#Battlemap’s Hub

1 messages · Page 6 of 1

quaint flame
#

Any map will

scarlet quest
#

neat

scarlet quest
#
  • do you hate your players?
  • do you like the HIDDEN tag beacuse it means you can play Alien?
  • do you want to ambush your players and give them PSTD?
  • do you just like dungeons?
#

giving you: the lancer dungeon

#

-# things i'm going to do
-# - at my table I run both bleeding hussars and night parade in the kitchen's NPC+ Haul, which allows me to construct the most scuffed fun pilot combat possible, and this is what its intended for. However, since one and size two mechs should be relatively albe to navigate through the main corridoors

#

-# - line of sight is a big thing here, there are dozens of doors, winding tunnels, large objects blocking cover, and well, walls. so whack on fog of war, I suggest keeping line of sight = to sensors, unless its an atlas player, then set it to 5 instead.
-# - at my table doors can be opened or closed as a free action on the player or enemies turn
-# - bigger doors have 15 health and 1 armour and start off locked, so only enemies can freely open or close them
-# - I suggest you handle enemies by general area this wasnt really intended for a part of a sitrep, so you could have a lot more enemies that only activate if they are in range of players or would reasonably know of their presence, for instance a ronin in the storage room until say, an enemy goes off to alert them, or the players blast through into it. And even then if the ronin is hidden they might want to stay behind cover and wait for the players to turn the corner so they can ambush them

#

-# - and uh final thing im not a good DM so if this sounds stupid just ignore me these are just the rules I run 😭 guidelines not demands

#

I went vaugely steampunk since I like the aesthetic

bold condor
#

Anyone know of any maps where it's a flooded city? Not necessarily 90% water but the idea I had was fighting a boss that traverses the water and submerges under it for cover

final parrot
#

I believe there is an option to make specific assets exempt from it

#

which will create the illusion of some things being above the water

bold condor
#

Interesting suggestion, will look into that

late frost
#

A campaign spoiler for ||Wallflower || ahead…

late frost
#

||you might check the #wallflower-spoilers channel for later session maps. Look in the pins to find the community share folder, check maps, Act 1, In Mission Order and check for “High Water”||

haughty edge
#

Rule of cool.

Make a map where the player have to stop a train that pass in a canyon

haughty edge
#

But despite how cool it looks, I feel like the only covers I can put are ice xD

scarlet quest
#

yeah 😭

haughty edge
#

But design wise I want a map that encourage cross fire between the two bridges.

It's hard/annoying to attack each other on the same bridge but.....

It turns out great, I really like it

last lichen
haughty edge
#

Yeah but the map like this is done and w orks BagThumbsUp

pastel delta
#

yoink for my stolen crown game that features a In progress intercontinental Meg Lev system being built by HA

haughty edge
#

Feel free to share feedback on it

haughty edge
#

Factory fight

final parrot
haughty edge
#

I'm a machine

#

This map isn't done

#

Just a wip

final parrot
#

Well yeah, you do post WIP here so I am excited to see how this one turns out ❤️

haughty edge
#

But...

#

I think I should maybe make a pack

#

Because I love money

haughty edge
# haughty edge Factory fight

I feel like it should be good....

I'm maybe not a fan of north, I feel like it'sa gifted objectif.... But it should be fine since they would be next to an ingress zone...

inner portal
#

I made this thing once upon a time

haughty edge
#

Feel weird to see it flipped...

haughty edge
#

Feels weird to turn it after working for a long time on it

final parrot
# haughty edge

It feels kinda flat, few ground cracks would surely add some depth to it

haughty edge
#

Hmmm....

#

It is supposed to be a brand new factory

hushed bane
#

Recent ground cracks from the players just existing

thorny reef
#

does this seem like enough cover or should i add some more?

inner portal
#

Which, in our terms might mean more like "look at the terrain lay out for holes" or something

final parrot
kindred timber
thorny reef
kindred timber
thorny reef
#

oh these areas?

jaunty meteor
#

even then its kinda just a guideline that image, Ive mostly scene objectives around like 4x4 or 3x6?

jaunty meteor
thorny reef
#

this seem better? :>

#

they ment to be defending the buildings

kindred timber
#

yeah

thorny reef
#

nice :>

#

this is the map without the zones i think it looks good :>

#

i based it on this image i saw and thought was cool :>

ember wedge
#

How do you go about exactly aligning its hexes to Foundry?

azure tree
ember wedge
#

for hex grids?

azure tree
#

Correct. It lets you adjust the grid size and offsets pixel by pixel.

#

While allowing you to preview the results live.

hushed bane
#

the one thing I dislike with Foundry's offset is it actually moves the map rather than the grid, meaning you do have to have padding or else it will cut into the map's edge leaving empty space on the other side

azure tree
#

Ah, you're correct - I didn't realise that was the case. Although I suppose any offset is usually minimal, so no harm?

sullen field
#

been a hot minute since i posted a map here...still a work in progress

final parrot
#

H8 huh? This seems like a perfect place for a sneaky little sniper 😁

pulsar lodge
#

On the striped club. Straigt up “snipin it”. Amd by it. lets justr say. My AP2D6+3 ANTI-MATERIEL RIFLE

coarse trout
#

RAHHH

sullen field
#

Either my players utilise the H8, or I do

pseudo current
#

Anyone have a good map I could use for FOB Saber from Solstice Rain?

scarlet quest
#

holy shit
so im not the only person to use assets from FTL: multiverse for their games 😭

#

also almighty necropost mb gng

bronze orbit
#

Never played the game (I played Into the Breach tho) but I had the habit of looking in the Spriters Ressources website for assets and I was looking for ship's parts, and FTL answered my call.

scarlet quest
#

I see

#

FTL: multiverse is a popular mod for the game which adds like

#

10x the game worth of content 😭

#

never occured to me to use them for mapping though

quaint flame
#

Is that not just one of the base variants?

final parrot
scarlet quest
#

its a modded variant

quaint flame
#

Ah fair

scarlet quest
#

and many many many many many many more

#

you dont actually need FTL (game) to get the multiverse mod and just rip the assets

final parrot
#

Similiar assets to Czepeku Sci-fi

#

Their things are of incredible quality as well

thorny rock
#

intended 30 vertical by 38 horizontal

tags: snow, rocky, crashed, ship, road

#

ty ftl using guys for the idea

final parrot
#

These part assets look very good, nice one

haughty edge
#

The ftl ship amazing

#

Maps I gotta do today...

#

Farm dome

#

Anddddd

#

Weapon factory

torn gazelle
#

This map is not so much finished as it is declared done, as it is getting late and I still have some of the session left to prep before going to bed. Intended use is as a holdout, all the wavy bits around the lasers are also intended as hard cover.

I think Ill name the encounter "Smoke: The Map"

haughty edge
#

It looks good

#

I can share a wip, don't mind the color it's just markes for me

haughty edge
#

It should be finished...

#

Sitrep : Idk

hushed bane
#

oh wow very open map

#

time for snipers

haughty edge
#

As always

#

Feedback is very welcome

hushed bane
#

love the look tbh, might use it in a mission soon-ish

inner portal
# haughty edge Feedback is very welcome

I just dislike cars being big. They always seem out of proportion to how I imagine the other things in the world lol. But I make maps on inkarnate, so I get it.

haughty edge
#

They kinda are my cover filler

inner portal
#

Yeah, I get it, it just kills me imagining a goblin climbing into a truckk to drive it away lol

hushed bane
#

I mean a Goblin probably could, if it's a big truck

#

most other size 1/2 frames couldn't

#

Goblin, Caliban and Atlas being the three that might be able to depending on truck sizes

haughty edge
#

Because of mechs, society kinda upscale itself

#

But yeah I see what you mean, for me they are more like a representation of the map than a 1/1 scale one

azure tree
#

Question for Foundry users. What's the usual grid size on your maps?

I have an issue with the Bar Brawl module getting blurry when my grid size goes below ~150px, which means that a 40-cell wide map would need to stand at 6000px to maintain the expected sharpness.

