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/tg/, how does one go about making a dungeon-type map from scratch?
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/tg/, how does one go about making a dungeon-type map from scratch? How important is verisimilitude when comparing a map of a structure with a real world counterpart (say, a windmill or a ship), and when should that verisimilitude be set aside? How can one improve their draftsmanship? What are the best tools and resources for constructing dungeon maps?
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>>46373911
try to make something that actually has a function then close down some pathways and such, like roof collapsed and there are tons of shit so it's not passable and such.
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>>46373911
make the end point of the dungeon first (treasure room, prison pit, boss, whatever) and then work outwards from there, putting things in the way of it
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>>46373911

A dungeon should be 5 rooms big, a foyer to orient to the dungeon and set the general vibe and look for the dungeon in the player's mind, a trap or puzzle room, a room with monsters, a puzzle room with monsters, and a treasure room with a boss in it.

(you can have more rooms than this, but generally limit those extra rooms to "pragmatic" rooms, like living spaces or dining locations, or larders or farms or wells or underground discotechs or mine shafts or libraries or prisons etc...)
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>>46373933
>>46373951
Wow. Fukkin saved.
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Do you guys prefer accurate dungeon ecology or old-school weirdness?
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>>46373911
>What this place was created for?
>What happened with it afterwards?
>Where do encounter creatures live and feed?
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>>46374324
accurate can be weirder
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>>46374351
How so?
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>>46374426
Oldscool:
>rooms for treasure and enounters in the "intersting to play" order
Accurate:
>Dungeon Keeper
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>>46374426
if you start to think about the stuff like why there is a dungeon there, how stuff got there, etc you can end up with some pretty weird answers
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>>46374478
Hehe. Like the ones written in books of Vivec (aka "this whole world is a dream of god-computer")
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>>46374652
or like the rape factory
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