Mike H "Chugosh"
Cardboard Collector
Dabbler, Builder of stuff, some of it even is terrain.
Posts: 28
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Post by Mike H "Chugosh" on Dec 4, 2013 17:04:12 GMT
I'm just at a planning stage, maybe going to heat up the gun and mess around today around all the other stuff going on. I'm thinking "how many of what do I want to make?" as in like a basic kit that will lay out for the greatest variety of battles and such. Maybe four or five each of two inch wide passages (scale ten feet) and one inch passages (five feet, right?) some straight and some kind of snaky and weird. A couple big rooms and a few small rooms or intersections, and maybe one or two big multiroom complexes.
Any thoughts or advice on that would be welcome.
As far as technique, I'm either going to do it just about like scotty does, or I'm going to combine that with some paper mache and decoupage techniques. Those have more chance to warp and go funny, though.
I also considered making the whole set in half scale, like an inch for ten feet, and then using smaller miniatures in the 15mm or 1/72 range, but most of the folks I'd play with would not have that scale of minis, so perhaps not. On the other hand, I have enough to go around.
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Post by onethatwas on Dec 4, 2013 18:25:01 GMT
Using the standard scale is usually the best option, but you don't have to be exact. Thats the beauty of the craft.
When I started I wanted a basic set as well. I settled with 2 large rooms, 3 medium sized rooms, and 3 small rooms. I then made about 4 two inch wide halls, 2 corner hall pieces, a T junction, and a 4 way junction (which can serve as another medium sized room).
Thats a fair basic set. After that I've just been makinh unique rooms and whatnot, additional passages as needed, etc
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Post by sgtslag on Dec 4, 2013 21:24:44 GMT
Check out the Dungeon Geomorph discussion topic: link. Take a look at some typical, commercial duneon maps, for an idea of what the most common room types/shapes/sizes are, and then decide how many of each type you would like. Custom rooms can always be added, but a generic set of 'standard' rooms, will go a long way, if you will be playing published modules. Cheers!
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Post by adamantinedragon on Dec 4, 2013 21:41:53 GMT
The way I've tackled things like this is to decide what the end product needs to look like and build the elements that get the end product met. But build them in such a way that they can be repurposed. Then you'll have modular elements you can use for other settings, and you'll only have to build the pieces you need to complete the new setting. Over time you'll only be building special things that you want to build.
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mrbulow
Paint Manipulator
Posts: 124
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Post by mrbulow on Dec 4, 2013 21:54:04 GMT
Have you seen this from thedmg ?
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Post by thedmg on Dec 4, 2013 22:08:32 GMT
Beat me to it...
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Mike H "Chugosh"
Cardboard Collector
Dabbler, Builder of stuff, some of it even is terrain.
Posts: 28
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Post by Mike H "Chugosh" on Dec 5, 2013 5:30:50 GMT
Well, here is what I have done so far:
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Post by thedmg on Dec 5, 2013 9:14:09 GMT
Aaah child labour...
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robagd
Paint Manipulator
Posts: 137
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Post by robagd on Dec 7, 2013 2:54:15 GMT
I have kept mine fairly simple. Several hallway chunks, 2 corners, 1 T, 1 4 way, I made a 3 way Y, several rooms, dead ends, hole blockers ( close off door cut out ) if I need a door, I just stick it on top of the wall where I need it. I made a set of Inn rooms that can double for cells, all I have to do is drop in my foam mat to change it to wooden flooring. I have a hex map of what I wanted to do, and built from that the unique pieces I would need. I am attempting to keep the number of tiles to a minimum. What I have build so far is for a crawl, next set of tiles I will make would be for caves along the lines of what I have done so far. Play with it and see what you may need. Its not like its super time consuming to know out 6-10 tiles you figure out you need. Have fun -R
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