Is there something I'm missing here?

quaint flame
#

Hexagonal rows - even

Grid size 100

3500 x 1852

0.25 padding

No offset background

azure tree
#

See, but then the bars will get blurry, so I need to go above that.

quaint flame
#

What's the resolution of you map file?

#

IF so, grid size 200 and 7000 x (Whatever 1852 doubled) will increase map size and grid to scale with it

azure tree
#

Yeah, so basically I realise that the dimensions need to be [grid size] x [cells].

#

Which leads my to the issue of having 6000px+ maps and asking whether this is a common map size for people to use.

quaint flame
#

I honestly think this is a bar brawl/foundry problem and not a map problem

#

My bar brawl is fine at 100 px grid size

azure tree
#

Oh? Interesting.

quaint flame
#

No

#

Would you classify this being blurry?

azure tree
#

(Messages deleted to avoid visual spam.)

quaint flame
#

Ok I guess mine would be classified as blurry then... To me it's clear enough and gets the job done... But yeah, If you just multiply the grid size with a scale you multiply the resolution by it should just scale. You can have a big scene but IDK what problems arrise from that if any

azure tree
#

Roger that, thanks for sharing your case.

quaint flame
#

Anyway, here's a 20 grid scal, 700x370 map

azure tree
#

Perhaps I'll have to reconsider the BB template.

#

Thanks Al.

quaint flame
#

np

last lichen
azure tree
#

Just want to make sure I don't cause them issues with running.

last lichen
#

but i have a player on igpu and that still goes to 16ki texture size

#

there's a webgl test site somewhere that spits out what your gpu can stomach

azure tree
#

Thanks for that. I'll have a look!

haughty edge
quaint flame
#

That's just the foundry paused

hushed bane
#

Going to run your map for my 5 player Wallflower game in a few days @viscid plover

(Spoilered, Wallflower act 1 mission 1 map)

How does this look cover wise? still need to fix the color coding a bit, wondering if I should also add difficult terrain in places

kindred timber
#

Whats the mission

hushed bane
kindred timber
#

the map needs Difficult terrain to live.

More Difficult terrain!

hushed bane
#

Here's the actual opfor

#

yeah that's what I thought, the ground has no places for actual difficult terrain, might load it into gimp and try to add some assets

kindred timber
hushed bane
#

yeah, that was the plan, but also maybe some mud puddles

#

the map could do with some slippery stomped ground

kindred timber
#

make sure to not cover the entire route that its impossible for certain sized individuals can't take that path, unless you are into that sort of "tank traps" kind of terrain, I am

hushed bane
#

oh yeah no, was thniking the central straighter path could have been stomped a bit, with the grass mostly gone and muddy grooves in the ground if I can manage that

#

think I'll just grab some mud texture from a blank inkarnate map then use gimp to fuse them lmao

#

maybe something like this, slapping DT along that diagonal line?

#

so, all soft cover over size 1 as DT, plus some of the ground

#

maybe this with DT added in pink, and enemy positioning
||I put the scout alone on the left flank, it can retreat fast if targeted, and gets more angles to apply lock on, specter can also flank if someone goes after the scout
Squad is there to run in and tie them down
Elite Strider is in the back ready to use the DT diagonal as a good sightline
Support is mostly there in the backline to help with conditions||

#

should be a good "Welcome to Hercynia" fight

kindred timber
#

seems good now

hushed bane
#

Thanks!

haughty edge
haughty edge
#

Wip of me throwing stuff around and seeing what looks cool

kindred timber
hushed bane
#

This isn't my map, it's by @viscid plover

#

And they put it in the wallflower asset portfolio, so they're okay with the map being used

#

Only change I made was a bit of mud

kindred timber
#

i see

hushed bane
#

[Link to the maps ](#1216805351488356353 message)

final parrot
#

I am happy to announce that I started creating maps for Wallflower Act 2, taking inspiration from Illithid's tactical maps. I sent these as well as Foundry configurations and Terrain Height Tools notations to @sullen spoke as well as some personal notes about these combat encounters.

inner portal
final parrot
#

That is if you introduced that beat into the story - I did not go for that approach

#

Everyone is more than welcome to manipulate those resources, adding appropriate filters or changes of their own

final parrot
inner portal
#

I've posted some in the spoilers chat, but without discussion I can throw them here lol, give me a second.

#

my radio towers is far more chaotic lol

final parrot
#

The bridge is really impressive and exceptionally well done - I will definitely try my hand on something like that

scarlet quest
#

I literally have millions of maps I just dont have a single fuckin source 😭

#

I was sorting out my maps folder its hell on earth

#

this is why RA stays in blinkspace

final parrot
#

Never too many 😅 I am glad that thx to the server dm's can get a map for anything they envision doing

#

I wish there was an easier way of sharing isometric creations

scarlet quest
#

Yeah

scarlet quest
#

A gigabyte worth

#

1.3 even

inner portal
final parrot
#

@scarlet quest Here is an example of an isometric map I have done recently - inkarnate has been amazing for isometric, I only wish there were more premium assets to buy

scarlet quest
#

the poor pixels

#

But yeah it looks really cool I just cant do isometric view

final parrot
scarlet quest
#

Yeah

haughty edge
#

Supposed to be a clear an breach (cut the map in 4 and the players must go from left to right to finish it)

Tho in the second one Idk if I should add covers or not... SakuThinking

#

Part of is like "The big wall should be enough for it."

quaint flame
#

If in doubt, more cover

haughty edge
quaint flame
#

YEP

haughty edge
#

Turns out

#

I like to have a quarant with almost no cover

haughty edge
#

I don't like Inkarnate new hud

haughty edge
#

Next map... "Oh my gosh, we are in a simulator"

#

Better that way...

haughty edge
haughty edge
#

It is still a simulation, Idk might make a non simulation one

haughty edge
#

It should be good

haughty edge
#

And I lost the mask effect so my cave looks like ass now Ded

astral linden
#

Looking to get some feedback on a map I made. First map I've built from scratch for Lancer, and I've only ran Solstice Rain + Winter Scar but we're moving on to a handmade campaign.

Sitrep will be Extraction, PCs starting on the left, objective on the right a bit south of the path. Trees will be soft cover, large rocks Height 2-3 hard cover, small rocks H1 cover, water as difficult terrain. The bridge will ramp up to H1, with the statue being H3 (so H4 all together with the bridge), but no cover on the sides of the bridge.

My idea was to have 3 lanes with distinct pros and cons. Top path being a bit out of the way with middling cover, middle being the fastest route with a height advantage but leaving them exposed, and bottom giving more cover but needing to ford the rivers.

I haven't put together an OpFor yet

haughty edge
# haughty edge And I lost the mask effect so my cave looks like ass now <:Ded:79641308483839590...

In this clip we show you where the Land Tool is.

This clip was pulled from the 2.0 Editor Overview video found here
https://www.youtube.com/watch?v=QifZDEvGvBo

Useful Links
⚫ Get Inkarnate: https://inkarnate.com/​
⚫ Twitch: / inkarnaterpg
⚫ Reddit: / inkarnate​
⚫ Facebook: / inkarnaterpg​
⚫ Instagram: / i...

▶ Play video
haughty edge
#

Eh, it worked... If anyone needs help I'll provide it

haughty edge
#

Even better.

I should maybe stop to throw my WIP around

haughty edge
astral linden
#

Thanks for the tip! I haven't delved much into making my own opfors yet cause the analysis paralysis hits me when I'm looking at NPCs. I figured to start off I'd pick a sitrep and make a map so that I'd have that as a framework to limit my choices to NPCs that would work well with the final map layout

pearl wedge
#

Would you happen to have good settings on foundry for the map labeled "fuck"

hushed bane
pearl wedge
hushed bane
#

there are some minor misalignments

#

but the lines are very close all around

rough elbow
#

Does anyone have a ruined city map?

slim schooner
coarse trout
scarlet quest
#

I cannot give credits for them unfortunately, I dont remember them

#

fuck

#

im sorry, like none outs of waiting and I dont have them any more ???

