#Battlemap’s Hub
1 messages · Page 6 of 1
neat
- 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
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
You could use the FXmaster effects for the underwater filter
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
Interesting suggestion, will look into that
A campaign spoiler for ||Wallflower || ahead…
||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”||
Look 3-1 posts up. 😄
Rule of cool.
Make a map where the player have to stop a train that pass in a canyon
But despite how cool it looks, I feel like the only covers I can put are ice xD
yeah 😭
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
derelict buildings can go anywhere 🤷🏿
Yeah but the map like this is done and w orks 
You got this without the Grid?
yoink for my stolen crown game that features a In progress intercontinental Meg Lev system being built by HA
Feel free to share feedback on it
Factory fight
Damn, you are putting the maps left and right, great job so far!
Well yeah, you do post WIP here so I am excited to see how this one turns out ❤️
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...
I made this thing once upon a time
Feels weird to turn it after working for a long time on it
It feels kinda flat, few ground cracks would surely add some depth to it
Recent ground cracks from the players just existing
does this seem like enough cover or should i add some more?
That's why artist flip art they're working on, so they aren't just "comfortable" with the things they have, they can look at it more objectively for proportions and such.
Which, in our terms might mean more like "look at the terrain lay out for holes" or something
I would say depending on the enemies there - seems ok in general tho
Objectives are a bit big tbh, players can probably speed blitz it if they build right
i thought is was suppose to be this big?
Its not the white Rectangles, its the thinner red areas
oh these areas?
even then its kinda just a guideline that image, Ive mostly scene objectives around like 4x4 or 3x6?
yeee, typically
yeah
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 :>
Fellow Lancer Map Maker Tool user
How do you go about exactly aligning its hexes to Foundry?
I can't speak for the Maker Tool, but there's a built in aligning tool in Fondry, in case you didn't know.
for hex grids?
Correct. It lets you adjust the grid size and offsets pixel by pixel.
While allowing you to preview the results live.
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
Ah, you're correct - I didn't realise that was the case. Although I suppose any offset is usually minimal, so no harm?
been a hot minute since i posted a map here...still a work in progress
H8 huh? This seems like a perfect place for a sneaky little sniper 😁
On the striped club. Straigt up “snipin it”. Amd by it. lets justr say. My AP2D6+3 ANTI-MATERIEL RIFLE
RAHHH
Either my players utilise the H8, or I do
Anyone have a good map I could use for FOB Saber from Solstice Rain?
holy shit
so im not the only person to use assets from FTL: multiverse for their games 😭
also almighty necropost mb gng
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.
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
Is that not just one of the base variants?
That is quite interesting, what kind of assets are there?
No actually
its a modded variant
Ah fair
and many many many many many many more
you dont actually need FTL (game) to get the multiverse mod and just rip the assets
intended 30 vertical by 38 horizontal
tags: snow, rocky, crashed, ship, road
ty ftl using guys for the idea
These part assets look very good, nice one
The ftl ship amazing
Maps I gotta do today...
Farm dome
Anddddd
Weapon factory
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"
Enough for today. I like how it looks.
Back to AC6 now
love the look tbh, might use it in a mission soon-ish
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.
I proportion them depending on the tiles
They kinda are my cover filler
Yeah, I get it, it just kills me imagining a goblin climbing into a truckk to drive it away lol
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
I also think that...
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
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?
Hexagonal rows - even
Grid size 100
3500 x 1852
0.25 padding
No offset background
See, but then the bars will get blurry, so I need to go above that.
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
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.
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
Oh? Interesting.
(Messages deleted to avoid visual spam.)
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
Roger that, thanks for sharing your case.
Anyway, here's a 20 grid scal, 700x370 map
np
that's an unfortunate side effect of foundry's hud ui elements not being independent of your grid size … i doubt they are going to fix that. but to answer your question, i try keeping my maps within 8096. also had double that before, though. past 16ki you're gonna start having real trouble with gpus choking on the texture size.
So it is realistic to go with 6k maps, then. Do I understand right that the main load falls on the host's side, not my players?
Just want to make sure I don't cause them issues with running.
no, rendering is client side
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
Thanks for that. I'll have a look!
How did you got the blue shader all around the screen? 
