[HN Gopher] Dungeon Scrawl: Old school maps in minutes
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       Dungeon Scrawl: Old school maps in minutes
        
       Author : Caseee
       Score  : 240 points
       Date   : 2020-06-23 14:04 UTC (8 hours ago)
        
 (HTM) web link (dungeonscrawl.com)
 (TXT) w3m dump (dungeonscrawl.com)
        
       | andretti1977 wrote:
       | I started using inkarnate [0] a few weeks ago. You can use the
       | parchment style to have maps with old looking style.
       | 
       | People use it both for world/regional maps and for town but also
       | scene maps [1]
       | 
       | [0] https://inkarnate.com/
       | 
       | [1] https://www.reddit.com/r/inkarnate/
        
       | grawprog wrote:
       | It looks pretty awesome from the bit I could play with it. It
       | would be nice if it worked properly on mobile also. Just being
       | able to hide the tool bars and pan without the keyboard would
       | help a lot.
        
       | ajuc wrote:
       | Looks great. Making maps is the worst part of being DM for me and
       | playing on computer sets high standards for map quality so I end
       | up spending 90% of prep time drawing maps :/
       | 
       | I've made a quick and dirty generator of outdoors maps for my hex
       | crawler campaign, maybe someone will find it useful:
       | https://ajuc.github.io/outdoorsBattlemapGenerator/
       | 
       | It has export to FoundryVTT (.dd2vtt format), I find it so much
       | better than roll20.
        
       | jjice wrote:
       | My dad has always talked about how much he loved having to draw
       | his own maps for games like Labyrinth [0] and Asylum [1]. He just
       | recently played Breath of the Wild and while he loved it, he
       | mentioned how cool it would be to have to draw the map there.
       | 
       | I love the spirit in this, great job!
       | 
       | [0] https://en.wikipedia.org/wiki/Labyrinth_(1980_video_game) [1]
       | https://en.wikipedia.org/wiki/Asylum_(1981_video_game)
        
         | aidenn0 wrote:
         | If your dad hasn't played them yet, check out these games;
         | aside from the lack of feelies, it's as close as you'll get to
         | old-school games:
         | 
         | http://excelsior-rpg.com/default.htm
        
         | e12e wrote:
         | I always liked Richard Bartle's take on this from a game design
         | perspective, in his:
         | 
         | "HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT Muds"
         | http://mud.co.uk/richard/hcds.htm
         | 
         | Essentially: exploring is one dimension of fun, and some people
         | enjoy it even more when it's hard (ie:no automap).
         | 
         | I remember playing Eye of the Beholder with a friend, one of us
         | on map duty, the other controlling the game...
        
         | scott_s wrote:
         | Your dad may enjoy the Etrian Odyssey series
         | (https://en.wikipedia.org/wiki/Etrian_Odyssey) for the DS and
         | 3DS where a big part of the game is you drawing the map on the
         | bottom screen as you explore the dungeon.
         | 
         | Review of the latest game for 3DS:
         | https://www.polygon.com/2017/10/17/16492092/etrian-odyssey-5...
        
       | bdefore wrote:
       | Could use a link to jump into an existing example map.
        
       | woah wrote:
       | Panning does not work in safari
        
       | nickthegreek wrote:
       | Gave it a spin. UI is pretty clean, good landing page and neat
       | that it can do isometric as well. Love the path tool. Wish there
       | were dedicated Undo/Redo buttons in the top bar. Only bug I found
       | was that if you use the menu item to 'rough it up', ctrl+z undoes
       | the rough up and the last item you created.
        
       | taormina wrote:
       | As someone who has been moved his DnD sessions to Discord with
       | COVID going on, and has made a "shareable map" out of Google
       | Sheets, this looks fantastic!
        
         | SweetLlamaMyth wrote:
         | My table has made great use of https://shmeppy.com for remote-
         | play maps. The maps it makes are much less sophisticated (just
         | painting color on the squares and lines of a grid). What it
         | gives you instead are player/monster tokens that everyone can
         | see, measuring tools, and "laser pointers" to allow
         | participants to draw attention to a region of the map while
         | speaking.
         | 
         | EDIT: also an awesome fog of war feature; how could I forget?
        
       | scott_s wrote:
       | Is the Escher-esque image under "Isometric Edit Mode"
       | (https://dungeonscrawl.com/images/pic10.png) a joke, or does the
       | tool allow for physically impossible layouts? Or am I reading the
       | image wrong and it's a physical layout?
        
         | probabletrain wrote:
         | The tool allows for that, but it takes some effort and
         | familiarity to actually do - the isometric mode just does a
         | rotate and squeeze scale
        
         | cthalupa wrote:
         | > does the tool allow for physically impossible layouts?
         | 
         | I hope so! I've definitely run some dungeons that had Escher-
         | esque layouts. It's for D&D dungeons, not real life
         | architecture :)
        
         | drdeadringer wrote:
         | This reminds me of the Dr Who episode "Castrovalva"; the Doctor
         | and his companions do spend some time running around trying to
         | figure out the layout until they realize what's going on.
         | 
         | I've entertained the idea of DMing that type of thing for a
         | while now.
        