#

Fuck I need them as well 😭

haughty edge
#

The moon simulator

#

Feel free to use, sitreps should be statics, either holdout, control or anything else you have in mind

rough elbow
#

Quick little jungle map

haughty edge
#

I have a good feeling about that one...

glossy bay
#

Industrial map on snowy/rocky terrain. This is my first Lancer map, learned a lot running it today. Feel free to use, more to come.

thorny rock
# glossy bay Industrial map on snowy/rocky terrain. This is my first Lancer map, learned a lo...

A lovely map, and hopefully the first of many! Great use of assets, would highly recommend more cover in future c: If in doubt, there isn't really such a thing as too much cover (more cover is more complications, which is usually good for a interesting map), but too little cover can turn a map very easily into "well there isn't anything to play around, so either hold position or run into the open and attack eachother until someone falls"

mystic hollow
#

Yea either more cover or atleast build a map around an sitrep. Having a sitrep in mind lets you atleast have a guideline where cover should be.

final parrot
glossy bay
final parrot
tranquil helm
#

Loving the spotty snow sections, excellent work!

slim schooner
#

Artillery Cannon Takeover/Holding Cell Takeover variant map!

bronze orbit
final parrot
#

Yeah the big cannon looks great, I am guessing it is some kind of mash of assets?

quaint flame
#

Reminds me of the helldivers city maps for some reason

slim schooner
slim schooner
coarse trout
slim schooner
coarse trout
#

3 of us have died

#

3 lancers have died as well

final parrot
coarse trout
#

128 grunt mirages

#

Now that’s scary

empty surge
haughty edge
#

Experimented a bit and... damn it looks really good xD

haughty edge
#

Trying to figure out what I should do with zone A...

B is were the cargo are, C where the cat walk is, D where the barels are

inner portal
#

You could put like.. refuel trucks or something

haughty edge
#

That's a good idea... But I'll put some as floof

rough elbow
#

I've got this map mostly down but I'm not sure what to put in these buildings

#

The idea is that players go in them and hack or destroy some machine inside

tranquil helm
#

Depending on how comfortable you are with your platform of choice but you could fill one with explosives and have a tile element with a destroyed variant overlaid when it blows up so it's dynamic

rough elbow
#

Oh yeah i forgot I could just put bombs everywhere

#

Thanks!

pseudo current
lyric burrow
#

Been a lil bit! But some more maps from campaigns
Inner City blues part 3 & 2
First map is a simple holdout, the middle area is the holdiung area with some overhangs in a space port for enemies + catwalks
second one is a breach & clear, tight quarters with a special mechanic of needing to open each gate

#

An EDM (strhad hack) map! great for OBJ search & destroy, or in general some movement. lil rivers provide difficult lower terrain and trees provide various sizes of soft cover

thorny rock
#

Oh these maps are absolutely incredible - excellent cover placement and flavour across the board! thanks so much for sharing :>

haughty edge
#

This map is legit a gem

#

I'll take inspiration from it....

haughty edge
#

Made something similar but I want it super messy EvilBB

#

And i'll stop here for tonight...

#

Most of the credits for Al...!

inner portal
final parrot
haughty edge
haughty edge
#

Wip, I think Inailed it

quaint flame
torn gazelle
#

To be fair, its a banger map

quaint flame
#

So some techniques I used in my map which you replied I think you can experiment with which I work with all the time when doing my maps:

  • Add floor clutter, try to make parts of the floor not look too flat and open. You have achieved this by having the dark panels in the center but can be achieved further by having low opacity layers if tar/oil recessing in corners or slightly on the floor or under things. Some rubbish in corners or scattered about, graffiti and one of my favourites loose wires (so many of my maps have these, the loose wires especially
  • Add filters, they're built into Inkarnate and they add so much to you map. Don't go overboard or don't use them but they change the theme of the map to give it a different air to it rather than a flat sunny day. For that mal specifically I can throw some suggestions with spotlight, vignette and night/dark. When using filters enable, disable, tweak with a bunch and change the opacity up and down like you're doing an eye test
  • Lastly, add lights, different colours ones. Red ones on the red lights and white or blue lights other focal points, like tech screens, the entrance, etc. colour of lights can be changed either hue, saturation and contrast via the advanced colour settings of the object. Make sure the lights are above the filters
haughty edge
#

Thanks for the tips!

haughty edge
haughty edge
#

I feel like it misses covers but i'm not sure

last lichen
#

it’s actually spelt “cowar” because it’s for cowards!

haughty edge
#

Plus it will be defender heavy map

#

So it should be fine

sullen field
#

I love seeing the progress with maps as you slowly alter, and add to it 🙏 . No real SITREP in mind, but the cannon would use the "Tireless Bombardment" bonus onjective from Enhanced Combat.

I do find making soft hills painful...

pearl wedge
pearl wedge
final parrot
static lodge
#

Not mine but this might be the funniest holdout map I'll use cause I like bullying my players

haughty edge
#

The no mans land

thorny rock
thorny rock
#

Likewise if you might have maps 4 and 6 from this lot without overlay too - peak work btw ❤️‍🔥

empty surge
#

Downtown battlemap, not really sure about the scaling for this one...

empty surge
#

Dunno why I deleted the last one, but fixed the lighting...

haughty edge
#

I will make some more maps for fun this time

#

I'm open for maps suggestions

slim schooner
slim schooner
thorny rock
#

Such turbo-fire, tysm ❤️‍🔥

empty surge
kindred plume
#

Hey guys so I am finally starting my lancer campaign in a week or so and am working on the map for our intro fight, a simple fight on the exposed side of a mountain. I'm looking for some advice on what I need to add to the map before the game, I know I need to get deployment and reinforcement zones on there but what's the story with cover is it best to mark every piece with an overlay? Is there anything else I am missing?.

Finally i will be using Foundry for my game so is there any modules ye would think would help with the final touches, any advice would be greatly appreciated

rough elbow
#

Try using the Terrain Height Tools module

#

It’s a lifesaver because you can just paint the zones onto the battlemap in foundry and edit them mid session

kindred plume
#

Will do thank you is that the H2 and H3 i see on other maps here?

hushed bane
#

and there's a preset for Lancer that already has the soft/hard cover, difficult/dangerous terrain, and the zones built in

#

then it's just a matter of painting it on the tiles you want

kindred plume
#

perfect thank you so much

hushed bane
#

here's an example of how my preset looks

#

maybe I should vary the colors more, but I made the covers more about the borders with slight fill overlay

#

and terrain types like difficult terrain are more about the fill

#

it's readable enough for my players currently

kindred plume
#

So this is the result after some clean up of the orignal map and adding more detailing and the terrain height in foundry looking good or am I making a horrible mistake somewhere?

torn gazelle
#

Preferably a big LoS blocker that can help your Ingress too when your players are pushing for the gates and stuff comes in from behind

kindred plume
#

so in that zone there?

#

basically repeat what i have elsewhere?

torn gazelle
# kindred plume so in that zone there?

yeah.

You could just throw down more rubble, but Id probably build something in front of the base that A lets your players use it as cover while theyre making their approach, and B lets your guys use it for cover as they push into the players flanks/rear.

Its a bit difficult narratively, given Im assuming your guys wont build their base next to a strategic H4 boulder everyone can conveniently look over, but thats what crashed planes are for imo xD

Theres 10 or 11 hexes between the middle rubble and the gate and 4 between the lowermost rock and the (weirdly low, why is the gate so much taller than them?) walls. Depending on how fast your party is on average, those can lead to some awkward turns

#

Worst case you cal also just drop down a series of larger boulders that were "scattered" by the fight. Lets you build some defensive rings
One of my maps for reference fo what I mean. the craters themselves offer cover, but my players used the excess rubble to dart between more than anything

#

Alternatively: Softcover! Smoke is an all time classic if you dont want to drop down more rubble

kindred plume
#

Thanks for the advice having a few craters or a crashed vessel outside couod work, i get what you mean as this is a LL0 fight ive no clue if they will have smoke

Ill have another look at it tomorrow thanks again for the help

torn gazelle
#

You can put smoke on the map and call it softcover! I love setting part of the map on fire, and my players will bend over backwards to mess with it. Call it enrichment!

