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Skull Island | Skullport Map Pack!

The download URL for the map files can be found in a following "Tier Rewards" post specific to your tier, or on the Pinned post on the front page of the Patreon.

This is my interpretation of Skull Islandin Skullport from Dungeon of the Mad Mage. As the initial map was simply laid out on a B&W grid, this bring a colorful, lit and immersive environment to folks playing on VTT's or potentially wanting to print something out to review.

The island contains several thugs and thieves' guild members loyal (or at least fearful of and/or paid by) Xanathar, and is a well-protected fortress on an island deep within a massive cavern, illuminated by bioluminescent fungii and the lit braziers of the fortress, their ballista and flame throwers always at the ready.

This particular version has all of the interiors, including the:

1. Duergar Barracks

2. Humans Barracks

3. Bugbear Barracks

4. Looted Storehouse

5. Half-Ogre Commander in Tower of Seven Woes

I also included some of the following areas within the yard:

1. Makeshift Tavern

2. Prisoner Yard

3. Blacksmith

4. Bathrooms (gotta go somewhere!)

5. Training Yard

Future releases will have the additional floors to the barracks, as well as an (eventual) fleshed out Tower of Seven Woes along with the rest of Skullport as we progress northward to the main city itself.

I hope you enjoy it!

Skull Island | Skullport Map Pack! Skull Island | Skullport Map Pack! Skull Island | Skullport Map Pack!

Comments

...but i didn't get _you_ anything! <3

Dan Gragert

Thank you. I will try that out and see how it looks.

Oestred

Assuming v10 here... There are two related Scene-level settings: Configure Scene > Basics > Foreground Image Configure Scene > Basics > Foreground Elevation When used in this manner, they aren't typical Overhead Tiles with Roof checked. They will not disappear when your token goes under them. However, you set the elevation for them, which means your token CAN go above them! If you set Foreground Elevation to 20 feet and your token is at or above 20 feet, they'll move *across* the roofs. With that said, many people don't realize you can set this LARGE overlay of ALL of the roofs as a regular Overhead Tile and set Roof checkbox, and it works exactly the same as individual tiles, with the exception that they all are visible or all are hidden. As soon as your token moves under any one of them, they'll all disappear. This may or may not be a problem depending on the scene, the building walls, etc. In many maps, it's not a problem. So, with this new large file, you can use it two ways: - as you normally do, as an Overhead Tile (with or without Roof set), with the caveat that it will show, or none of it will show. - as a scene level static overlay which will ALWAYS render over your tokens, UNLESS their elevation is higher than it In both cases, the two biggest limitations are: - the entire roof set needs to have the same elevation - the entire roof set works the same way with respect to visibility and reveal settings If that doesn't work, then you'll just have to use the individual roofs! And, like I said, you can mix and match. If you have (13) 20 foot elevation roofs, and 1 that is 30 foot, just delete that one from the big image, and use it's individual tile. Hopefully that helps!

Ryan Rogers

Hello Ryan. I have seen those single foreground images before but have not been sure on how to use them. In Foundry, is it as simple as just choosing it as the foreground image or do you have to do more? How does it know when tokens are underneath a roof or tree then if the image covers the whole background scene?

Oestred

Oh wow, it was just a suggestion for going forward. :-) Will grab again, thanks!

Ryan Rogers

This has been done and added to the pack -- it will show up, if you download the Map Pack again, and I will try and do this for maps moving forward, as well.

Jeff Todd

Amazing as usual! One thing that would be really nice going forward is if, in addition to the sliced rooftop assets, there was also a single PNG for the entire set of roofs in their relative locations (as if the entire rooftop layer had been exported by itself). With Foundry v10, you can set a single Foreground Image at the Scene level, and this would allow people to place the entire set of roofs at once...a big time saver. The trade-off of this approach is the set of roofs all disappear at once when you enter the buildings, but this may not a problem if: A) if they don't plan on entering the buildings at all and just want roofs, since there isn't a roofed variant of the maps (which would be a waste of space, honestly). B) they don't mind that that they all disappear at once since they are using Fog of War. For folks who do care, they can take the time to place each roof individually as they do today. :-) They could even mix and match...take the big overlay, delete a few roofs that are unwanted to be part of the "group", and then place those manually. This last scenario I do a LOT. I may for my game only want 3 of these enterable. So, I delete all but those 3 from the big overlay, and set that as the scene-level overlay. Then the 3 that are enterable are used as individual roof overlay tiles. If I ever reverse that idea, or decide to expand upon it, it's easy to add enterable buildings, since I haven't "baked" the roofs into the map.

Ryan Rogers


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