That's just the foundry paused
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
Whats the mission
It's ||Trapdoor Spider, so deathmatch||, OPFOR is ||Elite Strider, Support, Squad, Specter, and a Scout||
the map needs Difficult terrain to live.
More Difficult terrain!
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
you can overlay the difficult terrain in the soft cover
yeah, that was the plan, but also maybe some mud puddles
the map could do with some slippery stomped ground
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
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
seems good now
Thanks!

Wip of me throwing stuff around and seeing what looks cool
If it is alright with you, i'd like to use your map for some oneshots
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
i see
[Link to the maps ](#1216805351488356353 message)
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.
One thing I realized after I started making Act 2 maps (and kicked myself for) is that (Spoiler Wallflower) || The fall out from the KKR and nuclear winter would linger far longer than winter itself, making things more ashen or less green // growth, I guess I could look into what the effects on environments would be in a situation like that, but I imagine it's worse than I think lol) ||
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
Where can your maps be found? I will love to see and take inspiration from them
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
The bridge is really impressive and exceptionally well done - I will definitely try my hand on something like that
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
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
Yeah
There is
A gigabyte worth
1.3 even
Now that you say that I'm doubting I made it
I'll have to check my incarnate.
@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
No other way of sharing the complete map I am afraid
Yeah
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... 
Part of is like "The big wall should be enough for it."
If in doubt, more cover
RANDOM COVERS GO
YEP
I don't like Inkarnate new hud
Arstotzka ahh battlemap
I can't unsee it now....
Turns out, I turned it into a mining facility on a moon
It is still a simulation, Idk might make a non simulation one
It should be good
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
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/
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⚫ Reddit: / inkarnate
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⚫ Instagram: / i...
Eh, it worked... If anyone needs help I'll provide it
Even better.
I should maybe stop to throw my WIP around
Really good map design 
But... I would recommend you to always have an idea of the kind of opfor for maps because... Even if your map is pretty, if it's not compatible with any opfor it's kinda wasted!
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
Would you happen to have good settings on foundry for the map labeled "fuck"
I tried it, got a pretty good fit with these
Thank you
Does anyone have a ruined city map?
i- oopsie i might have forgotten to rename a few lmao- i used this, not absolutely perfect but good enough. but legia already has it ^^
I do but it’ll be a good 6 hours before I can get home and send you them
Yeee! Gl!!
I am sending them on grunt witches behalf, enjoy these maps
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 😭
looks very nice and varied
The moon simulator
Feel free to use, sitreps should be statics, either holdout, control or anything else you have in mind
Quick little jungle map
I have a good feeling about that one...
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.
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"
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.
I love the spaceship, is it handdrawn?
I believe it is, but not by me. It's an asset from 2 Minute Tabletop!
Looks beautiful and certainly enhances the map
Loving the spotty snow sections, excellent work!
Artillery Cannon Takeover/Holding Cell Takeover variant map!
Biggus Cannonus
Yeah the big cannon looks great, I am guessing it is some kind of mash of assets?
Reminds me of the helldivers city maps for some reason
Woa
Cool
a thank u! yee mashed up a bunch of them
your name terrifies me
Good.

Tough words for someone in Monarch range activation
Tough words for someone in fragsig range
128 grunt mirages
Now that’s scary
Really nice! is it possible to share the inkarnate link for it so I can download at higher res?
Experimented a bit and... damn it looks really good xD
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
You could put like.. refuel trucks or something
That's a good idea... But I'll put some as floof
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
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
Think I might use the holding cell variant for part of FOB Saber if I can't get anything else. It's got a better vibe than anything else I've found.
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
Oh these maps are absolutely incredible - excellent cover placement and flavour across the board! thanks so much for sharing :>
Made something similar but I want it super messy 
And i'll stop here for tonight...
Most of the credits for Al...!
Naw, you did the thing. If everything in the world that was inspired by someone else owed the inspiration more than the one doing the inspired thing, we'd all be doomed.
Nice warehouse map, very solid
And now for the final part of this... My inspiration is this image (https://www.artstation.com/artwork/ob1Y5L)
Wip, I think Inailed it
The 2 year reply
To be fair, its a banger map
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
The light part I do it in foundry 
Thanks for the tips!
And you are right
I feel like it misses covers but i'm not sure
it’s actually spelt “cowar” because it’s for cowards!
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...
