#Battlemap’s Hub
6769 messages · Page 7 of 7 (latest)
For what’s its worth I can’t source all 800+ maps so
Yeah
I’ll occasionally post the maps I make tho :>
Oh also I take it this rule apply to mech tokens as well?
Yeah
let's just not steal stuff in general
people just right click download art and rehost it
it sucks
It’s the same situation with them I can’t source them all I have 1000+
try to set yourself a standard going forward to not do that
I think
it's not the worst sin in the world but we gotta do better
it's much worse in the offtopic channels which is where I police actively
I do what I do for my players
I appreciate that a lot of random token hoarding and visual mood board stuff is much more functional in the rpg space vs just posting art that looks cool in sharing channels
but we should try to source stuff regardless
Oh I fully understand and agree with the sentiment
But I’m so far onto the other side of the rubicon I’m in the Congo 😭
only caught this now but yes absolutely maps are art
it'd be crazy to consider them to NOT be tbh
okay I just caught this: hey. if we find you deliberately skirting this even after you're aware of it, yeah we'll probably ban you
we ban on vibes and "well the rules don't force me to not be evil" is atrocious vibery
Thanks for the clarification.
do you have a higer res version of this one? it's so cool
On the topic of sourcing maps, what I do is any map I save from here I also forward the message it's sent via to a private channel in a personal discord server then if I ever respond to a request for a particular type of map I can go straight to the source via clicking the forward link and then repost it in here.
I do the same thing for almost any art I save on Discord
I think this is in the pinned community spreadsheet, lemme check artists
This folder from Kaffeezombie, “armsfort_blank1.png” https://drive.google.com/drive/folders/1wt-6xh_CMpuyx7xt6qRsqZHmS2LiZw7O
Piggy backing on this comment to add to the ongoing conversation, the pinned community spreadsheet was set up with two purposes: make sharing maps simple and make sure the authors got credit.
Not much we can do about all the great maps that have already been posted, but perhaps moving forward we can be more vigilant about hosting folders and sharing links from that spreadsheet.
I’m also open to feedback on the sheet itself if folks have suggestions on how we can improve it.
^this
Source: myself
Is that...a giant ball-pit? 😂😁
I'm looking for a downtown sort of 'buildings as cover' in an active warzone type of map if anyone knows of any good ones. Current sci-fi stamps in inkarnate don't really have what I'm looking for to make my own.
^ maybe you'll find something here: https://docs.google.com/spreadsheets/d/1HEcgdjk2klCRLdrJU4wdXFnuscDnXuH43J9OcTKkKE8/edit
Not sure i nailed it but it's good enough
I dunno, that's pretty darn cool
Thoses chairs now gave me the idea of a theater battlemap
I was about to post a pic of Kino Der Toten but then I remembered that there is a sign it that... Yeah. 
Instead here is an art from reddit inspired by it
Or an open air concert!
Ideas of maps flowing in
It is what you want it to be
But if you want my original intent:
The leader of a major criminal organisation built a large city from which to operate from, at the centre of control is a large cylindrical crystal structure with a colour similar to sapphire, it was carved over time into a throne and large chunks of it were taken and sold off or carved into various items, unbenknownst to anyone it is actually the long lost lens of a very large super weapon
:3
So the idea is that centrally there is a literally size 2 throne from which he sits upon, and then surrounding it is piles of cash and strange trees that grew on the crystal, surrounding that is piles of physical manna and treasures because the golden emperor has a wild streak, then there’s various statues he’s looted, lounge chairs and tables made from jade for his court room advisors (he has a full governmental cabinet with ministers for war, home affairs, etc), and a viewing gallery for a select few people whenever he’s making announcements (or sometimes he’ll just get a camera crew there if he wants something public)
A port map I did for ||The Battle of Laguna|| in Act 2 of Wallflower. I am planning to release a whole pack of maps as I have just finished creating the last map for ||Vagabond Red|| encounter.