#

Sometimes all you need is a big plume of smoke to make up for how lackluster the cover is (Size 4 Ultras are one pain to build a map around)

#

Bonus points for planes AND smoke, ha

wintry stream
#

Decided to play around and try my hand at making combat maps for IGF Act 1 Mission 1 in Dungeondraft. Haven't added any markings for cover/deployment/ingress/control zones etc. Spoilered just in case.

gritty marlin
#

Yoooo digging these

wintry stream
#

Thanks! I kinda decided this in the spur of the moment, but I'm thinking I'd like to try my hand at the rest of the module whenever I've got the time.

sly jacinth
wintry stream
haughty edge
gritty marlin
final parrot
#

Czepeku has a sci-fi page as well and they have some great stuff

#

Unfortunately little of it can be reliably converted to the terrain-wary structure of LANCER I am afraid

loud shadow
#

yeah I saw some of their stuff and it left me... idk

#

"this is pretty but most of these maps have little in terms of terrain and cover?>

forest compass
#

Dirty little Gauntlet made for a group trying to break into a gang's hideout. You can smash up his car to piss him off. Smoke is soft cover, the metal shelves are hard cover that doesn't block line of sight.

#

And a flipped version if you like going up more.

golden olive
#

made some simple holographic maps for a oneshot

empty surge
timid elk
#

Anybody tried to use lancer tactics as a map maker yet?

haughty edge
#

I'm throwing this wip in here

scarlet quest
#

I certainly intend to do so if its possible when it comes ouit

kindred plume
torn gazelle
#

Though I believe my players told me they dont want to take that job as to not hand Arquebus another win. Maybe I get to live in peace

haughty edge
#

The roads are the worst part of it

#

I still have no idea how to make roads that looks good

torn gazelle
# haughty edge I still have no idea how to make roads that looks good

With Inkarnate? Yeah, me neither. I pretty much stopped doing roads since Wallclimber. Rails are a little bit easier, you can hide shoddy roads with some rails. I tossed a "+2 speed as long as youre on the rails" environmental thing in when I used them in Grid 86, maybe thats an option? Especially since the rail section is gonna have less cover by default I imagine

haughty edge
#

I also try to make so my maps are like... Coherent? I kinda want the players to feel like they are place ppl used to work in and not just a battlemap

#

I amde this map inspired by the icy cave of AC6

#

I just didn't wanted to put cliffs to not eat most of the map/punish non flying players

torn gazelle
#

Hang on, didnt the STRIDER map have roads, lemem check

torn gazelle
haughty edge
#

Dirt roads aren't too painful to draw because they aren't supposed to be perfect xD

torn gazelle
#

Though for yours.. Assuming you want to keep them as straight lines with no fancy roundabouts and nonsensical direction changes like the AC map has, maybe just making the borders bolder and adding some stamps around to indicate traffic lights/powerlines/whatever the hell the PCA is doing these days

haughty edge
#

I'll find a way SkadiNODDERS

coarse trout
torn gazelle
coarse trout
#

Also god I fucking hate roads

haughty edge
#

I tried to make a crane but I feel like it's ugly af cryaqua

inner portal
haughty edge
#

The rail is big enough that I could remove it!

#

And maybe I'll reduce the feet of it

#

Or even remove them and make the base bigger

late frost
#

Shading would be all I might add.

haughty edge
#

Yeeeaaahhh

#

But at the end

pearl wedge
#

Does anyone have good measurements for this in foundry?

haughty edge
#

@pearl wedge It should be that

pearl wedge
haughty edge
#

But this could be escort, extraction, kill them all, control, or anything really

quaint flame
#

I find map for sitrep being quite important :P

haughty edge
#

Unconscionably I kinda do that, for that one it's kind of an open one, I plan to use that one for an escort

azure tree
# haughty edge Or even remove them and make the base bigger

I'd consider bluring the top of the crane (depth of field) and/or matching the grading a bit. It currently stands out from the background. Whether you apply a filter on top of everything at the end or try to bring the colours/contrast together a little, your choice.

Often objects and backgrounds have different contrast values/detail levels and it can make them look weird together.

haughty edge
#

Yeah I will change that at the end salute

So far it's placing stuff around, then the small stuff like that!

haughty edge
#

Enough for today umudealwithit

haughty edge
#

I just need to figure out if I should or not put cover inthe middle.

I think i SHOULD xD

coarse trout
#

Make it usable by the players >:3

haughty edge
#

Here, last update about it for today... The filter and the shadow offset make it look really good.

Tho I might make a version without the red effect so i can put it on foundry (and it would also be on my players mech)

wintry ocean
quaint flame
#

Inkarnate

forest compass
haughty edge
scarlet quest
#

looks good :D

#

also those roads are nice

#

and good job on curving it without it looking ass

haughty edge
#

All I ask is feedback on them BagThumbsUp

#

Even bad one

scarlet quest
#

dawg I have done like 200 maps and I still cant 😭

haughty edge
#

Ok so like

last lichen
haughty edge
#

The line tool is a dirty liar, use the shape one instead

scarlet quest
#

I see your game now french

haughty edge
#

Use tiles to help you doing them

scarlet quest
#

yee

haughty edge
#

And since curving is weirdf, they aren't fully aligned, the one on the top is sigly a bit on rhe right

haughty edge
#

Once it's done you have a beautiful road

scarlet quest
#

hmm

haughty edge
scarlet quest
#

and by making the curve more dramatic I can even reach the legendary "90 degree turn"

#

Yeye

#

I remember how to curve it because I always do it accidentally 😭

haughty edge
#

I try to not use the curve line

#

Nvm I did

#

But in straight line, like that and not too far

#

And yeah

scarlet quest
#

yeah

haughty edge
#

But yeah I'll glady share it, I just need to like figure out what cover to put

#

Or else it's a death zone

final parrot
thorny rock
#

great job btw 🥰

haughty edge
#

Craters are a good idea SkadiNODDERS

kindred plume
#

Don't know if its the type of map for it but toll booths/security offices on the side of the road?

coarse trout
#

Miscellaneous buildings™

haughty edge
#

It should be ready later today when I get home from work Yawner

haughty edge
#

Lights are cool, I would make them hard cover but I think I would either make them a one time use or destroyable

#

As always, feel free to use it but please provide me feedback 🙏

Positive or negative, it helps me a lot to have thossseeessss

scarlet quest
#

I love this map

scarlet quest
#

you can see the lines between the two concrete slabs

#

idk if its intentional or not

haughty edge
sly jacinth
#

based on the AC6 level I'd assume it's intentional

haughty edge
#

It is yee

#

This map is on 3 level

#

Ground level : The dark concrete part
1 level The platform behind the two trucks (you can climb it easily using the trucks
2 level : The one where there is tbe 3 blue barrels
3 level : The Crane

haughty edge
#

And here, for fun

A version of it at war, in case you want to drop an Ultra in the middle of it sip

scarlet quest
#

ultras immedietally set everything on fire

#

is it finished? :3

haughty edge
#

Ye

bold condor
#

Looking around for any kind of suburbia map that might have been made, trying to make something that evokes the Wolverines! level from Modern Warfare 2

pastel delta
pastel delta
bold condor
#

Could potentially work, still looking but thanks for the link!

