I've started a new Tile Map, for a preview click here miah000.blogspot.com/2010/10/shape-of-things-to-come-is-8x8in-square.html .
Revenge of the Tile Map
Here's a preview of the LaserPrint Prototype. I hope to have colour ink by the end of the month. ; )
Nice work! I like the idea.
Thanks Steve-O,
Here is a preview of the Comandant's Office with lighting effects, now I can only render at 500x500px because I can't pay a $100 for the software plugin.
I'll let you all know how the print out later.
Very cool ! It's like the space hulk board
and it will be very easy to print it
Idea of tiles :
- a pound (or swimming pool) with an objective in the middle, each circle is two or three times slower (2 or 3 red boots). Extra -rules : if automatic weapons enters the pool, it loose their functions.
- mirrador : with sniper circles
Daysman said:
Very cool ! It's like the space hulk board
and it will be very easy to print it
Idea of tiles :
- a pound (or swimming pool) with an objective in the middle, each circle is two or three times slower (2 or 3 red boots). Extra -rules : if automatic weapons enters the pool, it loose their functions.
- mirrador : with sniper circles
Forgive my ignorance, but what is a "mirrador"?
Very, very cool idea...well done with the graphics too. The command bunker office is stunning. Wow!
Really great work on the graphics. The tile idea has a lot of possibilities.
Isn't 500dpi plenty good enough? - If you need more resolution, just make it twice as big and then shrink it...
But the graphic quality there is awesome.
Forgive me, but I am not completely fluent with graphics. What kind of software are you using and what exactly would the $100 plug-in do to help?
Also, how will the modular pieces work for LOS and matching up colors piece to piece?
Great idea and concept so far!!!
I would like to know how you did the point of view of the walls. Something I could not do with my bunker map. Only thing that pissed me off about the map. Walls are just a solid black strip.
Ok lots of questions...
Doc you first, it's not 500dpi, it's just 500x500 pixels, which is like 6x6 inches at 72 dpi, so they print a little fuzzy. Lots of Antialising helps, but it ups the render time. But they really need to be rendered at at least twice that to look their best. But to do that I'd have to pay for the plugin I'm using and I can't find a free one that does what I need. : (
Next, GrumpyBatman, the software is free it called Google Sketch Up and it was developed and distributed to create all the 3D buildings for Google Earth. As a result the programe only has the "Sun" as a buit in light source for the generation of shadows. The $100 plugin called Podium allows for the creation of "artificial" light sources to create shadows and other realistic effects, and the free version allows you to only render a a low sample quality, which is fine for the screen but doesn't print as great.
Question two, each room has a series of door centered on some or all of the walls, the doors block LOS but not movement, so each tile is like a little 8x8inch independent map. However, this does result in a limited number of paths on a tile, usually only one or two. But the assembled map as a whole can be very large and complex.
Finally, Sundance, the rooms a rendered entirly in 3D, if you check my blog, you can see how a map looks from a 3/4 perspective. I've been thinking of doing some sort of tutorial, but I just don't have the time between: my daughter, my other projects, actually playing Tannhauser, StarCraft II, and my Wife; there just isn't any left.
I hope that answers your questions, if you have any more I'll do my best.
PS, I've printed a colour prototype, and I think the tiles are far too dark, I'm going to run a few more test to get the right balence. Then maybe I can get a Beta version posted. Currently there are 18 unique 8x8 tiles, for a playable Deathmatch you need a couple doubles, but I'm thinking of creating a few more, to bring the total to 22 with at least two entry points, right now there's just one.
Ok, I'll shut up now.
Thanks for the succinct answers Miah999. The idea of creating a modular board for Tannhauser is great. The static maps is a complaint I have heard from some of my friends who tried Tannhauser in the past. Most of us are minis players traditionally and I think we like variety because of it. Keep up the great work!
Here is a colour prototype of the barracks room, the edges are a little rough, but I think it gives you a good idea of the final look of the tiles.
Hey folks, I just wanted to get some oppinions on this room concept (see below).
It's called the Check-Point, nicknamed the Kill-Box, the concept is a security check point with a door controled by the special action circle, the idea is you place a faction flag on the action circle, and only characters in that faction may move through the forbiden circle near the center.
Of course for the other team to gain control of the door there has to be an alternate route into the security office located on the left, hence the extra door in the office. Also the paths in the hall and the office are the same because the window provides LOS but they are not adjacent.
Finaly there is what is known as a Gun-Walk in the prison industry, with two sniper posts along the right. It can only be accessed from the secure side of the room. There is a missing movement penalty on the stairs.
Please let me know what you think.
Below is a game play example for clairity. Ramirez may not move through the forbiden circle as a Reich Flag is on the Special Action Circle. Yula being a member of the Reich may move through. Both Schocktruppen may fire on Ramirez, but Ramirez may on fire at the on the left and Yula through the bars of the door, and vice versa.
It's quite good idea but I find this too complicated for Tannhauser. Solving some extra rules for parts of the board sound too annoying, but it might be just my laziness
. Firing bonuses and ranges are nicely solved by the pathfinding system. But the doore seems like during the game, one side will get the door and the other won't care bout it too much because it's too hard to get those door open. Althou it would be cool for some scenario. Anyway, nice graphics and ideas(i like the barracks), keep em coming.
It's really only intended for scenario use, it wouldn't make sense most other times.
Great ideas and great work Miah!
Falco said:
It's quite good idea but I find this too complicated for Tannhauser.
I agree that it's a bit complicated, but I don't know about TOO complicated. =)
As the focal point of a scenario this room could be awesome. Used in random play it would probably be ignored or even avoided, but even as such it would play a role in tactics. If your opponent is hesitant to go into the kill box, you can plan your defenses on the assumption he won't go that way.
I wouldn't object to its inclusion in some kind of collected pack of tiles
On another note, I'd like to thank you, Miah, for starting this project. Your ideas for tile maps are revitalizing the spark to play Tannhauser within me. It's been entirely too long...
Thank you, Steve-O, and Doc.
If you have any room requests let me know, I'm planing on posting the Beta set PDF near the end of the week.
That really is amazing work.
I am constantly impressed and jealous of some of the great fan based stuff out there, and this is a shining example.
Just been looking at your room tiles. They are very good indeed.
I'd like to see how they progress.