           | at_a_remove wrote:
           | Q1, Queen of the Demonweb Pits, had something similar if I
           | recall.
        
             | simonh wrote:
             | There was an article in Dragon magazine back on the 80s
             | about hypercube dungeon layouts.
        
               | at_a_remove wrote:
               | Even further back, there's Hunt the Wumpus, which I think
               | was originally laid out on a Platonic solid. Messing with
               | adventurers is a time-honored tradition!
        
         | aidenn0 wrote:
         | AFACT it's just a line drawing tool that supports isometric
         | drawing.
         | 
         | One of the defining features of isometric is that such layouts
         | are possible because the X/Y axes are identically sized (iso =
         | same; metric= measurement) regardless of the position on the Z
         | axis.
        
       | gentleman11 wrote:
       | I can't really tell what this is. Is it just a drawing tool that
       | applies styles, or does it procedurally generate dungeons for
       | you? If it doesn't procedurally generate, it would probably still
       | be more fun to just use graph paper and some coloured pens
        
         | citizenkeen wrote:
         | Fun? Maybe. But this is so much faster. And as a GM, sometimes
         | I'm just coming up with maps fifteen minutes before I sit down
         | to play. This is a really solid tool for when I don't have time
         | for Dungeondraft, and I find Dungeondraft to be even more fun
         | than graph paper.
        
         | BorisTheBrave wrote:
         | It just draws things.
         | 
         | This one generates dungeons:
         | 
         | https://watabou.itch.io/one-page-dungeon
        
       | scottoreily wrote:
       | https://dungeondraft.net/
        
         | mosselman wrote:
         | Wow this is very impressive. I wasn't expecting the lighting
         | stuff and was amazed.
        
       | greenhatglack wrote:
       | Any chance of splicing each grid as a unique PNG and building it
       | up in JSON like Tiled when exporting?
        
       | ArtDev wrote:
       | This tool is awesome and perfect timing because I am writing an
       | adventure for my daughter and her friend to play :)
        
       | richard_mcp wrote:
       | The "old school" style they're advertising is mostly based off of
       | Dyson Logo's maps. I think it's interesting that this seem to
       | come out after Dyson started teasing a similar program for his
       | Patreon subscribers. On one hand, it's a great looking piece of
       | software, but it feels a little scummy to write software that
       | heavily leans on Dyson's style and then directly compete with
       | him.
        
         | e12e wrote:
         | Is this somehow distinctive from Dragon Magazine / Dungeon
         | Magazine from the late 80s in a way I'm not seeing? Or eg. the
         | various TSR boxed settings with dungeons?
        
           | nickthegreek wrote:
           | Dungeonscrawl is definitely inspired by Dyson.
           | 
           | Here are some tweets by the maker:
           | 
           | https://twitter.com/probabletrain/status/1259172635776294912.
           | .. https://twitter.com/probabletrain/status/12588210409370132
           | 48...
        
           | richard_mcp wrote:
           | I never read those magazines and I can't say I'm an expert on
           | dungeon map styles, but it's the hatching done in the dungeon
           | walls that Dyson is known for (e.g.,
           | https://dysonlogos.blog/2011/09/03/dungeon-doodles-a-
           | crossha...).
           | 
           | It looks like the person that made this program started
           | playing around with the idea May 9 (https://twitter.com/proba
           | bletrain/status/1259172635776294912) a day after Dyson
           | started tweeting about his program
           | (https://twitter.com/DysonLogos/status/1258797586464542723).
           | 
           | I think Dyson's program is just a Photoshop extension and
           | Dungeon Scrawl looks way more powerful, but it's worth
           | pointing out the very similar timelines and styles.
        
             | BorisTheBrave wrote:
             | Here's someone playing with the concept even earlier
             | though. It did the rounds on reddit at the time, so I'd
             | assumed it was the inspiration.
             | 
             | https://twitter.com/watawatabou/status/1197194111171940352
             | 
             | (in aother tweet, @watawatabou attributes the style to
             | Dyson, though the idea of doing it programatically).
        
           | kemayo wrote:
           | That cross-hatching-in-the-walls thing is fairly distinct,
           | and I saw it immediately on Dyson's blog but not on a quick
           | survey of old Dragon/Dungeon maps. That said, Dyson is
           | clearly _going_ for that aesthetic mostly, so it could be
           | convergent evolution, and I 'm hardly up to date on current
           | styles for maps in other places.
        
             | pharke wrote:
             | Just taking a look at Dungeon Magazine on archive.org and
             | it seems that crosshatching in walls is pretty common, at
             | least in the early editions.
             | 
             | https://archive.org/details/Dungeon_Magazine_002/page/n25/m
             | o...
             | 
             | https://archive.org/details/Dungeon_Magazine_002/page/n45/m
             | o...
             | 
             | https://archive.org/details/Dungeon_Magazine_002/page/n51/m
             | o...
             | 
             | https://archive.org/details/Dungeon_Magazine_003/page/n31/m
             | o...
             | 
             | https://archive.org/details/Dungeon_Magazine_003/page/n41/m
             | o...
        