#

Basically your average Suburb USA being blown up and invaded by a foreign power

last lichen
haughty edge
#

I love how the cars are censored

#

But not the corpse

last lichen
#

killing people? fine. smashing cars? STRAIGHT TO JAIL

haughty edge
#

I'll share that just in case here

#

Because scale I think its something so hard to figure out when you do maps

haughty edge
#

Thanks

limpid osprey
#

Hey, all. I am looking for a map of like

#

the inside of a dry dock/ship port, pretty much

pastel delta
#

There's a roof for the building in the post after this one

pastel delta
#

Or this one

#

Or the one from solstice rain with the submarine think it's combat 5

forest compass
limpid osprey
lyric burrow
#

here with tonight's map
This was for basically an "escape". A psuedo stealth combat where player movement reveals more of the map.
Arrows that guide to middle are OBJ
arrows to opposite end are exit
And the glowing areas/walls are ones that can be destroyed and broken through to make movement easier for PC's and NPCS

vivid void
#

this is a very specific and cool map

gritty marlin
#

Hell yeah

lyric burrow
vivid void
#

Incredible work!

inner portal
coarse trout
#

I’ve done something similar before it is fun

#

Especially when the dumbass skirmisher goes towards a door and gets ambushed by the prepared action demolisher

haughty edge
#

Ah yes... doing a battleship Ded

#

Oh. I did it with the line tool Ded

haughty edge
#

I feel like making a map on "Two" levels

On ships and under water

#

I may have to make the ships bigger tho

haughty edge
#

EvilBB I can already tell it's going to be awesome!!

pearl wedge
haughty edge
#

I'm not to the part where I name it yet hehe

viral glade
#

am reminded again i have used this map like 3 times in the last couple years now

#

thanks for ur work

sly jacinth
#

(spoilers IGF ch.2) it's party time get your mechs out

gritty marlin
#

Yooo dope

strong sand
#

it's so perfect wtfijfklsljfhsjvjs

strong sand
#

THANK YOOUUUUU

wintry ocean
#

Dungeondraft??

haughty edge
open cobalt
#

Any chance you could share JUST the ship asset? I'm thinking of having one of these take flight mid-combat

haughty edge
#

It's paid content sweatz

open cobalt
#

Dang

haughty edge
#

It's form Inkarnate Sci Fi Catalogue

scarlet quest
#

Its also multiple separate components

quaint flame
tulip walrus
#

Does anyone happen to have scatter terrain for just a shipping container? I want to have a battle in a sort of freighter hanger bay full of cargo

quaint flame
#

Inkarnate sci fi assets have shipping containers

haughty edge
#

I might work on another paid pack

#

So the free map delivery will stop for a bit

ember wedge
#

do folks have any good maps for Control?

golden olive
golden olive
ember wedge
golden olive
ember wedge
#

Damn. Thanks for showing it off though, I think I'll try to assemble my own out of the map builder

haughty edge
#

The two version of it

#

And the pack will be about the campaign i'm running, so I'll shove my maps in it and see who wants to buy them Yawner

wintry ocean
#

Dungeondraft or inkarnate...

haughty edge
#

The one you are more confortable with

coarse trout
#

I prefer incarnate since it has a massive internal library

haughty edge
#

I think I love pain

haughty edge
#

Ok so change of plans

I will make a paid bundle but i will also make a super bundle of the maps i made here with a name your price tag

wintry ocean
#

what asset packs on dungeondraft do yall use for mapmaking?

#

like all the modern funny sut

sly jacinth
#

I've been getting a fair bit of use out of PeaPu's various scifi and modern asset packs for constructed stuff lately, their style has a nice detail level that meshes with the DnDungeon and Gogot's assets I like for nature stuff

wintry ocean
#

anyone know how to make like, elevated rocks n stuff in dungeondraft?

#

stuff like this? Doesn't need to be exact

#

or just elevation

haughty edge
#

Its weird but like

#

You need to remembrr that this is still a flat picture

#

The goal is to trick your brain into believing its elevation

#

I dont know dungeon draft so i cant help you Cry

thorny rock
#

The trick is to use walls and ledges stacked on one another to form the edge of a raised area. Add some colour to make it more distinct and you're usually gold.

fossil marsh
#

Looking for a map maker that plays nice with Linux that I can make some nice hexagonal 'radar' maps with - I have the Solstice Rain maps, but I feel they're a bit too... busy.

meager stream
#

Could you describe radar?

fossil marsh
#

Sure, I can even share an image of what I'm working on via Hexfriend:

#

A sort of abstraction of a map where I deprioritize the visual detail for the sake of clarity; the hex maps included with Solstice Rain have the backgrounds on them that make it look awfully cluttered and not as clear to me since it has all the zones, heighs, and the grid on top of the artistic detail.

#

Hexfriend is... kinda working, but it's taking quite a while to just faithfully place the information bits onto the map without the artistic bits

#

But admittedly I might be going about this completely backwwards

last lichen
#

related comment on the subject of clarity, i would say that could use way more contrast

fossil marsh
#

yeah it could.

#

It's easier on the eyes for me, but it might not be for my players or other people 🤔

tulip walrus
#

Any chance any of y'all got a small collection of snowy maps?

late frost
inner portal
limpid osprey
#

Any1 have a map for a Pankration Mekani tournament?

inner portal
limpid osprey
#

Thank you

empty current
#

Some winter maps:
Needed a few for Sleeping Above A Stolen Crown

torn gazelle
haughty edge
#

Do the foam looks good?

inner portal
haughty edge
#

I used snow FlareWheeze

tulip walrus
tulip walrus
inner portal
tulip walrus
tulip walrus
torn gazelle
viscid plover
haughty edge
#

I have the idea of making an oil rig map but Idk if that's a good design idea

gritty marlin
haughty edge
#

That was the idea

pearl wedge
haughty edge
#

Boats will be added

#

Sadly it's part of the paid pack i'm working on so sweatz I won't share the full thing

pearl wedge
#

I also made a house rule that the floating stuff sank after 1 round of being stood upon. Added a nice twist

#

House environment condition is more accurate I suppose

haughty edge
#

I plan to GM rule that players can go -3 max underwater

#

But water don't provide cover

#

Or maybe, idk yet

empty surge
#

@haughty edge Dunno if my attempts could help for ideas? These are based on @heady drum excellent collection of Lancer maps on Inkarnate.

haughty edge
heady drum
haughty edge
#

I already made the shape of one hehe

#

Just need to find a cool texture to fit it

haughty edge
coarse trout
#

That’s a ship wall

#

Never thought about that tbh

empty surge
haughty edge
#

The windos SakuThinking

#

Eh, good enough

heady drum
haughty edge
#

Np I did it myself!

heady drum
#

Looks like you got it though!

haughty edge
#

Lore wise I think this is going to be a platform where a bunch of supply arrived and players must contest it

haughty edge
#

Or keep it like that so players have to swim and all. On the other side tho it also means there is nothing in between thoses mouvement

simple reef
#

Is there a list of which maps are printer friendly?

#

I'm starting an irl campaign and would like to avoid having to draw my own maps if possible >_<

olive socket
#

Hi hi I’m looking to run a simulator session like many of you do. Would anyone care to share their map with me? I will give all credit to you when I use it

quaint flame
#

There's a whole doc in ppins which you can find some from

olive socket
#

… on it!

haughty edge
#

Me begging for feedback both good or bad and yet I get none... Is it a good thing then? Or maybe I don't have any because ppl are scared to be rude? *

coarse trout
#

This ship is ship shaped

#

Although for the comfort of the DM please don’t leave half tiles in it becomes impossible to tell if it should be traversable or not (the side between the superstructure)

haughty edge
coarse trout
#

I mean it’s a personal pet peeve idk about other peoples thoughts

haughty edge
#

I put zones so its clear what is or not

#

But when I talk about feedback it was more of a "I played on this map, this this and this was great but that and that wasnt"

coarse trout
#

Oh I see

#

Sorry :3

haughty edge
wintry ocean
#

A very rough and probably very bad map i threw together in like, a day or two

Supposed to be holdout but ig it can be control too

need feedback

heady drum
#

The fact i keep getting @'s about my maps years later is honestly wild. Love it

kindred timber
#

Dust storms

#

that sort of cover

#

Would apperciate more hard cover but that might not be the most appropriate

wintry ocean
#

bushes, stuff like that

#

OR I COULD DO THE INSANE AND JUST SAY PERMA SOFT COVER

kindred timber
#

not too out there

nova pollen
azure tree
#

Bookmarking this for later use. These are looking great, thank you for sharing.

heady drum
nova pollen
crimson chasm
#

Hi, first-time Lancer GM here! I've been making maps so far and hoping they work well without any sense of how they'll actually play, so I wouldn't mind a sanity check on this zero-G holdout/nexus defense I'm building.