Does anyone have good foundry setting for these bad boys
Love that, Thank you very much
Shader brush has really helped me out add depth to hills and elevation - I recommend it
Not mine but this might be the funniest holdout map I'll use cause I like bullying my players
The no mans land
First off, these maps are friggin incredible - really big fan of a little bit of rotation on maps featuring civilisation, goes a long way to bringing it to life.
Secondly, would you be alright to share versions without the overlay?
Likewise if you might have maps 4 and 6 from this lot without overlay too - peak work btw ❤️🔥
Downtown battlemap, not really sure about the scaling for this one...
Dunno why I deleted the last one, but fixed the lighting...
sure, here! also aaaa thank u so much,;;
ye, gimme a sec i need to publish them there first
Such turbo-fire, tysm ❤️🔥
Cheers for that! I can feel the bleak military aesthetic in higher res 😅
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
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
Will do thank you is that the H2 and H3 i see on other maps here?
yeah, it can look like that, you can customize the look of it!
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
perfect thank you so much
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
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?
Id probably drop some cover into that giant chunk of no mans land. You have the flanks covered, but I know my players would try and fail to squeeze behind that same rock, only to be shot from the Walls
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
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
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
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
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.
Yoooo digging these
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.
Hah, it's fun seeing someone else's interpretation of the same thing you've been doing (as I've also been working up my own set of IGF battlemaps in DD, currently working on the madness that is Send In The Clowns)
Nice! To be honest I might revisit Denial of Service just to add some more detail to the habs/control zones. Send in The Clowns is definitely going to be an... interesting map to approach when I get to it, lol.
Not a scifi map, but it could be potentially interesting as a Lancer map: https://www.patreon.com/posts/coastal-caverns-150591142
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
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?>
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.
Very cool! Do mind explaining the colours? Also what did you make this in?
Anybody tried to use lancer tactics as a map maker yet?
I'm throwing this wip in here
I really hope it can be used like that
I certainly intend to do so if its possible when it comes ouit
That's gonna be an undertaking, whats the sitrep gonna be?
We are about to build the same map. My fucking condolences.
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

The roads are the worst part of it
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
Yeah, that's why I consider not going too crazy with the other roads but... I feel like the map will lose a lot of it's charm if they don't have it
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
YEah, I try to do the same. its two things that are hard to unite sometimes
Hang on, didnt the STRIDER map have roads, lemem check
yeah it did. Thsi is as close as I get to actually drawing roads, apparently
Dirt roads aren't too painful to draw because they aren't supposed to be perfect xD
"These roads arent perfect, we are on Rubicon" has done a lot of heavy lifting for my campaign xD
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
I'll find a way 
Ohh noo
Everyone gets two maps
Nooo
Real two cakes situation, yeah xD
Also god I fucking hate roads
I tried to make a crane but I feel like it's ugly af 
I think if the support struts were a little embellished, it could be better, but it's certainly passable.
I would not mistake this for something else on a map
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
Shading would be all I might add.
Does anyone have good measurements for this in foundry?
@pearl wedge It should be that
Bless
I tend to not design my maps around a Sitrep, else it's limiting afffff
But this could be escort, extraction, kill them all, control, or anything really
I find map for sitrep being quite important :P
Unconscionably I kinda do that, for that one it's kind of an open one, I plan to use that one for an escort
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.
Yeah I will change that at the end 
So far it's placing stuff around, then the small stuff like that!
Enough for today 
Fair

I just need to figure out if I should or not put cover inthe middle.
I think i SHOULD xD
Make it usable by the players >:3
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)
where do yall make maps like this
Inkarnate
I use DungeonDraft with various resource packs, but Inkarnate has better "out of the box" options built in.
Small updates, i'm setting up covers but... It's hard to figure out what it should be xD
cant wait to steal this map
looks good :D
also those roads are nice
and good job on curving it without it looking ass
dawg I have done like 200 maps and I still cant 😭
literally
Ok so like
||needs more ass||
The line tool is a dirty liar, use the shape one instead
I see your game now french
Use tiles to help you doing them
yee
And since curving is weirdf, they aren't fully aligned, the one on the top is sigly a bit on rhe right
Shape a rectacngle as long as you want to road to be, then add points on it and find the spot that would make them move sliglyyyy
Once it's done you have a beautiful road
hmm
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 😭
I try to not use the curve line
Nvm I did
But in straight line, like that and not too far
Else
And yeah
yeah
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
The crane is fantastic, every map could use one
For cover, I'd park cars, trucks, and a bunch of storage containers around the place in piles or alone for varying heights of cover - if you're happy with the map experiencing active conflict, craters can provide cover to stand in and if they're fresh/still smoking, make it a zone of soft cover :>
great job btw 🥰
Craters are a good idea 
Don't know if its the type of map for it but toll booths/security offices on the side of the road?
