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Constructing this simple but effective map will familiarize you with the majority of Dundjinnis basic mapping

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.

A quick note before we begin!


Hints and Alternatives There are often many ways to accomplish a task. The methods described in detail work best for the author of this tutorial, but some of these alternatives may work better for you. Explore a little! Find what works best for you.

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.

Lets Get Started! Step 1: Open a new file


This is the screen you will see the first time you open Dundjinni. There is very little you can accomplish on this screenyou must open a new file in order to proceed. Go to the File menu at the top of the screen (red arrow) and open the pulldown menu. Click on New Additional Notes The file menu is covered in depth in the menu overview tutorial Alternatives As indicated in the pulldown menu, Control+N will also open a new file.

Step 2: Set the snap


Once youve opened a new file you should see the map grid appear. A. The next thing you need to do is to turn the Snap to Grid on. Got to the Tools menu and click on the first command in the pull-down menu. B. A checkmark will appear next to the command to indicate its turned on. C. Now go to the Options menu and click on Snap Settings D. Select Center of Cell

A C

Note: If these toolbars get in your way just click and drag them to a more convenient place!

Step 3: Wall Selection


The snaps are set. Now its time to select the texture well use for the walls. The tutorial uses the same texture for both interior and exterior walls, but this doesnt always have to be the case. A. Go to your Map Items window and open the Type pulldown menu. B. Select Wall. C. Scroll through the textures until you come to Stone, Dark Work (they are in alphabetical order)

Step 3a: Another way to Pick


Instead of scrolling through all the objects or textures, you can also click on the Pick button to open a thumbnail listing of all the objects/textures in the directory. A. Scroll through the items and click on the desired object/texture Warning: Some of the folders contain large objects. Some of the directories (particularly objects) will load very slowly if you have an antique computer like the authors!

Step 4: Wall Outline


Time to use the first tool and actually put something on our map. A. Select the Draw tool. B. Note that the default settings is for a square design at a scale of 5 feet (one full grid square). C. Hold down the shift key, click and hold the mouse button and draw a line 16 squares across. A thick blue line will follow the curser. When you release the mouse button, the line will fill with the selected texture.

Additional Notes All tools will be covered in depth in the tool overview tutorial

Note: The shift key constrains the drawing to a straight line

Step 4a: Finish the Wall


A. We did the first part the hard way. This time, click the pencil in the Top Nav bar. Now select Draw Lines. B. In order to draw the vertical wall sections, click and drag the line down a total of ten squares. Since the Snap to Grid command is on, you should have no problems drawing a perfectly straight line. Now connect the bottom (or top) of the square. C. If you make a mistake go to the EDIT menu and select the UNDO command.

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.

Step 4 Alternate Method: The Rectangular Marquee


A. Select the rectangular marquee tool. B. Set the constraints to a square at 5 feet. (Setting it to the one above, ALL, will result in a solid square. C. Click and drag to form a rectangle 16 cells by 10 cells. D. Click the fill (paintbucket) and then click on the highlighted marquee

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.

Step 5: The walls too thick


The wall of this building is five feet thick. Since this isnt a very tall building, were going to cut the wall down a little. A. Before beginning, adjust the snap constraints. Go back to the Options Menu/Snap Settings but this time choose Vertice B. Now select the Eraser Tool. You need to change the tools characteristics. Change the brush to a 2 foot square. C. Now erase around the outside of the building, all the way around (removing 1 foot of wall).

A helpful hint Just like the draw tool, the eraser can be set to erase in set line. Very Handy!

B C

Step 6: Speeding up a bit


The wall is still a little too thick. And its time to add a floor. A. Change the eraser to 3 feet wide but this time erase the inside of the wall, all the way around. B. This leaves a wall 2 and a half feet thick C. Go to the Map Items window and choose Type: Floor. Then select Stone, Gray Block 2 D. Choose the Fill (paintbucket) command from the Tool Menu and click inside the wall

B A D

Step 7a Prepping for the inner walls


We now have the outline of our building. Time to start adding the inner details A. Select the eyedropper tool, then use it to sample the wall texture. Note that the Map Items has automatically switched back to Type: Walls and Stone, Dark Work B. Select the draw (pencil) tool and change the width to 2 feet. Note that it is very similar to the eraser command.

