Академический Документы
Профессиональный Документы
Культура Документы
commands. Dundjinnis scenario development tools are not covered here, but will certainly be covered later. Further enhancements to this map can be covered in later tutorials if requested. This tutorial also introduces some concepts that will greatly enhance your mapping skills. No additional artpacks were used in the construction of this site. However, one piece of user-art is utilized in order to introduce you to integrating new art.
The Jailbreak is a popular scenario concept, but it requires a Prison. The prison you will develop in this tutorial can easily be integrated into a dungeon setting or used as a building in your favorite town.
This tutorial was designed to introduce you to the process of creating maps with Dundjinni. There are a few mistakes that are intentionally made as the map is created. Likewise, the most efficient method of construction is not always followed. In most cases this is to educate the reader on certain traps to watch for. In other cases it is merely because the author blew it. Blame himbut please be nice about it or he wont make any more tutorials.
A C
Note: If these toolbars get in your way just click and drag them to a more convenient place!
Additional Notes All tools will be covered in depth in the tool overview tutorial
A B C
Alternatives Control+Z is a shortcut for the UNDO command.
Note: The size of this structure is relatively arbitrary. 16 squares by 10 squares was selected in order to fit the site on two battlemaps when the final result is printed.
This is a much easier way to draw outlining walls--it can be done in one simple step.
B A D C
Additional Notes The full power of the marquee will be covered in another tutorial. This is barely an introduction.
A helpful hint Just like the draw tool, the eraser can be set to erase in set line. Very Handy!
B C
B A D
Dont worry about the gaps between the inner wall and the exterior. Well close them in a minute. The gaps at the green circles wont need to be closedignore them.
A B C
There are a total of six gaps to close. If you have problems locating them, take another look at the red circles in the last two slides.
Status Check
You should have a result that looks similar to the image on the right. Remember, it doesnt have to match exactly and it doesnt have to be perfectits probably better to have many maps than just a couple of perfect ones. Note that the window for this map has been sized to show the entire building at 1/2 scale. Thats a fairly comfortable scale for working on this map For those just joining us, the map on the right is available in the Jailbreak tutorial folder. Open jailbreak1.dja
Objects A good way to think of objects is as site dressing. Objects bring your map to life.
Hmmm, the manacles sort of blend with the walls. Well fix that in the next step.
B
The next step is to move the Hay underneath the manacles. The lighter color will provide a nice contrastand it fits with the setting.
The hay is now below the walls Now the hay is also below the manacles
Status Check:
Did you notice: the hay you just put on the map looks like mud. And the walls dont look like the maps youve seen. Relax-Dundjinni has taken some shortcuts. But if youd like to preview the final product, heres what to do. A. To start, ensure that you use the Zoom tool to go to a scale of 1 or greater. B. Go to the Options menu and select Render Options. Select Allow Detail Mode. C. Now go to the View menu and check Raised Walls
A B C
LOOKING GOOD!
D. Choose the Eraser tool. The 6-inch square is a good size to work with. Ensure the constraints include BOTH floor and pit. E. Starting with the sidetunnels, carefully erase the bottom of ONE pit. Note that you are also erasing part of the floor. F. Go to the Map Items window and go back to Type: Floors. Scroll over until you find Stone, Gray Block 4 G. Using the Fill tool (paint bucket), fill the white space. You may need to use the Draw tool (pencil) to fill in any white space that remains.
Go to the second mineshaft. All you really need are the side beams-you can erase the rest! Remember the shift key allows you to erase in a straight line.
C. After youre done, click on the select tool. Then choose the image you were working on. Youll discover that you probably missed a couple of spots. D. Go back to the erase tool and remove the spots you missed. E. Now select the item again.
The wall running down the center of the main room can be changeddrop some bars over the top to indicate a half-wall where the jailers can interact with someone coming into the building.
B C
Floors donebut those doors are too big for the opening. Fixing the doors is the next part of this step.
Expect a delay after the gouge object as a huge hill loads. Another delay will occur after the log as an oak, large loads (the oak would fill half the map were working on, but its incredible)
Future Note As you add other artpacks, you will find them listed in the Pack window too.
A couple of good locations for the well are the main guard room and the top right room.
Saving
As you explore your campaign world you will undoubtedly find it necessary to add in a few pieces of user-art. After all, its not likely that the nefarious artifact known as the Helm of Purple-Spotted Pink Bunny Ears is really going to be added to an official artpack. But you can always design the art yourselfor better yet, con someone else into making itand then import it into Dundjinni.
Note: As soon as this tutorial is released, the author will be sitting back waiting to see how long it takes for the helm to appear in the user art forum.
B. Go to your computers Program Files Folder and Navigate down to Fluid/Dundjinni/Map/ Fantasy/User C. Drag/Copy the artwork into the proper area of the User folder. In this case, place the artwork in the Cover Folder. D. While youre here, also drag Compass Rose logo to the Object Folder E. Close explorer (if you want) and restart Dundjinni.
See the next slide for the placement of the rest of the arrows.
Object/Rack
A
Item/Shield
Cover/ Dust
Two methods of shading were used on this map. C indicates where a dark splotch was simply free-drawn on the map (the pencil changed to a circle about 2 feet in size).
Note: This tip was D indicates some of the places where a small light square was placed, being careful to try to match the originally posted on the stone shapes. Many more were placed, but you need to be careful not to overdo it. Dundjinni forums. The forums are a good place to learn more about the programstop on by.
A. One of the reasons the Stone, Gray Block 2 pattern was selected for the floor of this map is that there are other patterns which are similar, but lighter or darker in color. B. Drawing small areas of Stone, Gray Block 1 or Stone, Gray Block 3 on the map can add an interesting element to the map.
D C C D C
A B C
What next?
The tutorial is now complete. Use the prison as you see fit. It is designed to be easily integrated into your campaign as either a stand-alone building or inserted into a larger dungeon. A. If used as a standalone building, you will probably want to add some windows or arrow slits along the outer walls. Adding a second floor is easyjust remove the crates from the top right room and put in stairs. B. If used as part of a larger building, you will probably want to add some additional sconces.
Some site design considerations: This site was designed to challenge a small party of 3-4 characters. From a d20 point of view, there is not much maneuver room, so tumbling will be of critical use. Because of the design, some of the major threats will obviously be from missile weapons. Initiative and reflexes will be important here. In short, this area is obviously designed to showcase the rogues capabilities. As you design an area, keep in mind the impact it will have on the party and your gamers.
Special thanks go to: The entire Fluid staff for a fun product that has enhanced my campaign. All the folks who post and help out on the forums. Jason Taylor (JT): His editorial critiques made this a much better product.