Miscellaneous buildings™
It's supposed to be a fuel refinery, but it can be anything else that is really industrial
It should be ready later today when I get home from work 
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
I love this map
bottom middle-right
you can see the lines between the two concrete slabs
idk if its intentional or not
This? 
based on the AC6 level I'd assume it's intentional
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
And here, for fun
A version of it at war, in case you want to drop an Ultra in the middle of it 
I see
RAAH
ultras immedietally set everything on fire
is it finished? :3
Ye
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
Don't know what wolverines looks like tbh but this is a bit of suburbia
Could potentially work, still looking but thanks for the link!
Basically your average Suburb USA being blown up and invaded by a foreign power
idk that kind of just looks like your average south canadian suburb without any invaders
killing people? fine. smashing cars? STRAIGHT TO JAIL
I'll share that just in case here
Because scale I think its something so hard to figure out when you do maps
Thanks
Hey, all. I am looking for a map of like
the inside of a dry dock/ship port, pretty much
There's this one
Or this one
Or the one from solstice rain with the submarine think it's combat 5
Follow-up map for a Holdout in the same area. Smoke is soft cover, you can blow up the little energy tanks for 1d6 AP
in an area around them. With and without a tarp covering the object in the middle.
Hell yeah 👍 thank you
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
this is a very specific and cool map
Hell yeah
I make all my maps in inkarnate and every map is specific for the combat to make as much use of the OBJ or goal as possible
Incredible work!
That sounds dope, have time to tell us how the game went? (Specifically interested in the scenario since it sounds very outside the normal scheme of Lancer, might be best in #gm-corner but feel free to ping me if you do!)
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
I feel like making a map on "Two" levels
On ships and under water
I may have to make the ships bigger tho
I can already tell it's going to be awesome!!
If the map isn't titled "you sunk my battleship" you don't understand comedy.
I'm not to the part where I name it yet 
am reminded again i have used this map like 3 times in the last couple years now
thanks for ur work
yay!
(spoilers IGF ch.2) it's party time get your mechs out
Yooo dope
HI.... CAN I USE THIS FOR MY ONESHOT I'LL CREDIT 🥺
it's so perfect wtfijfklsljfhsjvjs
Go for it
THANK YOOUUUUU
Yooo what map maker is this?
Dungeondraft??
Inkarnate
Any chance you could share JUST the ship asset? I'm thinking of having one of these take flight mid-combat
It's paid content 
Dang
It's form Inkarnate Sci Fi Catalogue
Its also multiple separate components
It would be against Inkarnate TOS to do so
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
Inkarnate sci fi assets have shipping containers
do folks have any good maps for Control?
this oldie should be good
Do you have a grid less version?
nope
Damn. Thanks for showing it off though, I think I'll try to assemble my own out of the map builder
Funny enough this will be the sample map
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 
Dungeondraft or inkarnate...
The one you are more confortable with
I prefer incarnate since it has a massive internal library
I think I love pain
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
what asset packs on dungeondraft do yall use for mapmaking?
like all the modern funny sut
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
anyone know how to make like, elevated rocks n stuff in dungeondraft?
stuff like this? Doesn't need to be exact
or just elevation
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 
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.
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.
Could you describe radar?
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
related comment on the subject of clarity, i would say that could use way more contrast
yeah it could.
It's easier on the eyes for me, but it might not be for my players or other people 🤔
Any chance any of y'all got a small collection of snowy maps?
I’d look for the wallflower act 2 thread in wallflower-spoilers
I seem to remember Duvalasaur made several temperate climate winter/snowy maps.
Not as many as I thought. There are a handful in the Wallflower map resources. Oh, Zenn said that lol.
Any1 have a map for a Pankration Mekani tournament?