Step 7b The inner walls


A. You should still have the Snap to Grid feature turned on. If you need to check, click on the Tools menu at the top and see if you have a checkmark in the pulldown menu. B. Using the shift key to maintain a straight line, draw in the walls as shown in the image on the right. Keep in mind that you can use the UNDO command if you make any mistakes. Note that you will have a small gap between the inner walls and the exterior wall. Well close those in a couple of steps.

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.

Step 7c More inner walls


A. Change the wall width to 1 foot and add a thin wall across the large room as indicated. B. Now change the width back to 2 feet, but go to the Options/Snap Settings (Control+I) and change the snap restraint to center of cell. C. Add the final wall as indicated in the image at right. Note that you will now have a small gap between the inner walls. Well add it to the ones to close in the next step.

Step 7d Closing the Gaps


A. Go to the Tools menu and de-select Snap to Grid B. With the Draw tool still set at 2 feet, were now going to go in and free-hand close the wall gaps. C. Recommend using the zoom command (magnifying glass) to enlarge the areas youll be working in. That will make it relatively easy to close the gaps. Simply line up the blue square with the existing wall and click the mouse.

A B C

Remember Control+Z is a shortcut for the UNDO command.

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

Step 8 The first room


A. Go to the Map Items window and change the type to Objects. Scroll through the objects until you come to Cage B. Select the Stamp tool C. In the top left room, position the cages where you desire them to go and click the mouse button. Right-click in order to rotate the cage (when using the stamp tool, a right-click rotates all objects). This map shows two cages facing down south and one facing up. The image at right shows the last cage in the process of being rotated into position.

Objects A good way to think of objects is as site dressing. Objects bring your map to life.

Step 9a Troublemaker Storage


The small room immediately below the cage room is where troublemakers are stored A. In the Map Items window, scroll through objects to select the Manacles B. You may want to zoom into the room when placing the manacles along the walls. Place three along both the top and bottom walls. A little overlap with the wall is preferred but leave enough room at the right for a door to open.

Hmmm, the manacles sort of blend with the walls. Well fix that in the next step.

Step 9b: Cover


You probably noticed that the manacles blend pretty well with the walls. That just isnt aesthetically pleasing (besides, it just wont work). We need to lighten up the floor. You could replace the floor in this room, but there is another solution. A. Go to the Map Items window and switch to Type: Cover. Scroll through until you find the Hay. B. Select the Stamper tool and liberally cover the floor with the hay. Dont worry about wall overlap but be sure to cover the manacles. Cover Think of these images as ground cover. They add even more flavor to your map. Most cover objects include more than one image. They will cycle through automatically as you stamp them in the map. You can also cycle through them by using the shift+direction arrow key.

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.

Step 9c: Grab the Hay


You could just erase the hay that overlaps the walls, but changing the layering options is easier. A. Click on the Rectangle Select Tool B. Ensure that only the Cover restraint is selected in the top nav bar. Now go to the top right of the hay, click and drag the rectangle until all the hay is covered. (The hay is the only cover on the map, so you could use the tool on the entire map and just select the hay). C. Click on the arrow until the hay is below the manacles.

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!

Step 10a: Storing Mages


Leave the detail mode on for a bit--well need it for this step. A. Move the map down to the bottom room. Go to the Map Items window and switch to Type: Pit. Scroll through until you find the Mineshaft. Stamp three in the room, where you want them. Again, leave room for the door. B. With the detail mode on, its easy to see the minecart tracks at the bottom of the shaft. We need to remove that part. C. Zoom in as close as you can. Question: What happens if troublemakers can use magic? How do you imprison mages?

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.

Answer: Drop them in a pit. A deep pit.

Step 10b: Not again!


