Just wondering what is everyones go to program for such things, and what are some good tips on making maps for players with less info than the one i use as reference as DM?
My go-to is Photoshop (but GiMP has all the functions that I use, and is free). Primarily the reason why is because I designed dungeons with graph paper and pencil in my youth, and I can use Photoshop in the same way but with added convenience and functionality.
For making a player version of the map and a DM version for myself, what I do is draw the dungeon features on one layer excluding labels and anything hidden like secret doors or traps. Then I add another layer to the file and draw in the secret stuff and labels. Then comes the (mildly irritating) step of hiding the DM-only layer, saving the image, showing the DM-only layer and hiding the base layer, saving the image with a different name, and then creating a layered PDF from the two images in inDesign so that I can have a single, quick-loading, map image with a clickable ability to hide info the players shouldn't see before I show them the map... but I think versions of the software that are more modern than the one I have might be able to directly create a layered PDF.
Or I just print out the player layer image, and save an image with both layers visible for myself, depending on if I feel like handing the players a copy of the map at the table or not.
I would definitely recommend Dungeonographer. It is the most useful I found around and there are also Cityographer and Hexographer for city and region/continent mapping as well.
I personally usually do a 3 room dungeon, with one opening 'easy' fight, one hard but not boss fight, and one boss fight. There may be an additional room or two with treasure or traps or the like, but I like to keep it to one fight. This is mostly so it can be completed in an evening.
Edit: I find that leaving rooms without much going on in them available will result in the PC's searching these rooms frantically, convinced they have some greater meaning.
I agree. Everything I produce is by hand and held in a binder. I use plastic sheet holders in a simple binder to retain everything. This builds a library of maps I can go to at anytime. Town specific maps will be grouped with the general town description. I do the same with Monster cards I have created on index cards, storing them in a plastic sheet that is intended to hold pictures. This allows me to place 3 monster cards per page. (6 per sheet if you put them back to back). I use Chris' Mapfu tips here extensively. Actual design wise I just let the story define everything. Verisimilitude is everything. Anything and everything can change based on what my players think. It is our story, Not mine. When I draw my maps I also draw them within the dimensions of my various battlemats in case we do venture from Theater of the Mind, where most of what we do is held. I very often just draw on the fly on a separate grid paper when things get cumbersome to perceive.
I'm still on pencil and graph paper. I just love the feel of physically drawing it out. If I had an art tablet I might use it instead with a program but there is something really simple about plain old graph paper. Also Graph paper allows me to improvise mapped locations as we play. Just in case I need a map on the fly because players are unpredictable.
the best and favorite tool of all is honestly (in my humble view) a pen and paper which gives a more crude sort of feel, after that if feeling artistic staining it with tea and some quick destruction of the edges gives a good feel for replicating old and aged paper. some (using care and caution) over the years i've seen even go out of their way to burn the edges and remove the excess charring with an art knife. it really depends on one's own interest towards using a creative medium. not to mention it looks great in a frame when you completed the campaign and have moved on :)
I've tried many different programs for making maps for Dungeons specifically. I've found that http://www.dwarvenforge.com/mapmaker/ has been a useful one, or alternatively and http://www.stonesword.com/dungeonmaker.php
Just wondering what is everyones go to program for such things, and what are some good tips on making maps for players with less info than the one i use as reference as DM?
Currently Playing:
5th Edition | Level 12 Human Cleric (Life Domain) "Darvin Leovold" |
My go-to is Photoshop (but GiMP has all the functions that I use, and is free). Primarily the reason why is because I designed dungeons with graph paper and pencil in my youth, and I can use Photoshop in the same way but with added convenience and functionality.
For making a player version of the map and a DM version for myself, what I do is draw the dungeon features on one layer excluding labels and anything hidden like secret doors or traps. Then I add another layer to the file and draw in the secret stuff and labels. Then comes the (mildly irritating) step of hiding the DM-only layer, saving the image, showing the DM-only layer and hiding the base layer, saving the image with a different name, and then creating a layered PDF from the two images in inDesign so that I can have a single, quick-loading, map image with a clickable ability to hide info the players shouldn't see before I show them the map... but I think versions of the software that are more modern than the one I have might be able to directly create a layered PDF.
Or I just print out the player layer image, and save an image with both layers visible for myself, depending on if I feel like handing the players a copy of the map at the table or not.
I would definitely recommend Dungeonographer. It is the most useful I found around and there are also Cityographer and Hexographer for city and region/continent mapping as well.
I personally usually do a 3 room dungeon, with one opening 'easy' fight, one hard but not boss fight, and one boss fight. There may be an additional room or two with treasure or traps or the like, but I like to keep it to one fight. This is mostly so it can be completed in an evening.
Edit: I find that leaving rooms without much going on in them available will result in the PC's searching these rooms frantically, convinced they have some greater meaning.
Try taking a look at some of these subreddits, where I have found some really good info and tutorials:
/r/dndmaps/
/r/battlemaps/
/r/mapmaking/
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
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Come on guys... Just use graph paper and a map key! Just scan to your computer and add color with photoshop/paint.net
Or you could leave it white and blue because graph paper RULES
I agree. Everything I produce is by hand and held in a binder. I use plastic sheet holders in a simple binder to retain everything. This builds a library of maps I can go to at anytime. Town specific maps will be grouped with the general town description. I do the same with Monster cards I have created on index cards, storing them in a plastic sheet that is intended to hold pictures. This allows me to place 3 monster cards per page. (6 per sheet if you put them back to back). I use Chris' Mapfu tips here extensively. Actual design wise I just let the story define everything. Verisimilitude is everything. Anything and everything can change based on what my players think. It is our story, Not mine. When I draw my maps I also draw them within the dimensions of my various battlemats in case we do venture from Theater of the Mind, where most of what we do is held. I very often just draw on the fly on a separate grid paper when things get cumbersome to perceive.
I'm still on pencil and graph paper. I just love the feel of physically drawing it out. If I had an art tablet I might use it instead with a program but there is something really simple about plain old graph paper. Also Graph paper allows me to improvise mapped locations as we play. Just in case I need a map on the fly because players are unpredictable.
the best and favorite tool of all is honestly (in my humble view) a pen and paper which gives a more crude sort of feel, after that if feeling artistic staining it with tea and some quick destruction of the edges gives a good feel for replicating old and aged paper. some (using care and caution) over the years i've seen even go out of their way to burn the edges and remove the excess charring with an art knife. it really depends on one's own interest towards using a creative medium. not to mention it looks great in a frame when you completed the campaign and have moved on :)