Thanks Taz- making outdoor places like plazas, courtyards, promenades etc is tricky for me- cus it either always looks too clean or too stark in the transitions between pavement, damaged pavement - etc
"The ties to horus are unquestionable but the purpose is... not understood. As we understand, an individual of unusual importance to the Cabal was captured and this machine extracts... Trauma? Our scientists suspect trauma to actually be more of an impurity in whatever is wanted, but the individual in question produces so much of this material, we deemed to have called Anima, that it seems the amount of byproduct produced was deemed worthwhile for the end result. Current uses of Anima are not understood, it seems that it can be shaped into weapons and tools of unusual strength and effeciency, but requires the use of artefacts to catalyse the process, crystallising, shaping and then reforming the item into its desired shape. (see: [constellar midnight clearence required] for further information on the kind of artifacts involved in the production chain.)"
okay so being serious
not my best work
but I got unusually tired doing it
and for some reason I cant seem to think of good flooring or clutter
its supposed to be like a dingy adhoc research lab built deep underground
fuck tons of funding but so unethical that the DOJ would come down harder than anything before it
-# its actually related to the throne room above story wise!
any suggestions or advice would be appreciated
I have been trying to get a better control over like perspective and the height of things but I feel this is a particularly decent example of it
hmmmm, suggestions for aesthetics i'm assuming since i'm not sure what sitrep you're making this for?
Maybe you can add some good lighting and shadows- pick a direction and use a couple of the tricks below
couple tricks if this is inkarnate
- take the blood stamp turn it to 33% transparency and reduce brightness to 0. it becomes a cool stain that adds life to the space
- do the same thing with any token u have on the map to make a easy shadow, if you drop it to a lower layer
- for a candle light shadow, you can take light stamp and do the same thing as above- maybe putting it on your green machine at the center to give it a ominous vibe
The exact sitrep got a bit sidelined but I suppose a control at the platform and both sides of it, for 3 zones.
Thank you!!!
I’ll have to play around with this tomorrow
lmk how it goes!
I use a slightly darker floor texture to paint in shadows, grime and areas of high activity. You can layer a gradient in with different values to get a softer shadow but I usually do a hard shadow and then soften it in clip studio once I export the map as an image
Some of the line tool textures (even the fantasy ones) can be good wear and tear visuals to layer on top
anyone have any maps set on a big landing pad?
@shrewd plinth
I really ought to put all the random things I've been putting here and the old maps channel into a drive somewhere so it can get linked in the main repository. Have another one - this is a beach resort on the edge of the ocean. I'm probably going to run this as a Recon, but we'll see? Intended to be a little bit of a knife fight with some long but broken sightlines. The highways are elevated, as are the walkways between buildings - I'd recommend 3 up for the roads and 5 up for the skywalks. The top of the resorts can be as high as you need it to be depending on how many flying or teleporting units are on the field.
Evil map design jumpscare
Does anyone have a half city/half Harbor or bay area map like hong kong in pacific rim?
Scroll up to 4/10 there is a nice harbor map
I will try to redner this on the map
Gl :3
Ye i'll need it 
Oh that is an evil map
It is
But the sitrep make sense
That's the full thing so far
I consider maybe putting boats in the watery area
I also need to figure out why it's an assault...
I'd say add some boats to give a covered route but a bit more cumbersome path.
Yee
Terrain "should heavily favor hostiles"
So I need to figure out a good way to render that
There is nothing stopping you from putting explosive barrels on the approach, or make it so characters in the line of the crane have to make an AGI check or take damage at the end of the round (maybe even push them back because why not)
There will be 
Context of this mission would be ||The house of stone don't trust you... So they sent you on a suicide mission so you can prove them that you are indeed as good as Union told them you were||
Work in progress battle in a ship wreck any thoughts as this is the second Lancer map I've made, objective will be to hold the small red ship for 4 rounds, this will be a zero G fight
Working on making some maps to get better at isometric and used to adding more cover. This ones still a little work in progress but i wanted to make a 0G map set halfway out of a cargobay
legitimately looks fantastic. I love the dispersed debris. My only suggestion would be some larger pieces of cover to break things up a bit - the items around the scene are fairly uniform in size
I need to get used to isometric maps again,just sucks I don't want to go to v11 to use grape's iso
Thank you so much ill break out the old reliable cargo containers for the next pass
Isometric Perspective also works well enough and is v12 compatible.
Ooooo I like. did u manually do the yellow streaks? Or is that a pattern brush?
I think its' one of the corporate brushes
It could also just be the floor terrain itself
what tools is this??
I used assets from Starlight Furnace (mostly free on Itch.io,) ans made the base map (just the walls and floor,) in Dungeon Scrawl
I then uploaded it into foundry vtt and put down all the props and stuff down afterwards
It is one one of the floor brushes on inkarnate
First attempt at creating earthmotes and it went pretty good! I am going to be experimenting with paracausal terrain/impossible geometry for an eidolon fight next
I gotta say folk who can make isometric maps work are wizards to me
another one, this is a multipurpose map as I've made it pretty large. I'm going to use it as a recon map sitrep (the doors on the walls as control zones) but it could easily be used as a holdout/etc. The central lift is intended as an ingress point but could be used as whatever. No current map settings as I've not messed with it in foundry yet.
it's a 4k resolution map - sorry for the size and I just realised I forgot to invert the symbol on the top portion of the lift 
4k res wallahi im cooked
I know its a huge necro but you you have any more of these mech mini artworks?