Congratulations! Youve modified your first piece of art in a map. Now lets do a second. The problem with some mages is that they can levitate or fly. So we need to put a cap on these pits. A. If you go back to the Pit section in the Map Items window, you can find a nice Trapdoor, 5 ft. to drop over the mineshaft. Theres only one problem-the crossbeam sticks out. B. Select the eraser tool, but this time ensure that the constraints do not include the floor--only Pit!

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.

Step 10c: Putting a lid on it!


A. With the L-shaped piece selected, go to the Edit menu and COPY (Control+C) the image. From the same menu, PASTE (Control+V) it back into the map. B. Still with the select tool, click the rotate button and then drag the new L image around so that you can form the outline of a square. C. Move the new piece into position. D. Select the third mineshaft and delete it. Copy and paste the two L pieces you just made and move them into place. E. Stamp the Trapdoor over the top of the square outlines.

Step 11 The doors


Congratulations again! You have just completed two of the hardest tasks in Dundjinni. You dont have to do something like that in every map, but its nice to know that you have the capability to go in and change something to suit your needs. A. You can turn the detail mode and the raised walls off now, if you would like. B. Go to the Map Items window and select Type: Doors Scroll through to Wood, 5 Ft. Stamp them at the locations indicated in red to the right. Stamp a Stone, 5 Ft. door at the green area

Reminder Right-clicking rotates the object being stamped.

Step 12 Putting in the bars


A. Go to the Tools menu and check Snap to Grid. Then go to the Options menu and select Snap Settings. The pop-up window will appear. Select Vertice B. Now to the Map Items window. Ensure that you are still in the Type: Doors section and scroll back to Arrow Slits 1. C. Stamp the arrow slits at these locations. You will have to rotate (rightclick) the image in order to orient it correctly. Well fix the top and bottom overlapping in a moment.

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.

Reminder Right-clicking rotates the object being stamped.

Step 12 Adjusting the bars


A. Go back to the Tools menu and uncheck the Snap to Grid command. B. Zoom into the line of bars that you put down the center of the main room, starting at the top. C. Select the Erase tool and set constraints to 1 foot and doors. Erase the stone bars that extend beyond the small wall. In order to achieve a slightly different effect, you may also choose to go in and erase every other bar along the wall, removing some of the smaller pieces. Reminder Use the Select tool to ensure you erased everything.

Step 13a Adapting the walls


A. Keep the eraser active, but go back to the top navigation bar and change the constraints from Door to Wall. B. Now go to the area behind the other arrow slits and trim down the wall. Ensure that you do not leave a thin strip of wall behind the area you erased. C. You may want to reposition the arrow slits slightly. (The author zoomed in and rendered the detail mode to do this step).

Step 13b Adapting the walls


Leaving the front door for last, its time to trim up the doorways. A. Some mapmakers prefer to leave the doors sitting in the middle of the wall like this. B. Others prefer to remove the wall from the area of the doorway and align the doors with one of the walls. In this tutorial we chose this option. C. Return to the top navigation bar for the Eraser tool and set the width to 5 ft.

B C

Step 13b Adapting the walls


A. Position the eraser tool over the door and remove the wall. Be careful not to erase the exterior wall. B. Do the same for the other doors. C. As you go through and erase the walls around the doors, you may also want to reposition the doors, aligning them with an edge of the wall. This is simple to accomplish but is purely a matter of taste. You simply select the door and drag it slightly to the new position, then return to the eraser tool for the next task.

Step 14a Now for the Front Door


The front door is going to be a bit more problematic. A. Start by erasing the walls around the door. Notice that there is no floor underneath them when we used the fill command to place the original floor, it stopped at the edge of the wall. B. Use the eyedropper to select a part of the nearby floor. C. Now use the draw tool to put the floor in the white spot (You could also stamp it in place).

Floors donebut those doors are too big for the opening. Fixing the doors is the next part of this step.

Step 14b Resizing the Doors


A. Resizing the doors to the proper size is a task that can only really be accomplished by experimenting. Select one of the doors. In the top navigation bar there is a percentage indicator. You can click on the arrows and watch as the size adjusts or you can type in a new number (80%) and hit return. B. 80% appears just a little small. Select the other door and resize it to 85%. Better. C. Delete the first door. Copy and Paste the second (85%) door. Now place them in position.