My party has to hold off a "ground" force advancing along the bridge with mag boots, supported by flyers coming in from the flanks. The party will have some defenses they can set up beforehand - maybe some free Jericho cover/mines/turrets, maybe an NPC engineer and/or barricade to help them fortify.

Terrain key:

  • White/light grey: Buildings
  • Blue: Soft cover (mostly dense steam/fog clouds)
  • Red: Hard cover (signs at elevation 2 above the highway)
  • Purple zones: Difficult terrain (cabling and greebles on the sides of the bridge)
  • Orange zones: "Dangerous terrain" (exposed fuel lines or something that can explode when damaged)
hushed bane
#

looks amazing! the hard part I would assume would be it's still a very open map

#

so any long range attackers on both sides would have a field day

#

but yeah with the cover set up beforehand it could work

#

it'll make them think about the ideas, any specific opfor planned?

#

cause a Bombard would be very funny here

crimson chasm
#

Haven't figured out opfor yet, but I have some loose ideas:

  • An elite ace who's dedicated to harassing the PCs but prepared to retreat if he loses structure so that I can get a recurring nuisance for later
  • One or maybe two snipers to act as priority targets
  • Some slow-moving defenders to lead the advance on the bridge
  • Something else on the bridge behind the defenders that would cause a problem if it gets close?
hushed bane
#

if you're having them defend an objective, you could make the Big Threat a Demolisher

#

protected by some defenders, and if it gets close it could just destroy the objective

#

but then that is a long distance for a demolisher to travel

crimson chasm
#

Maybe they pull the demolisher in a wagon like a tank loaded on a flatbed truck 😄
Then the players have a target to take out - blow up the wagon, and you buy at least another round before the demolisher can get there under its own power

hushed bane
#

Mirages to tp the demolisher forward

#

absolutely terrifying

#

I am saying that but I had a Demolisher powered objective fight recently, and I did use a Barricade's Seismic Repulsor to push it forward after it got sent prone by a BCL from a chomolungma

#

just sent it

#

if you need something faster you could also use a Breacher

#

it's smaller and less armored but has 4 base movement, and a 6 space dash into 10 AP damage to an object

#

along with scene-length Shredded, it's scary

crimson chasm
#

Hmm, multiple breachers moving up behind a bastion or two sounds like a good move. Faster than the demolisher, more units to smash barriers.

inner portal
# haughty edge But when I talk about feedback it was more of a "I played on this map, this this...

To be fair, a lot of people don't think like that. Unless they experience something very unfun, they won't "give advice" in that way, and often if people have no fun, they might not be able to articulate why (Sometimes even trying and pointing to reasons that end up not being the cause).

Which is just to say, you can accept, or ask, for feedback from anyone, but if you want focused feedback there is an art to itself about how to tease out answers you want, or select players who you can trust.

kindred timber
#

I actually think that might be not as effective as you think it is

#

breachers are quite slow base speed wise, making it kind of hard to move with the bastion turn by turn

#

Breachers want to be in the faces of the players fast

#

Bastion want players to stay away from them and shoot them with guns

crimson chasm
#

That might be what I want, actually - present a threat at the far side of the bridge that will be a huge problem if it gets to the objective, but won't be much of a threat until round 3 or 4, and uses the bastions as cover and defense until they get in range.

For the first half of the sitrep, use flyers and artillery to engage the PCs, trying to keep them distracted so they can't slow down the slow-movers any more.

Might mean I put most of opfor on the board in round 1, since the ones on the bridge really won't be in engagement range for a few rounds.

#

Anyway... since this is the map thread, here are a couple more maps I did for sitreps that are already done or in-progress!

First one was a beacon recon flavored around brute-force hacking hatches into a colony ship - the first three tries lock you out, so the final hatch you scan becomes the true objective zone. (That's where I played the bombard card - good puzzle boss for a sitrep where the party has to cluster in an objective)

Second one is a breach-and-clear that I turned into a "berserker run" - party needs to move through zones and close blast doors behind them before a pack of berserkers catch up with them. I also greenscreened some door assets out of Dungeonfog to use as blast door tokens... and added a cube asset for the pesky barricade I put in zone 2.

gritty marlin
#

Hell yeah, looks great

meager stream
scarlet quest
#

anyone got em succulent meat maps

meager stream
tulip walrus
#

Anyone got any good factory maps maybe?

#

Just interesting POIs in general, I'm planning on having different locations the party can fight for to claim under different factions

#

If outside, snow is preferable, but anything neat is good

#

An airfield would go hard

inner portal
inner portal
#

The air strip is a bit large of a map, and lots of empty space though. When I ran it I had air planes on the field the PCs needed to destroy that took up a lot of space.

wintry stream
#

Finally decided to get back to my IGF maps. This one's the ||Thermopylae map|| from Mission 02. I might revisit this one later because I'm not 100% on it, but it's a decent start I think.

upper delta
#

figured i'd ask here since i just started using inkarnate... but any tips y'all got for making lancer battlemaps?

upper delta
#

hate to nag ya but what assets did you use to make those train tracks and the train itself?

tranquil helm
upper delta
#

the carriage bottoms, yeah

tranquil helm
#

so two platforms next to eachother for the jutting bits and then the flat industrial shelves over the top of it

upper delta
#

ahhh

#

that's infinitely more smart than what i have tried

tranquil helm
#

whatever works should be fine, this is what it looks like if you need it

upper delta
#

much appreciated!

wintry stream
#

Got another IGF map done. This one is also from Mission 2, specifically the Anti-Capital combat.

fossil marsh
#

reaaaaaally gonna need to figure out if that Lancer map making program can be made to play nice with Linux XD

#

All of this stuff I'm seeing looks REALLY COOL 😄

sly jacinth
#

Did some of my own IGF work over the weekend (spoilers ch.2) ||Powerhouse, with tiles for the reactors in both their running and shut-down states.|| A little sparse on scattered cover, but the ||reactors|| themselves are big hunks of line-of-sight-interruption so I think it'll be OK

sly jacinth
final parrot
thorny rock
#

Super cool to see a second interpretation of the IGF maps - between these and Al's maps we are spoilt for choice 😤

wintry ocean
# upper delta

is this dungeondraft or inkarnate?

if its the former, where'd yall get the pack?

haughty edge
#

By the look of it

#

Inkarnate Sci Fi pack

upper delta
#

Yeah that's inkarnate

wintry ocean
#

Anyone got an arena map

hushed bane
fervent pecan
#

im looking for sort of mad max/fallout looking maps if anyone can find any

wintry ocean
#

what's the sizing for the third map supposed to be?

hushed bane
wintry ocean
#

owlbear rodeo

hushed bane
#

oh ok let me open up my owlbear and try it out for you

#

it does have a visible grid though

#

so you might be able to manualy adjust

wintry ocean
#

oh wait it has a grid?

hushed bane
#

yeah if you zoom in close

#

check the bridge

#

it's more visible there

wintry ocean
#

bottom left picture just to make sure

#

okay! fixed

hushed bane
#

nice!

#

yeah just tried it on owlbear, it plays very nicely with the default grid, just need to scale it a bit

#

but zero offsets needed

quaint flame
craggy kernel
#

Hello, sorry for the ping.

I'm a bit confused by step 3, as if you take the SAME selection and invert it, you just end end up with nothing. Did I misunderstood something?