Oh it's from Retrograde, most of the dedicated "NPC" sprites on there have a glow option to look like that
Or at least most of the "Corpro" category does
getting busy with a lil map-roni
I just did a double take when I realized we had LASER BARRIERS up in here
I was going to mention I love how simple and elegant the maps you make are, typically. But the lasers got me.
Very slick
I made a fairly simple 'home base' map for my campaign
Yeaaaaaaah boi!
This one has a gimmick, the have to shoot the barriers down and they can evac the vip- they just gotta find them first
Thanks bud!
Did the same but the place is less flashy and more pink 
Both map packs on my itch page are now pay what you want (14 maps total) https://icelevel.itch.io/
does anyone have any tips to align a map to its grid?
What's your VTT? There's a pinned guide in #lancer-vtt for Foundry
Might be hard to use this map but I think it has potential: https://www.patreon.com/posts/canyon-portal-156197223
Could see that in Far Field
Trial and error 
Blinged-out mech bay (intent was Karrakin vibes), clean and ruined versions
Are the lights added in an external program or are they a part of the map itself?
and a follow-up question on that, what program do you use for creating maps?
They're part of the map itself, Dungeondraft has its own lighting layer so I tend to bake in the lighting there, and use Foundry's lighting just for animated effects
I traced a Valkyria Chronicle map, made it a huge platform in the middle and adjust it a little. I liked the design and I'm planning to run a modified Nexus attack/Infiltration sitrep with it
A bit late but final capstone map for Mission 2 of EDM
whole idea is to go from one side of the map to the other. Roads give escorted vehicles more movement
My players have told me that this is a MOBA map and I cannot unsee it!
Actually… moba maps are a brilliant idea. I’m gonna look into that
electronic dance map...
these are really cool, but is there any way for me to save them in a format that isn't webp? it's only letting me save it as one
Actually just.. playing Lancer Moba style in general lol
Honestly a lot of VC maps that work great for Lancer sitreps
True! a lot of them are well designed for tactical combat .. which is their main gameplay lol
ship bows tend to be pointed, sometimes they will also have an orb beneath the top (called a bulbous bow) :3
I should probably censor that yeah sorry french
very explicit ship innit
😳
unless its being drydocked
like
I wanna state
im not a ship expert my any means
im actually british stupid
well I meant to type pretty
but british also works
Yeah, I consider making it a drydock but I feel like it's exploitable for the map
but unless its being drydocked you really wouldnt want a ship in such a tight space like that
but also like hey
its a game

I have already stolen it thank oyu for posting :D
Feedback is always welcome when you run thoses 
Helps me figure out what I did wrong or good in the level design
another for the collection
I happen to live within like
eyeshot of ships that pass through my river
so in general from what i've seen unless its being birthed most ships just try to lay alongside the water instead of going into specific channels
especially since most ships dont bring themselves in under their own propellors but usually under tugs iirc
-# tugs are very small ships with powerful engines that are attached to bigger ships to position them better
The planet it take place is water heavy. Also the flora is pink 
but thank you im now up to 1062 maps
yeah
so second pass on this broken ship battle map, added more details and tried to vary up the size of cover, I was thinking of making the red ship a tile on foundry and having it be slowly pulled by the enemy so the party is forced out of their half of the ship
I feel like dropping this one in a bit early, but FOG map for combat monday
Feast of Gevudons spoiler masking in case my PCS come through
|| a double OBJ holdout map after pirates crash a party. I'm really proud of the after-effects with the coals and fire.||
Honestly inkarnate's fantasy half has been getting more and more incorporated into my general battle maps because some of the destructible and "battlefield damage" works really well for some baselines
Honestly I need to collate my maps with like a little primer for the purpose of each one
very simple map I made in OwlBear Rodeo, intended both in an out of universe as a tutorial - the lack of detail is because of limited processing power in the training Sim the PCs are in.