Where are we?


If youve followed all the steps so far, your map should look similar to the one on the right. (But it certainly doesnt have to! Variety is good for the soul AND your campaign). In any case, youve accomplished the hard stuff. The rest is easy! There are just a few more critical lessons and youll be turned loose. (By the way, this map is saved as jailbreak2.dja in the tutorial pack)

Step 15 Other Artpacks


So far we have constrained our use to the Dungeon Pack. Time to explore a little beyond that area. Perhaps the jailers predicted that someday they might come under a short-term siege, or maybe they just wanted to make it easy to access water. In any case, they put in a well. A. Go to the Map Items window and open the Pack pull-down window. Select Wild. Scroll through the objects until you come to the Well. Stamp the well in place.

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.

Step 16 Save your file


If you havent already done so, its time to save your file. You need to turn Dundjinni off for this next step. A. Go to the file menu and select either Save or Save as B. By default, Dundjinni saves to the adventure folder. You can also save the file somewhere else just navigate to the location in the normal manner. C. Once Dundjinni has saved, exit the program. Go to the File menu and select Exit

Saving

Step 17a Another Door Option


When making your maps, there is another option to consider for the doors. While stamping the doors in place, you have the option of rotating them slightly. The advantage to placing a door in this manner is that you can tell which way the door opens. The author designed another tool to perform this task, preferring to reserve the rotated door option for doors which are actually ajar in the scenario.

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.

Step 17b Adding User-Art


Adding new user-art is incredibly easy, but keep in mind that you can only add artwork that is in a .PNG format. Note: This example uses Windows Explorer. Use whatever method of navigating your computer you are most comfortable with. A. Select the piece of artwork you want to add (in this example, go to the Jailbreak tutorial folder and select direction arrow 2)

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.

Step 17c Using User-Art


Once its in the proper folder, User-art is selected and used just like any other artwork. A. Go to the Map Items window and select PackUser B. Select TypeCover If you have more than the one piece of user-art, scroll through until you come to direction arrow 2 (and why are you reading this step?) C. You can now stamp or otherwise use the arrow normally.

Step 18 Flipping is not out


It wont take long before you realize that, while the direction arrow can be rotated, it only works in one direction (clockwise). A. Stamp and rotate the arrow next to the doors as indicated in the map. B. Now Stamp an arrow off by itself, then select it. C. Go to the Top Nav Bar and click on the flip command. The arrow now faces counterclockwise. D. Copy and paste where required. You may have to use the manual rotate to place the new arrows.

See the next slide for the placement of the rest of the arrows.

Step 19a Finish populating the map


A. Return to the Map Items window and select Pack: Dungeon. Remember, you are always free to use artwork from any pack, but all remaining items used in the tutorial come from the Item/Chains Dungeon Pack. B. Each item used on the prison map is identified by its Type and then the name of the artwork.

Object/Crate Treasure/Chest Object/Sconce

Item/Boots Object/ Table, Small

Item/Rope Item/Sack Treasure/Chest

Object/Rack

Step 19b Finish populating the map


A. This small scene consists of four pieces, placed in order. (Note: you can also use the layer up or down arrows of the selection tool to promote or demote objects). Object/Chair, Dirty Object/Table, Rough Item/Scroll Item/Dagger B. This area consists of three chairs and a table. By placing the chairs first (or demoting them), they appear under the table. Object/Chair, Dirty Object/Table, Rough

A
Item/Shield

Cover/ Dust

Object/Iron Maiden Object/ Barrel

Step 20a Shading Variations

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

Step 20b The Final Touches


A. Go to the Map Items window and select Pack: User and then Type: Object. Scroll through until you find the Dundjinni Compass Logo. Find an area of the map near one of the corners to place the Dundjinni logo. B. Now go to the Options menu and click on Grid to bring up the Grid settings. C. You can choose a new color for the grid lines if you would like. For the tutorial we simply reduced the density of the lines to mute the appearance of the grid a bit.

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.

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