I made a set of arena maps once. they are... non-sense, but you could maybe use one.
I dig 'em. I'm probably just gunna hodge podge something with MS paint for now, but I will definetely use those later (there's gunna be lots of ritual combat)
Thank you
Some winter maps:
Needed a few for Sleeping Above A Stolen Crown
These are my reasonably "snowy" maps. Not a whole lot of fighting outside, despite this being a snowy planet lmao
Do the foam looks good?
Looks pretty alright. I use the assets for waves from the water section to make that effect at the edge of water.
I used snow 
That lab is pretty interesting, thanks
Big fan of that last one, appreciate it
I made it for the Tomb of Delios one-shot Kat put out, specifically.
These look good to play on, lots of interesting terrain, but I am a little confused on what they're supposed to be? Thanks regardless, I'll save em
Ah, yeah that's the first LANCER thing I played, though we didn't actually end up in the lab in the end
These are made for my own game, so I can understand the confusion.
Theyre a Dam complex, a battlefield two sides are currently throwing artillery onto, and the foot of a big mining station throwing out Lasers like theres no tomorrow. Feel free to turn them into whatever you need of course!
Dunno if you already found one, but apparently Marmoset Hexels 3 has worked on a Linux thing called Wine for some people: I'm on windows but I got it on sale on steam and have found it really useful!
I have the idea of making an oil rig map but Idk if that's a good design idea
It’s a great design idea, put some buoys out there in the water for cover even, or a docked ship
I tried a similar concept. It worked much better once I put some floating stuff in water to help a little with difficult terrain
Boats will be added
Sadly it's part of the paid pack i'm working on so
I won't share the full thing
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
I plan to GM rule that players can go -3 max underwater
But water don't provide cover
Or maybe, idk yet
@haughty edge Dunno if my attempts could help for ideas? These are based on @heady drum excellent collection of Lancer maps on Inkarnate.


Gosh...thank you 💖
The boat will help me 
The boat was fun to make. I cant believe its being passed around as a solo asset ha 😅
What texture you used for thoses walls?
It's lined up really well to make a wall. It's a pretty imaginative way to do it, I hadn't realised and would never have thought of that.
It was last year i dont quite remember

Looks like you got it though!
Lore wise I think this is going to be a platform where a bunch of supply arrived and players must contest it
My biggest thing is that I just wonder if I should make the rig bigger
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
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 >_<
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
There's a whole doc in ppins which you can find some from
… on it!
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? *
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)

I mean it’s a personal pet peeve idk about other peoples thoughts
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"
Don't worry 
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
The fact i keep getting @'s about my maps years later is honestly wild. Love it
Needs more cover
Dust storms
that sort of cover
Would apperciate more hard cover but that might not be the most appropriate
i could do foliage
bushes, stuff like that
OR I COULD DO THE INSANE AND JUST SAY PERMA SOFT COVER
not too out there
They're really stellar stuff, I've used a couple in my own campaigns!
Had you ever made any other floors of that oil rig public, or just private use? Just curious! Really impressive work, and thanks for sharing with the rest of us!
Personally, I treat any half tiles as either and choose as I lay out the markings.
Bookmarking this for later use. These are looking great, thank you for sharing.
I shared everything here 😊
I kinda stopped after my campaign ended.
you used some in your campaign? 
I'll have to take pics later but I have, the oil rig and cargoship at sea have found their way into every version of sosltice rain I've run so far, they make for an excellent "Crew Expendable" mission like COD
Thats absolutely sick

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)
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
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?
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
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
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
Hmm, multiple breachers moving up behind a bastion or two sounds like a good move. Faster than the demolisher, more units to smash barriers.
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.
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
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.
Hell yeah, looks great
These are rad, I like the effect with the hole in the floor a lot
anyone got em succulent meat maps
Inkarnate has a fleshscape tile set so you may be able to find stuff like this
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
Some random maps I have.
I actually happen to have an air strip as well.
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.
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.
figured i'd ask here since i just started using inkarnate... but any tips y'all got for making lancer battlemaps?
hate to nag ya but what assets did you use to make those train tracks and the train itself?
the tracks are 'crane tracks' under the line tool, as for the train do you mean the carriages?
the carriage bottoms, yeah
so two platforms next to eachother for the jutting bits and then the flat industrial shelves over the top of it
whatever works should be fine, this is what it looks like if you need it
much appreciated!
