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My Dungeon a week

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Author Topic: My Dungeon a week  (Read 8306 times)

Faeriss

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Re: My Dungeon a week
« Reply #15 on: 07. May 2010, 21:08:28 »

For the 100th article of the blog SIMULaccro: Keep the geomorphic setting, software

To celebrate as it should be the 100th article of the blog SIMULaccro, I suggest any fan of dungeons The Dungeon Geomorph , a kindly created by Nolendur during my quest "Dungeon a week".

The Dungeon Geomorph is a small program that can match a random dungeon map tiles from the "Dungeon a Week" (or other geomorphic tiles that matter)

To use, simply download Geomorphe.zip, unzip it somewhere and run the executable Geomorphe.exe; operation is simple enough, but if in doubt from the menu Help / Instructions provides basic explanations.

As to measuring the progress of my challenge, I'll add new modules of course, creating new versions of software The Dungeon Geomorph .
In the meantime, feel free to download this little program very useful, it can do you a favor if you do not plan to keep the loan in hand.

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Faeriss

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Re: My Dungeon a week
« Reply #16 on: 11. May 2010, 20:42:21 »

Dungeon a week No.9
Many stairs today. In this module, it goes up, goes down and it overlaps on two different levels. To create the illusion of passing lanes in parts of higher level, and I agree with Dyson's remark, it was not so obvious to do. But overall I enjoyed creating this small complex maze that you can find below.

« Last Edit: 20. June 2010, 13:55:18 by Faeriss »
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Aleckxander

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Re: My Dungeon a week
« Reply #17 on: 12. May 2010, 07:18:38 »

your program is really interesting i'll try to use it as soon as possible :D
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Faeriss

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Re: My Dungeon a week
« Reply #18 on: 14. May 2010, 09:41:13 »

The Donjon Geomorphe, version 0.3

This is version 0.3 of The Dungeon Geomorph proposed by Nolendur on the forum CasusNo. The following remarks:

The main changes in version 0.3 are:

- Fixed a bug that shifting away the tiles which are slightly changed direction.
- Fixed some minor technical bugs.
- The program no longer crashes when you put the wrong files in the subfolder of the tiles (for the moment he interprets them as completely empty gray tiles, in a future version it will ignore them completely).
- The menu items now have shortcut keys.
- Implementation of Unique Tile option to limit the reuse of tiles.
- Accepted formats in the subfolder of the tiles are now bmp, gif, jpg, png, ico, pcx and tga.
- The rotation of the tiles can increase the number of possible directions for 4 to 8.


Another big thank you to Nolendur for his contribution!

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Faeriss

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Re: My Dungeon a week
« Reply #19 on: 18. May 2010, 04:57:51 »

Dungeon a week - Map No.10

Today, this is a real maze of small rooms and corridors. And virtually none of them do not connect ...

« Last Edit: 20. June 2010, 13:55:37 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #20 on: 21. May 2010, 20:03:34 »

Dungeon a week - Map No.11

To create this module, Dyson Logos was partly inspired by the latest Harry Potter film. Thus, this dungeon has a small underground lake. However, no entry of the cave can not actually afford to see the central lake - just its shores. We must go underwater to get to the center where an island with the strange statue of a forgotten god.

« Last Edit: 20. June 2010, 13:55:52 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #21 on: 22. May 2010, 15:21:07 »

Dungeon a week - Map No.12

This module keep this a small village with a well in the middle. Here, the ceiling is probably more than three meters. This type of cave dwellings can certainly agree to a population of dwarves or gnomes inhabiting the depths of the earth. It may also be a stop for reckless adventurers in search of legendary cities drow.

« Last Edit: 20. June 2010, 13:56:07 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #22 on: 25. May 2010, 04:49:46 »

Dungeon a week - Map No.13

More stairs! What I find fun in this module (as Dyson Logos else), these are the corridors that overlap on the lower left corner of the map. The corridor has higher slots, and it is possible to monitor the hallway below, a few monsters, like orcs or goblins, will be able to take this opportunity to ambush tactics to adventurers lost in this mega-maze ...
Better? There is no direct link between these two zones will have to leave this module and then find another entry to the next level (or use a grapple or a spell of levitation).

« Last Edit: 20. June 2010, 13:56:27 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #23 on: 01. June 2010, 04:40:32 »

Dungeon a week - Map No.14

In this module of dungeon, there are still some stairs and two levels floors. In the central hall, where Dyson Logos had to explain its inability to represent a platform without walls, I have not had any problems creating the effect with the use of shadowing and Working light on the pavement. It is also the case for both entries in the bottom left of the plane. The risk of confusion between the two floors and the passing lanes is reduced by using the same method for optical effect ...

« Last Edit: 20. June 2010, 13:56:40 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #24 on: 01. June 2010, 20:42:59 »

Dungeon a week - Map No.15

Today, it will be a module with a particular interest in the centerpiece. This secret area acts as a bridge between the other rooms of the dungeon. It will be very useful for the adventurer who will use or worse avoid strange runes engraved on the stones color ...

« Last Edit: 20. June 2010, 13:56:53 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #25 on: 07. June 2010, 13:33:33 »

Dungeon a week - Map No.16

Dyson Logos, who is the source modules, introduced his dungeon as having a large number of diagonals with little rooms or objects of interest. For my part, I added a colored checkerboard flooring, studded with holes (certainly traps) with some statues and wall mounted in a corner of the room ... it would be the guardians of these places?

« Last Edit: 20. June 2010, 13:57:05 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #26 on: 15. June 2010, 04:47:00 »

Dungeon a week - Map No.17

This is the first module dungeon in which I added a few items of clothing: a bed, a chest, a wardrobe, curtains and mattresses ... Both statues are slightly different from what I usually do and the room has a floor to the columns with small stones.

« Last Edit: 20. June 2010, 13:57:18 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #27 on: 22. June 2010, 04:59:57 »

Dungeon a week - Map No.18

Another tile in its center a connecting element. In this case, a series of natural caves or tunnels may be created by ant-men or other sinister entities Depths ...

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Faeriss

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Re: My Dungeon a week
« Reply #28 on: 27. June 2010, 20:28:33 »

Dungeon a week - Map No.19

Following my challenge! I like how the two levels of this tile connects - the caves at ground level and the upper level which scans the top two places in the cave (it even has a ladder for a thief to go low ...).

« Last Edit: 29. June 2010, 04:55:25 by Faeriss »
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Faeriss

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Re: My Dungeon a week
« Reply #29 on: 29. June 2010, 04:56:08 »

Dungeon a week - Map No.20

This plan offers a more classic junction between the "dungeon" and the "cave". In the dungeon, only a reinforced metal door leading to a series of natural caves.

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