Also how do you make that glowing effect, because even if I manage to create a border it doesn't have the same effect as you

First image is by doing the same selection and second is when I manage to make a border

quaint flame
#

Is this CSP?

craggy kernel
#

Yes, 5.0

quaint flame
#

Yes it is

#

Getting up my setup rq

#

So the second image is working. What is happening is the inverted layer of the folder takes precedent, if you hide the mask for the folder you will see everything apart from the hexes of the cover are selected. But as I want the outline to go INTO The object and not bleed out of the terrain I get this to bleed INTO The hex. So the mask for the layer does NOT mask the stroke layer which goes on top of it

#

The folders mask can then hide the layer which the stroke/outline is emerging from leading to ONLY the stroke being shown

#

As shown in your second pic

#

This is the outline settings I have

#

#FFA2A3
#FF4245

craggy kernel
#

I ended up with this

craggy kernel
#

Ok, Adding a Gaussian Blur onto the first mask made things work 😄

quaint flame
#

IDK WHy mine was much smoother but alas

#

Glad you got it

haughty edge
#

OSR maps are so well that my inspiration always gets back to it

craggy kernel
#

I ended up with this
Still have find a font that really pleases me and adjust things a bit when it comes to the zones.
-# As well as get better at drawing but that's a given lol

100px, Even.
For those that want to use it.

haughty edge
#

Nvm, no to OSR map design (I'll try to make something new)

wintry ocean
#

Not a battlemap but would yall think it'd be cool if I made it into one?

narrow flicker
#

I've done something similar with another one

#

Add in lots of planes and vehicles for extra cover ;3

shadow sail
#

im stealing this

hushed bane
#

here, is now Lancer (I just made the borders GMS red, is lancer map now)

coarse trout
#

Reminds me of the onslaught from starsector

wintry ocean
#

I do have more of these though

wintry ocean
#

yall give me colors for like, a military space ship

terse flax
#

Speaking of. Does anyone have any underwater or beach maps? Been searching but everything I’ve found is for fantasy, or very obviously designed for human-scale

wintry ocean
#

Underwater as in they're fighting in the water completely submurged?

narrow flicker
#

this is how I made my map, a holdout with some extra planes placed down on the vtt for more cover in the open areas.

#

Kind of horrible looking if you peer closer but looks super great if you're not paying much attention

amber barn
terse flax
#

Have a link or name?

wintry ocean
amber barn
#

Also has some nice tokens to boot

sly jacinth
#

(spoilers IGF ch.3) Maps from ||hot, wet, lifeless Asphodel.||

#

Someone hit me with a rolled-up newspaper if I start doing complex shadows in Dungeondraft again

ember wedge
#

i may have to re-pick-up Dungeondraft

#

or pick it up

quaint flame
tranquil helm
#

Breach and clear for my next session, the party has entered the green zone (tm). The magenta/red warning spots mark where each section will be blocked off by doors (I'll use walls in foundry and a token with a door on it) so they can't see the whole map at once

#

starting from the right, moving to the left

still matrix
plain ravine
#

Anyone have a map that’s inside of a large office building or warehouse? Something like a lab would also work

#

Just like a general large indoor space

haughty edge
plain ravine
#

Ah nice, I’ll look into those maps

still matrix
#

Yeah mission 1 combat 3 has a pretty nice warehouse.

#

/shipping yard. Mission 2 combat 3 has something similar but damaged

inner portal
#

God that's an ugly map lol

plain ravine
#

I think the statue in the middle is interesting

haughty edge
#

I'll complete it tomorrow

#

I consider either a control or a king of the hill

#

King of the hill I would move everything to the left to center it

#

Or maybe recon

#

I never ran recons

tranquil helm
plain ravine
#

Ah these are very nice, thanks

plain ravine
#

another question, does anyone know of any good maps set inside of a ship? stuff like hangars, engine rooms, maybe even bridges if theyre big enough?

gritty marlin
haughty edge
#

I also made a pack with space themed maps Yawner

crimson chasm
# plain ravine another question, does anyone know of any good maps set inside of a ship? stuff ...

I've been looking for a lot of those recently! (don't ask how many Chrome tabs I have open 😄 )

Czepeku Sci-Fi has a few that I bookmarked, though most variants require a Patreon subscription:

Then a few I found randomly searching:

Then lots in this channel - with a lot of the best ship maps tagged "IGF spoilers" or "In Golden Flame spoilers" if you want a search term (and don't fear the spoilers, obviously).

And then there's a trio of maps I recently made for a mission on an old colony ship:

  • [Outer hull recon sitrep; Interior breach+clear moving up through decks in zero G](#1216805351488356353 message)
  • [Holdout/nexus defense in the core](#1216805351488356353 message)
Patreon

Get more from Czepeku Sci-Fi on Patreon

Patreon

Get more from Czepeku Sci-Fi on Patreon

Czepeku Sci-Fi

Sci-Fi battlemaps for Starfinder, Stars Without Number, Traveller and more!

haughty edge
#

Been scratching my head at that for two hour now xD

#

I have no idea what sitrep to make for it

#

The map seems too little to make a Control map

#

And control zones would be too close to each other

haughty edge
#

It was a good idea to redo it from the ground up

haughty edge
#

I really hate doing control maps

coral patrol
haughty edge
#

It has improved

#

And yeah the barrels will be there Yawner

final parrot
upper delta
#

quick question to all the inkarnate fellas, is there anything to keep in mind when exporting hex grid maps into foundryvtt?

#

i see that i need to resize the exported image into a size fitting the grid size, so my 4k map of 30x30 should be resized to 3000x3000

#

and then just use the default grid sizes?

haughty edge
#

I mostly go "'Fuck it we balls" when lining up with Foundry

upper delta
#

lmao

#

as long itsj ust 1 pixel difference i don't mind it

#

so its just a hex stuff thing

inner portal
#

I don't export with grids personally, and just aproximate alignment

upper delta
#

Oh I don't either, but I do build my cover layout in inkarnate so far before I put the props down

amber jay
upper delta
#

GENIUS!!

tranquil helm
#

I've been making some wonky shaped maps so I just say fuck it we ball and move the grid in foundry itself so it lines up with the things I want.

raven plaza
#

I aint post here inna while so here to share a few maps i've been running for my own game i'm developing, Mechanized Body- They might provide yall some Lancer inspo or fun (if you run the cursed square grid)

hushed bane
#

daamn, these do look good

#

very aesthetically pleasing

raven plaza
#

thanks bud! i been trying to make sure i justify having this Inkarnate subscription.

gritty marlin
raven plaza
#

thanks man, these maps are kinda just a knife fight- but i love how the action just starts. when i run Lancer again i might try this out.

inner portal
#

Strikes me as very Icon coded.

raven plaza
#

Very

raven plaza
#

The map layout for icon I’m kinda in love with. It’s kinda down to business asap, and rarely is the scenario where player A is outta position to assist player B in 1 turn.

gritty marlin
#

Knife fights are always great in my books

inner portal
# raven plaza Very

It also is very interesting in ICON due to standard movement being orthogonal by default. Numbers and sizes of things is a terribly interesting set of things to consider.

coarse trout
#

The square grid!!!

#

Curses on ye!!!

#

Yer maps are good but yer grids are square!!

#

Me poor heart can’t take it

raven plaza
# inner portal It also is very interesting in ICON due to standard movement being orthogonal by...

Yeah that’s the way it’s in Mechanized Body too- after designing a game I find that yeah, hex’s are the superior shape, but the square grid works- but most of all has a nostalgia and a design language that’s more deterministic than hex’s. When i play on a square grid it kinda feels retro, awkward at times cus of distance, movement, and adjacency (especially on a 20x20 or less) but I like it. It makes you have design around it, like being careful of diagonal movement. Range 1 melee attacks getting essentially range 2 at diagonals etc.

last lichen
#

it’s kinda funny how i can’t imagine playing lancer on squares, but i also can’t imagine playing d&d on hexes

sly jacinth
inner portal
#

I have considered running Lancer Gridless on Foundry lol.

last lichen
#

not really made for it, but knock yourself out!

slim cedar
#

There's probably a measuring conversion.

craggy kernel
#

THT supports gridless as of the last update, funnily enough.

slim cedar
#

True that.

pearl wedge
#

I call upon thee great map collectors of the realm. I am in need of a map that can serve as an assault on top of a plateau. I would like to have a custom environmental effect where sectors of the map get blanketed by turret fire from off the map.

