, but I'll definitely take a look. That particular script seems to be 3 years old and the wiki points to a dead end, but a quick search reveals the author made a newer script about 2 years old that might still work. That aside, at the moment I also don't know if they need to be perfectly square images for it to work correctly, since the pack required for the original script has geomorphic tiles that are all the same size. I'll investigate further, but any help with it would be appreciated. Cheers! In my opinion you would be limiting yourself hard: little return on your investment of time and effort. Only Pro level subscribers could utilize your work. And let's say even a third of them would be interested; it would still be a small number of folks actually purchasing the product. I limit myself to about $50 a month to buy artwork, and being a pro subscriber might buy it. But I bought the Random Dungeon Generator when it first came out and rarely use it. Easier for me to find more maps to use than generating a dungeon and having to adjust the pieces so they work. When/If the API ever gets the ability to manipulate artwork from one's purchases it would be a better idea. Then you could choose what graphics to use for the base dungeon instead of variations that all have the same look and feel. The one thing I use with almost every one of my maps from Stephen S.'s work is his symbol set. He has symbols for locked doors, trapped doors, locked and trapped doors, magic, odors, sounds, and a decent number of room numbers and other type symbols. It forms the base of a collection of symbols I've gathered together these past years to make my life easier on trying to remember what is where on each map. And have used them for fantasy, modern, and sf games. I put my faith in the developers one day giving us one or more new layers to play with. Then I can have a building, with the floorplan fully marked with dynamic lighting, and then swap it with a layer with the roof, or another floor, etc. I do that now but have to remove and add the dynamic lighting to make it look right. Still easier to use two separate maps... What do I look for in sets like yours? A workable floorplan, or the ability to make a workable floorplan. And then various tiles which can be laid over the stock maps to add chasms, obstructions, streams, pools of water, rock slides, half buried statues, etc. Most of these sorts of places would have a certain amount of rubbish built up over the years, yes? Be it from animals dragging things in, the wind, the remains of meals, falling rocks: underground passages are not known for being clean. ( and if they are perhaps the characters realize they are in a dry stream bed and wasn't it raining outside?) I am a fan of the sets which show undamaged and damaged sections that can be mixed and matched. What would I personally like to see? I've been waiting on Nicky G to recreate his, "Apocalypse Metropolis: Doubledown Hotel and Casino" as a Modern (pre-Apocalypse) set. I want to reboot my D20 Modern game set in Las Vegas - 1995, and been slowly working on maps for the past year or two. A couple of good Modern sets would be great. I don't have the time, or skill to convert his Apocalypse tiles into Modern tiles. I own every Modern style set on the Marketplace but don't have time to make it all work on ten or so maps at the moment. Some dungeon or sci-fi sets can be converted to be used as Modern settings. But a street of businesses in a downtown setting, a hotel/casino; and a set to easily build businesses for a Modern setting would be great. Not sure how well it would do on the Market: but that is what I have my eyes open for.