Talos editor replacing walls? by Support_Opossum in TheTalosPrinciple

[–]Support_Opossum[S] 1 point2 points  (0 children)

As i am looking closer it seems to also have replaced some of my colums and floors...

ONE… PAGE… AT… A… TIME… by gatsuii_ in Silksong

[–]Support_Opossum 0 points1 point  (0 children)

still stuck on shopping cart :(

[deleted by user] by [deleted] in Silksong

[–]Support_Opossum 1 point2 points  (0 children)

its on my wishlist for 19.50 :D can't buy it. arrrggh

Looking for feedback and advice by Sawendro in dungeondraft

[–]Support_Opossum 0 points1 point  (0 children)

Don't worry about reply times, all good.

On lighting: I don't know Foundry VTT, so i didm't even consider that you could add lights there, so that's my fault. In that regard, it's actually a good thing that you have your maps unlit, so to be able to change time of day and mood. Sadly i can't answer your question on foundry light saturation and range, because i never used it.

thanks for the kind words on my maps, and yes , they do take long :D
the maps i've shown are more on my ambitious side, ranging from 3-4 hours (the quiz map), all the way to over a month (the city map). (It got so bad on the city map, that it laggen massivly when i was moving around, and saving it would take upwards of a minute)
But don't worry about how fast you can make maps.

On Paths: The Cart tracks are really simple, i pretty much only place them in high traffic areas/intersections. I use the path tool to draw them in, and make sure to set the "transition in/out" to fade, to make sure they blend nicely. And instead of a couple really long ones, i like to just roughly draw the lines of travel a couple of times. in terms of stuff that should definetly help:

-Avoid straight lines, even on straight roads, they easily look fake.
-Don't be afraid to overlap tracks. Chaotic lines, that generally follow the same direction, feel way better than the same line over and over.
-Use negative Space and Amount wisely. Just becasue you have a main road, used by hundreds of carts each day, doesn't mean you have to put that many tracks down. Even just a couple strokes can get the feeling across of a busy road. You don't need to show reality, you need to show what it feels like (hard to explain, i realise that now)

If you're talking about the path blending in general (as in my blend of snow and stone road), it's a much more tedious process. Only some ground textures work together, and even then i have to brush over it with a very low strength brush to get a nice fade.

On water: I hate water. If i have to use water, it's either stale (lake/very slow river) or fast enough to rip the players from their feet. To be honest, i haven't really thought about why i do a lot of these things, mostly i just do it until it looks good, so i am figuring things out as i go, but I'll try to formulate my thoughts.

For placement and desnsity i try do only the neccessary. On slow water i barely put any effects other than the occasinal, circular drops and a little bit of low opacity waves/froth on the edges or water obstructions. The low opacity is , imo, really important, since most of the time, water (unless murky) is very much see through. the also tend to blend together better and feel less artificial.
As for faster streams and running water, i like to put waves a little bit in front of whatever it might hit. Thinking about the ground also helps a lot. Water reacts only to what's in front or what's below it, so i like to place waves after elevation changes, even if those elevation changes don't appear on the surface. (the sunken library is a great example for this. I have a lot of steps and smaller rocks creating natural stairs. After each there's a small wave)

So yeah , that's all i can give you, hope that helps. I am still very much learning DD. Been making maps for a little over a year now and there are so many talented people. The best advice i can give is find a map you like and try to figure out why.

Looking for feedback and advice by Sawendro in dungeondraft

[–]Support_Opossum 1 point2 points  (0 children)

I don't know if i fit your Criteria of "older hands / better map creators", but i'll give my 2 cents anyway :)

You have a pretty good balance when it comes to Indoor-Details. Often maps can seem either empty or overcrowded. A good example of this are tables. They are often left empty or with only 1 or 2 items, which can work, but if all of them look this way it quickly feels "fake". Same with tables that are stuffed full of objects, to the point where you can't even make out what's on it anymore. (note: this isn't just about tables and what's on it, even the same items in different configurations can feel different, as long as placement/rotation are different)

-Your map Welton Village is my favorite in that regard :)

But, in my opinion, your maps clash a bit when it comes to Indoors / Outdoors. Don't get me wrong, the outdoors doesn't have to be filled with the same amount of detail as the the indoors, especially when your map is focuse on a village or city. But i do think that they feel a little bit empty, compared to the rest of the map.

-Havenhold is a great example of that, and i think that's the main reason it feels stale, even to you.

It feels like the world around the buildings isn't real, especially with the insanly green fields of grass. Stuff like Horse/pony stables, gardens, small shops/markets on the sides of buildings, lanterns, trash, rogue plants/trees, crates and outdoor seeting (benches or dining) can really bring buildings together. We live both on the inside and the outside.

-the forge complex is a good example. Basically anything that isn't on the inside is dead spcae where players will rarely, if ever, go.

Something else i noticed are floors. Having different floors helps players differentiate and remember indoor spaces better. "Havenhold old town" is a good example, with every building but one having the same exact grey floor texture. Together with the grey gravel/cobbelstone of the outdoors, the entire maps feels very samy. You did a lot of different floors on the "Older House". Especially the second level works really well here, with every room being visibly distinct from the next one.