             | lakkal wrote:
             | The style really reminds me of old Chaosium maps, from the
             | 1980s.
        
         | wishinghand wrote:
         | Dyson's tool (which is more like an art asset) is pretty much
         | Photoshop only, which is prohibitive to some. I signed up for
         | their Patreon when they first previewed it, thinking I could
         | use it with Affinity Photo. There's some layer combination
         | features missing that means it's PS only.
        
         | probabletrain wrote:
         | Actually, development started before Dyson's Photoshop product,
         | and sure it leans on his style, but the hatching existed before
         | and was popularised by him. It's a common style across many
         | existing dungeon mapping tools, and just one of the styles
         | offered by the tool.
        
           | richard_mcp wrote:
           | I'm glad to hear that! The style is very popular in the drawn
           | maps I've seen. I haven't been interested in maps for long
           | and don't pay too much attention to digital map programs. I
           | associate the style with Dyson, as that what I've heard other
           | people do. I first saw you tweeting about the program after I
           | saw Dyson's tweet and the Dungeon Scrawl site says the
           | development began on May 8th, which is why I thought the
           | timeline looked a little suspect. I'm happy to hear that's
           | not the case.
        
             | aidenn0 wrote:
             | FWIW, I just pulled open my red-box era OD&D books and the
             | maps are all hatched in various styles when underground,
             | but stippled (kind of a grassy texture) to indicate
             | exterior; so e.g. a for a keep in the side of a mountain it
             | would be clear which walls abut solid matter and which are
             | stone.
             | 
             | The maps in the basic set use circles rather than lines for
             | the hatching though.
        
             | sbarre wrote:
             | I was hand-drawing cross-hatched style maps on graph paper
             | in the early 90s when I was a teenager running my own
             | campaigns, and I certainly don't claim to have invented it
             | either..
             | 
             | Mine didn't look quite so good though. ;-)
        
               | e12e wrote:
               | Yeah, this was kind of my mindset, too. Hatching is
               | certainly an old trick, and I see the "Dyson hatch" is
               | somewhat distinctive - but for me, knowing "old school"
               | maps, it didn't stand out from the other offered styles -
               | and certainly lived up to the promise of "old school"
               | look and feel :)
        
         | woah wrote:
         | This is a very common hatching style that I have seen countless
         | times.
        
       | hunterloftis wrote:
       | I love the style of this and tried something similar before
       | changing direction with Table of Sending.
       | 
       | After lots of testing, I settled on 2.5D tiles for the DMs who
       | wanted to sketch their maps 15 minutes before playtime:
       | 
       | - https://tableofsending.com/
       | 
       | The shadowcasting fog-of-war has also been awesome since the map
       | is semantically understandable:
       | 
       | - https://twitter.com/HunterLoftis/status/1269396682233581568
        
       | rgovostes wrote:
       | I've been kicking around an idea that would also require a
       | similar sort of browser-based drawing tool. Is there a good
       | library for building these, or do I start with a blank <canvas>?
        
         | azhenley wrote:
         | There are a lot of graphics libraries out there, but I've been
         | using PixiJS.
         | 
         | https://www.pixijs.com/
        
         | gentleman11 wrote:
         | Threesj with socket.io for collaboration
        
       | vertexmachina wrote:
       | I'm currently playing through the old Zelda games that don't
       | provide an in-game map. This looks like it could be useful.
        
       | mhd wrote:
       | I've played around it a bit since someone recommended it a few
       | days ago. Great for coarse dungeon layouts, but would probably
       | need some more detail-oriented "finishing" if I'd want to use it
       | for VTT play. Once we're going back to real dice, this might come
       | in handy, if I'm ever doing a dungeon-heavy campaign.
       | 
       | Until then, I have to cope with the oddities of running
       | DungeonDraft with Wine.
        
         | mey wrote:
         | Yeah once we go back to an actual table (2021?) this will be
         | amazing. I can see using this to sketch out a dungeon before
         | breaking down into smaller maps in DungeonDraft for VTT.
        
       | xwdv wrote:
       | I would like to see a randomize button that creates something
       | random and then lets me edit it to my tastes. It's just so
       | exhausting to plan an entire dungeon from scratch.
        
         | johnzim wrote:
         | One thing I found fun was to start by blocking out one room,
         | then another and another and basically switching between tools
         | - the geometric shape too for a tower or two, and then start
         | linking them up.
         | 
         | After a little bit of noodling you start to feel the outline of
         | a building and then you can be a little more deliberative.
         | 
         | In my experience, the hard part about planning out a dungeon is
         | filling it with encounters.
         | 
         | There's another creator (Donjon) which doesn't make maps as
         | prettily or easily as this one but it does allow you to
         | basically do what you're looking for:
         | 
         | https://donjon.bin.sh/d20/dungeon/
        
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