Green hexes are trees (size 1, difficult terrain, soft cover), blue is a water feature (difficult terrain if you're not size 1 with an EVA module). Unlabled coloured objects are cars and trucks (height 1, hard cover). Everything else is buildings and statues.
semi-obviously intended for Recon or Control
the simplicity of it is really nice, the different angles for each of the tree hexes adds a lot
Great use of map to build out world lore love it
I've used this a couple of times as a Baby's First Sitrep - handed my players pregens, told them they were running through an annual Union-Standard Recertification program, had them spawn in on a mostly featureless plane with three bits of cover and a pair of assaults to beat up, then do this afterwards
and then after they've decided if they like lancer enough to do a campaign, have them make characters
Anyone has made a map for a NEXUS DEFENSE (Combat enhaced)?
I kinda want to know if I should make it as flat as possible or not
Yeah generally done it pretty barren. Still like to add some broad terrain strokes so it's not completely single-level.
looking good is it an underwater map?
Final version of the wreck of the Vixen as my game is tomorrow any glaring issues that those who are more experienced than me can see, any advice is greatly appreciated
Anybody has like
A map for escaping a facility or something like that?
As promised, high qual version of the map!
something I'd like to note, I like the fact there are many paths for NPCs to flank
thank ya!
This is one I use pretty often that I made
Start at broken elevator, end at other side
NPCS spawn from sides
Maps with multiple threatening vectors is always a treat
especially if they aren't general paths everyone can take and certain types of movement are able to traverse it.
Like say, oh you are fighting near the cliffside. Assassins and Aces are coming from the cliffs while the main meat of the enemy is coming in from the ground.
I strive to make maps with that philosophy.
But its hard as fuck
This is another favorite one.
It's notably a maze encounter. Start on bottom, go to top.
Pick up relic in the middle and get to end
The glowing lines are breakable walls
Thank you i worked to make sure my players couldn't just reinforce one side and hold it and with breachers other paths can be opened up
How do you all address damaged spaceship hulls, etc? Metallic parts in general.
10 health 100 armor
But it's multiple layers
That's how I deal with it
In what context?
my guys want to board a submarine, does anyone have any subs?
Like in a sub or on one?
On a sub
Any sub shaped map should do I guess I'll edit it to fit
Basically they put a tracker on a military sub and want to steal it mid voyage
I mean Solstic rain has gauntlet map where the PCs rush onto a sub from the docks. The map of it I have is from buy solstic rain so I can't post it.
does the map have the whole sub?
if you mean the one from solstice rain yeah i have that but like its 1/3 of a sub
too little sub
I made an eidolon fight arena with a small theme of impossible geometry where the lancers had to stand on different platforms to hurt the eidolon. I am still wondering if the lancers should have some ability to create data constructs for cover but the encounter went pretty well.
Ooh that's really fun!
Industrial map for industrial mechs? https://www.patreon.com/posts/steel-mill-34x46-155382691
I legit think that's a really fun map xD
What could make it way funnier is if all tiles for example is a different biome
But that would ask a lot of work 
What do y'all use for making maps by the way?
Trying to make some of my own for my players, and at a loss of really where to start
I use CSP personally
Inkarnate is my go to but the interpoint map maker looks good as well
- there's software available like Lancer maps creation tool on itch which does the job, there's also Dungeondraft and Inkarnate. I'd say personally Inkarnate is amazing but requires investment (money and time. But it does have a free version). I haven't used Dungeondraft so I can't speak on behalf of it
Here's a lil bullet point from when I've talked about map making software before
#gm-corner message
I primarily use dungeondraft and had this to say on it. For the price point it does a lot for you with a ton of free resources to help learn to use it or just add to your assets.
I feel like I might’ve asked this before but are there any maps set in a large military base?
I feel like that would probably be a common one
Either that or like an armored core 6 style megastructure
Inkarnate is my go to as well the sci fi pack has served me well for both star wars and now lancer maps, there is a bit of a learning curve for how the software works and yes the price is a dealbreaker for some which i fully understand but i feel i get my moneys worth with each map i make
How much is inkarnate’s price point by the way?
i did the sub game
they fought on the sub on a storm
one of them fired the appocalypse rail at the sub and now the sub is two half subs
I have a legacy account so i think its a tiny bit cheaper for me but its around 5 euro a month for me, it could be 7 for the normal account now though
Hey, how do you guys represent ramps on your map?
For example, below (I'm just sketching things out, don't mind the quality), some parts will be buried in sand, so I want units to be able to walk up them at no extra cost from one side, but not the side that is protruding from the ground.
