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One hour dungeon map

I was admiring the one-hour-dungeon-maps at Aeons & Augauries, and decided to do one of my own (click for a print-quality TIFF version):

Dungeon map

That got me thinking about how I draw dungeon maps. The method I’ve been using lately is to think of a dungeon level as 4-6 clusters of 8-16 rooms each:

Dungeon map with color coded areas

What’s your thought process or strategy when you sit down to draw a map?


5 comments:

JDJarvis January 19, 2011 at 3:01 PM

At the core of the process I start drawing and if it’s starts to look like something I hammer that into the shape I need.

Paul January 19, 2011 at 3:22 PM

I’ve been trying to develop a methodology to finish more of the maps I start. The cluster approach seems to work OK.

I also need to start a list of the stuff I usually forget on the first draft, like including vertical movement within the level.

Zak S January 19, 2011 at 3:34 PM

this is working for me so far to get the basic ideas down: http://dndwithpornstars.blogspot.com/2011/01/megadungeon-design-unicorns-dead-elves.html

C’nor (Outermost_Toe) January 19, 2011 at 3:53 PM

Mostly I plonk an octagon down (If I’m working on somewhere the Octagon People built), and start drawing. I just, you know, do whatever pops into my head at the time, although I have been doing a Reversals thing lately.

Paul January 19, 2011 at 4:34 PM

@Zak, I saw that when you posted it. It leaves me full of awe.

I think I understand your keying system, but I’m not sure how you keep track of the dimensions and exact spacial relations between rooms. Do your players graph their own map based on your descriptions, or does your group treat that aspect of play in more approximate terms?

Also, I tend to deface my maps with lots of scribbled notes.

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