If anyone feels like they have something I would be very appreciative.

coarse trout
#

I have collected many maps but I am away from computer for 5 hours

#

If no one gives a good map I shall search my archives

scarlet quest
#

1048 is my alt account

#

I will now post them

#

not really many pleatueas kicking around but heres some immediete ones

#

these may also fit hte bill

#

I cannot ilst the creators for many of these

#

though I beleive the last two were made by some of the lovely people in this thread

#

but non of these are mine

azure tree
scarlet quest
azure tree
#

I should probably add "most likely" because while the assets have their style (I think they build everything in Blender), I don't quite recognise them.

scarlet quest
#

Ah I dont believe that is the case

#

the second one uses inkarnate assets

#

and I believe I downloaded it off of inkarnates published content library

#

whereas the first one uses assets from elsewhere

#

though whoever uses those assets is a prolific mapper, I have many maps with that style of art (albiet, they may be different people using them)

final parrot
scarlet quest
#

I love watching my party slaughter plot relevant NPCs on them

tranquil helm
#

next one in line. Pirate printer hangar-like area with two approaches. Intended for players to start on the right and go to the left. This is for a gauntlet objective but could be used for whatever.

raven plaza
#

Oh I love that- these the industrial assets in sci-fi for incarnate? Cus the green hue was a good choice. The border (towards the left and top) is a nice touch too- sells the ur in a room bit, never though of doing that

gritty marlin
tranquil helm
raven plaza
#

There’s a Breacher is in the corner of this map begging you to put them in the game coach

tranquil helm
#

I wasn't too nasty with the sitrep so nothing terrible - got a fair amount of damage on them with a mirage + demolisher though

#

one breacher that got destroyed pretty much immediately though

meager stream
torn gazelle
pearl wedge
tranquil helm
gritty marlin
pearl wedge
gritty marlin
#

Grid size etc

pearl wedge
#

Sorry for lack of clarity

tranquil helm
#

first map I've made where I didn't have to move the grid around to make it feel right

thorny rock
haughty edge
#

I have this map but I can't figure out why I still think it's bad design

#

My problem might be that there is nothing to climb so player have to... Climb.

#

Nvm I could just do that and make it better

#

I plan to make that map gimick that all enemies ||fly|| so yeah

plain ravine
sly jacinth
plain ravine
#

Ah thanks

tranquil helm
haughty edge
#

It will be a king of the hill

#

And I did progress

tranquil helm
#

if the chimneys are not lit you could have them as a lower height inside so they could be used as secure hard cover for size 0.5 or 1s which could be fun

haughty edge
#

I was planning to make burning areas that causes smokes that would give soft cover

#

I like to use soft cover

tranquil helm
#

nice! Hope it goes well

craggy kernel
#

Small map I made with doors
22x22, 100px
The doors were the objectives, using PPG's Blitz (Ruin) sitrep
The sandbags in the centre are height 1

gritty marlin
#

Love the knife fight feel, super fun

full moat
#

anyone got crashsite maps in a city?

scarlet quest
#

if there is a map, I have collected it.

full moat
#

cheers

raven plaza
#

Ahhh I recognize these

coarse trout
#

I’ve made sure to try and collect all the maps I could find, no matter how old, so that I could always present something new for my players

sour forge
#

Good morning, does anyone know where I can find the Wallflower maps?

gritty marlin
sour forge
#

Thank you very much, I managed to find it.

#

Sorry about my English, I'm using a translator.

plain ravine
# scarlet quest

This map fits one of the missions I’m planning perfectly, thanks

plain ravine
#

Are there any more that happen to be in a similar kinda environment to this? It matches the general aesthetic I’m going for with this city

coarse trout
plain ravine
#

Just a city

coarse trout
scarlet quest
plain ravine
#

Oh wow thanks, this is all super useful

scarlet quest
tranquil helm
#

Oh some of those are fucking cool. I'm going to subject my players to a city map soon so these are a great inspiration

plain ravine
#

There’s only one map I need now and I’ll basically be set for a long time, is there any sort of map that resembles a ship’s bridge, or at least some sort of command center I can reliably pass as inside a ship?

plain ravine
#

Oh these are all perfect as well

scarlet quest
#

I have stuff for almost every occasion

slim cedar
#

Do you have desert train heist~

#

Preferably with futuristic looking rails.

scarlet quest
#

the issue is I did have a desert train heist

#

except it was too large of a file to use in my game because I have only like 50mb to work with

slim cedar
#

That is one big train, but I like it as some kind of mobile fortification, so cheers!

scarlet quest
plain ravine
#

are there any maps set inside some sort of large hall/palace? something very fancy looking

plain ravine
#

these will work very nicely

raven plaza
# scarlet quest I have stuff for almost every occasion

Psssst, typically I wouldn’t saying anything but it seems like you share a lot of these maps, it might be good to consider crediting where u got the maps form - otherwise one is to credit you with the maps even if you didn’t make them.

In a tight community like lancer - the battlemaps channel specifically, repeatedly sharing maps without accreditation can be perceived as being disingenuous on your part. Sharing them once or twice, that’s being helpful! doing it habitually without proper acknowledgment feels not great to the creator.

coarse trout
#

As much as I would like to accredit the artists I do not know who the artists are

#

I don’t mean any offence by failing to accredit them, and I’ll never take any credit for them because well… obvious reasons, but I have hundreds of maps across dozens of artists

raven plaza
#

IMO that’s not an excuse. It’s important to credit the creator. Consider going through the effort to find the creators if u intend to (helpfully) continue to share maps.

coarse trout
#

I had 819 maps across 55 folders totalling 2.55GB

#

When I said “I can’t credit them because there’s too many maps and I don’t know the artists” I wasn’t kidding

inner portal
pearl wedge
gritty marlin
inner portal
# pearl wedge Is it a rule that maps must be credited or just a personal preference? I also h...

It's a courtesy to people who create things we enjoy, typically provided freely around here, to credit them.

There is the very slim chance someone would be so bold as to claim credit for that which they haven't done (not saying anyone has in this case), but crediting others removes the chance people mistakenly credit the wrong person (by seeing them post it uncredited) or open the misunderstanding that someone is trying to claim credit.

gritty marlin
pearl wedge
#

I just read the policy and it seems to be fine to share maps in general.

That is good as there would be a ton of infractions in this channels history

gritty marlin
#

If there’s infractions in here then folks need to clean up their acts

#

In general when I see a map in here I assume it’s authored by the poster unless they provide a source

#

If they’re not doing that it’s no bueno

pearl wedge
# gritty marlin

I interpret this to not include maps.

If it does then I am sure a mod will provide clarity when needed.

gritty marlin
#

Maps are art

coarse trout
#

I can’t source all 800+ of my maps so I’m gonna stop posting

craggy kernel
#

As someone who draw my maps, yeah it is ^^

coarse trout
gritty marlin
#

Like, I think @turbid lark can back me up here as a map artist and mod

pearl wedge
coarse trout
#

So rules are rules no skin off my back

gritty marlin
#

It’s one thing when you have it for personal use

It’s another when distributing it

pearl wedge
gritty marlin
#

Then yeah Shaka’s right that it needs to stop

pearl wedge
#

I will adhere but I don't see that being accepted broadly

gritty marlin
#

Thanks, we should be better about checking this as a community

#

Gonna ping @supple trout for holding us accountable here regarding posting unsourced maps in this thread

supple trout
#

oh yeah definitely, sorry, I haven't been paying too much attention here but like

#

in general we're years into my "I don't care if this is internet normal: do not do art theft at all on pnet" arc

coarse trout
#

I mean in fairness apart from that rule id imagine rules wise this is a chill channel

supple trout
#

it super is!

#

and also like, pnet regulars are lovely. but I gotta set up new social norms every now and then

#

took a while to get everyone into sourcing stuff

coarse trout