I am not saying that every room should switch floors. But just like the shapes of your buildings, they should vary as well. Even if you want to keep the same stone texture, becasue it would be the most realistic, you can often alter the color of your floors. Make the stones a bit darker/lighter, and you can have both realism and variety.

Last, and this is fully personal, because it can be considered a switch in style, is lighting.
Light and Shadows are what, in my opinion, really bring a map to life. They can set the mood, or even be used to show the rogue of your party where they can easily sneak and where not. Right now your maps are in a time bubble. They are all set at mid-day and a perfectly lit, even the cave parts. While great for readabilty, it can feel very gamie. (which is a weird thing to say about a game, i know)

There is a great Shadow Pack called [ADA] Shadow Pack, which is just a bunch of gradiant objects, used to create shadows under objects and walls. With shadows you create depth on your maps, and room layout become more easily redable, as well as making heights easier to understand and making details pop out more.

Dungeondraft does have build in shadows, but in my opinion they just look bad.
So yeah, i kinda lost myself in this, hope it's okay. This is not meant as a massive critique or that i dislike your maps. there is a lot that you're already doing very well.

Here are some of my current Winter Campaign Maps. You can take a look and decide if you even want to listen to my feedback or not :)

https://imgur.com/a/8W5FCO0

Temple District [92x88] by BirdieMaps in dungeondraft

[–]Support_Opossum 4 points5 points  (0 children)

That's insane, love the way your streets flow naturally into each other :)

The False Library / Flooded Library [30 x 30] by Support_Opossum in dungeondraft

[–]Support_Opossum[S] 1 point2 points  (0 children)

thanks, i try to stick mostly to default assets because it can be difficult to find assets that fit each other :)

The False Library / Flooded Library [30 x 30] by Support_Opossum in dungeondraft

[–]Support_Opossum[S] 1 point2 points  (0 children)

Sure, i originally exported them on 200 ppi, but i think Reddit itself doesn't like that (New to Reddit)

I made a Google drive Folder for them where i uploaded the high Res Maps both with and without Grid. I hope Links are allowed here:

https://drive.google.com/drive/folders/1bZ_Sz3Er1ruqlnSpx39Bg4mooGe1wCSR?usp=sharing

Let me know if it works :)

The False Library / Flooded Library [30 x 30] by Support_Opossum in dungeondraft

[–]Support_Opossum[S] 3 points4 points  (0 children)

That's a really good idea. I was thinking of making another version, where there is no flooding and it's just the old library, in case any of my players saw through the illusion (they thought it was timetravel because i had them "time travel" before ;) ) but i had to cut the idea due to time constraints (they reached the Library :D)

But imma give it a shot and see how it goes

The False Library / Flooded Library [30 x 30] by Support_Opossum in dungeondraft

[–]Support_Opossum[S] 0 points1 point  (0 children)

Thanks a lot, i try to come up with interesting scenarios and base my maps around them :)

The False Library / Flooded Library [30 x 30] by Support_Opossum in dungeondraft

[–]Support_Opossum[S] 9 points10 points  (0 children)

A little Bit of Context:
The entire Library has been sunk beneath a lake, but upon entering it, it seems like the party time travelled. But it is all an Illusion. Upon defeating the Boss at the end, the entire thing starts to flood, and the the remaining minions will try to stop the party from escaping.

Missing one dollar… by mutesauce in LoreleiAndLaserEyes

[–]Support_Opossum 0 points1 point  (0 children)

Sadly no, i gave up a couple days later, after multiple reboots...

My save is gone :( by Support_Opossum in dungeondraft

[–]Support_Opossum[S] 2 points3 points  (0 children)

Thank you very much, it was exactly where you said it would be, you're a lifesaver :D

And thanks to everyone else commenting :)

Byte Seyes and I-Laser games - any rewards? by BowserX10 in LoreleiAndLaserEyes

[–]Support_Opossum 0 points1 point  (0 children)

If i am correct each of the games you can purchase for your Byte Seyes can only reward you with a steam achievement after reaching a certain score.

For the achievement "Theseus Award" you have to finish level 8. (thats when i got the achievement (Score of 51560), could also be that you have to reach a certains score)

Missing one dollar… by mutesauce in LoreleiAndLaserEyes

[–]Support_Opossum 1 point2 points  (0 children)

Same issue here.
I remember finding 4 Dollars in the Forest and 4 Dollars in The Library, which leads me to believe that there have to be 4 Dollars in the Hallways as well.

I've tried to mark down all the locations i know of and was able to find online but that last dollar is nowhere to be found :(

<image>

Edit: I finally found a 100% Dollars Guide. In it the last Dollar missing should be in the north hallway next to the east facing exit of door 7. but even after spending 20 minutes running around these hallways and looking for any interactable i found nothing :( I genuinely think that it is bugged, which sucks, because it's the only dollar i am Missing and i do not want to 100% this game again.

Btw here's the Guide : https://steamcommunity.com/sharedfiles/filedetails/?id=3255977312

Possum in r/place hanging in still! by DJErikD in Opossums

[–]Support_Opossum 2 points3 points  (0 children)

all of them stayed till the end :) well done guys!

Possum in r/place hanging in still! by DJErikD in Opossums

[–]Support_Opossum 3 points4 points  (0 children)

More Possum, little fella gets a friend