[HN Gopher] Dungeon Scrawl: Old school maps in minutes ___________________________________________________________________ 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/ ___________________________________________________________________ (page generated 2020-06-23 23:00 UTC)