Got another IGF map done. This one is also from Mission 2, specifically the Anti-Capital combat.
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 😄
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
Inkarnate is browser based and should work on whatever; Dungeondraft's based on the Godot game engine and the system requirements say it runs on Ubuntu, don't know about other distros
Looks fantastic, those turnable tokens are great
Super cool to see a second interpretation of the IGF maps - between these and Al's maps we are spoilt for choice 😤
is this dungeondraft or inkarnate?
if its the former, where'd yall get the pack?
Yeah that's inkarnate
Anyone got an arena map
#1216805351488356353 message
im looking for sort of mad max/fallout looking maps if anyone can find any
what's the sizing for the third map supposed to be?
which VTT are you using?
owlbear rodeo
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
oh wait it has a grid?
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
These maps are OOOOLD. They're better compiled here with some minor updates: https://lmplo.itch.io/in-golden-flame-act-1-unofficial-map-pack
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
Is this CSP?
Yes, 5.0
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
I ended up with this
Ok, Adding a Gaussian Blur onto the first mask made things work 😄
OSR maps are so well that my inspiration always gets back to it
Looking at all the pictures you have in the guide I think you have filters lingering.
And with how CSP works you can't really where unfortunately.
Because even the first picture has a slight bleed on the outside
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.
Nvm, no to OSR map design (I'll try to make something new)
Not a battlemap but would yall think it'd be cool if I made it into one?
I've done something similar with another one
Add in lots of planes and vehicles for extra cover ;3
im stealing this
good luck hiding it after stealing something of that size
here, is now Lancer (I just made the borders GMS red, is lancer map now)
Reminds me of the onslaught from starsector
this would work well as a demolition sitrep
I do have more of these though
yall give me colors for like, a military space ship
Oh shit I’m stealing that too
I can edit out the border around the ship and overlay it over an ocean background
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
Underwater as in they're fighting in the water completely submurged?
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
Completely submerged
There definitely is a map pack on itch.io for this. Looks great too.
Have a link or name?
this shit rocks man, this is great!
“Lancer water maps and tokens” by Kaffeezombie on itch.io
That likely has what you are looking for.
Also has some nice tokens to boot
(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
Fuck that's good
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
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
Solstice rain has one.
Ah nice, I’ll look into those maps
Yeah mission 1 combat 3 has a pretty nice warehouse.
/shipping yard. Mission 2 combat 3 has something similar but damaged
This was a random "corporate" interior I did once.
God that's an ugly map lol
I think the statue in the middle is interesting
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
Al did a phenomenal cargo warehouse map that I stole for my game (the first image) and I've also got a trashed area that I made (second image). Not sure how Al feels about pings but they've got a ton of excellent maps
Ah these are very nice, thanks
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?
So, not sure on free options, but I definitely made internal ship maps in my adventure here: https://valkyrion.itch.io/technophobia
I also made a pack with space themed maps 
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:
- Command bridge
- Mech hangar
- Lots of other stuff
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)
very helpful, thanks!
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
It was a good idea to redo it from the ground up
I really hate doing control maps
Looking great, just add like 10-20 size 1-2 red explosive barrels and it'll be a gas
Didn't knew about this one, excited to try it out!
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?
I mostly go "'Fuck it we balls" when lining up with Foundry
lmao
as long itsj ust 1 pixel difference i don't mind it
so its just a hex stuff thing
I don't export with grids personally, and just aproximate alignment
Oh I don't either, but I do build my cover layout in inkarnate so far before I put the props down
If you keep using the same dimensions and number of hexes you can keep a blank map in foundry with the correct numbers already inputted. Then just duplicate it, change the name and add the new map file.
GENIUS!!
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.
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)
thanks bud! i been trying to make sure i justify having this Inkarnate subscription.
Excellent stuff, long constrained maps like this
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.
Strikes me as very Icon coded.
Very
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.
Knife fights are always great in my books
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.
The square grid!!!
Curses on ye!!!
Yer maps are good but yer grids are square!!
Me poor heart can’t take it
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.
it’s kinda funny how i can’t imagine playing lancer on squares, but i also can’t imagine playing d&d on hexes
Squares is for fantasy, hexes is for robots, everything else is either gridless abstract zones or writing sad things on index cards
I have considered running Lancer Gridless on Foundry lol.
not really made for it, but knock yourself out!
There's probably a measuring conversion.
THT supports gridless as of the last update, funnily enough.
True that.
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.
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
I appreciate it
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
Thank you
First two in here are by Kaffeezombie.
thank you
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.
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)
Damn, my map getting reposted, such an honour
Thanks for making them <3
I love watching my party slaughter plot relevant NPCs on them
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.
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
Ohohoho a nice cozy hangar with tight corridors and lots of obstructions? Love it
yeah mostly just hue changed crane parts haha
There’s a Breacher is in the corner of this map begging you to put them in the game coach
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
I love that you've done so many walls out of the crane part objects, it really gives them depth and character over regular lines
Ohhh you may have saved me time making a map for my next sitrep, this is gorgeous!
First let me say, fire map, second let me request some good foundry settings?
Thank you in advance
what do you mean by settings? Modules? Map settings?
Map settings I’m guessing
Map settings
Grid size etc
Sorry for lack of clarity
first map I've made where I didn't have to move the grid around to make it feel right
Take a look at Al's IGF maps, they've got the orbital decent and at least one other that are both peak and very firey
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
Is there any recommended grid settings for these? It would fit perfectly for a campaign I’m running
For Foundry:
Grid Size: 256
Offset: Horizontal -73(ish) Vertical 0```
There's a hex-shaped object on each map somewhere to align the grid to, I don't remember exactly where
Ah thanks
your primary problem is that it's a little barren. Is it intended to be a oil rig sort of map? Are there any assets or bits you can add to give players a bit more cover? What sort of sitrep are you going for?
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
I was planning to make burning areas that causes smokes that would give soft cover
I like to use soft cover
nice! Hope it goes well
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
Love the knife fight feel, super fun
anyone got crashsite maps in a city?
if there is a map, I have collected it.
cheers
Ahhh I recognize these
They are very good maps
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
Good morning, does anyone know where I can find the Wallflower maps?
Check #wallflower-spoilers pins?
Thank you very much, I managed to find it.
Sorry about my English, I'm using a translator.
This map fits one of the missions I’m planning perfectly, thanks
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
Do you need just a city or a city with a spaceship crash
Just a city
@scarlet quest
Oh wow thanks, this is all super useful
Always happy to help
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
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?
take your pick honestly
Oh these are all perfect as well
I have stuff for almost every occasion
okay so this is pretty wildly off what you want but it might theoretically count
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
That is one big train, but I like it as some kind of mobile fortification, so cheers!
Aight happy to help (sorry I coudlnt get a more traditional train 😭 I deleted the one I had from my storage)
are there any maps set inside some sort of large hall/palace? something very fancy looking
these will work very nicely
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.
Hello alt account of Mr GM here
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
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.
I’ll just stop posting them then
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
As a tip, you can just use "_NAME.JPG" style extensions on files as you save them to log that info. I only share maps from the wallflower resource folder because they have such labeling, or maps I know I made.
Obviously doesn't fix the current predicament, but thinking forward could help for the future.
Is it a rule that maps must be credited or just a personal preference?
I also have many maps from all over the place and on occasion share them. If it is a hard banable rule I would like to know.
In general this server wants folks to include credit for art (including maps) if it’s not the users’ own art
So it's banable?
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.
I’m not a mod or curator so ask them for clarity on the policy
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
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
I interpret this to not include maps.
If it does then I am sure a mod will provide clarity when needed.
Maps are art
Maps are a form of art
I can’t source all 800+ of my maps so I’m gonna stop posting
As someone who draw my maps, yeah it is ^^
Second this (I am also a map artist)
Like, I think @turbid lark can back me up here as a map artist and mod
This is kind of my point tbh.
I understand their point about sourcing artists but at this point it’s far too much work and may not even be realistically feasible
So rules are rules no skin off my back
It’s one thing when you have it for personal use
It’s another when distributing it
I agree. I mean just scrolling through this feed back a few weeks the number of infractions is very very high
Then yeah Shaka’s right that it needs to stop
I mean good luck.
I will adhere but I don't see that being accepted broadly
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
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
I mean in fairness apart from that rule id imagine rules wise this is a chill channel
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
Should I like
Delete everything I posted previously