_ _
I'd say you're fine with the visuals already - the gameplay elements get represented by Terrain Height Tools with a zone called "Ramp" which does precisely as you've said
That's the thing, I haven't imported any terrains, I just made my own presets. So I'm wondering how the ramp markings may look like.
If you want to show height naturally use shadows figure out where the sun would be and darken where the ramp is blocking it, makes that section of terrain look different
Alos what do you mean youve not imported any terrains?
I meant the THT module in Foundry. So the "ramp" terrain stebb mentioned doesn't exist on my end.
Ah makes more sense
I just use layers of heights over the gradient, normally.
Depending on the map I would also use THT to just make a separate "terrain" that is called "Ramp" possibly with text of like 1 > 3 or whatever the heights are, just depends on the set up. If it's broad ramped terrain (like hills) I normally just use a line of the height across the hill to denote the shifts.
hey quick question, what software did you/do you use for isometric maps? I was considering swapping from top down to isometric for an ||eidolon|| fight for my players
Inkarnate
Wait inkarnate has scifi iso assets? i gotta go try those out
It doesn't, I upload starlight furnace assets and other iso stuff from various creators onto inkarnate to create maps
Inkarnate does have sci assests just fyi
Just not isometric.
@thorny rock Just in case you're not familiar, there are the Starlight Furnace assets you can get from Itch, but not sure how many custom assets can be uploaded to Inkarnate at any given time.
Ahhhhh sorry my bad
It depends on your subscription
I think I manage to get the square template.
32x36
I will make a map with it
I want top make a city map
Dammnnn Train Heist
I can work with that.
I would pick a lane and start by tracing the train heist lane
I should make a map like this myself where the train is on height 5 along with rooftops
Map from Saturday's game (will do high qual upload when i'm home)
The underside of a station. Lots of spaces to hop around of various heights, plus letting people run across pipes as they chase down their target
does anyone have any good maps of wrecked hangars? Ones from battlegroup carriers like say...an IPS-N Minokawa or some sort of similar vessel?
Does anyone have a transparent hex grid image that could be used in a software like Krita? Might see if I can do some map building using that as well.
These can be generally easily made from a pattern of hexes. Is this what you're after?
There may be some faint outline on these, so would be best using them as a mask, I guess. I'm about to sleep, so didn't want to fuss too much.
Looks solid to me. I’m assuming the 1/2 tiles are slopes?
Yes. So the .5 elevation changes will cost no extra movement to climb.
But I also feel like the map isn't really complete. Don't top left and bottom around the tent feel a little empty?
I’m of the opinion that its fine for them to be empty if you want the PCs to flow through those areas
cause there is dense cover elsewhere
you can always litter some small size 1 cover about though
Also if you have any size 2s in your party id throw some size 3+ LOS blockers, Somewhere
You're right, that S3 would be good. I could make the protruding ship sections taller Or at least the one in the middle.
I personally use that
https://hamhambone.github.io/hexgrid/
That's neat. Much simpler.
This map is beautiful and looks like a ton of fun. Don’t know if that’s super helpful though but kudos!
Not sure if this is the right place to ask, but has anyone been working on making battlemap art for the Iphigenia at Midnight campaign? The maps provided are functional but they're just hex grids with no artwork
I appreciate your kind words. I'm still trying to get used to Inkarnate and learn designing functional maps.
That's exactly it, thank you so so much!!
Here's some maps I made for Battletech that will work for Lancer as well.
These are superb! Made with Dungeondraft? Out of curiosity, how are you getting the nice slightly rounded hexes with edges for terrain? :>
Yep that's the software I used! There is a mod that lets you set up the snap points to match a hex grid instead of a square one.
Awesome, I'll go looking for that mod - I'll shout if I can't find it or anything if that's alright :>
I like your colour palette and composition. I generally don't like oversimplified maps, but these speak to me.
That Dungeondraft mod is a game-changer, reduced the jank in making lancer maps by like 30%
I used that mod to make my mythic bastionland maps~
does anyone have any cool hangar bay maps? I have trouble finding maps and battlemap zones of ships that work in a thrust gravity setting. Most of them assume that traditional style of ships where there is artificial gravity and windows for the bridge of the ship, but I need ships that have a layout more akin to those ships seen in thrust gravity settings like those seen in The Expanse.
Does anyone have any maps that could represent something like the interior of the hangar bay of a Minokawa Frigate? (IPS-N 1 km long Frigate)
I think you will have trouble for plans of full ships but for zones of a ship i don’t think there’s much that would be all that different from usual hangar bay maps? the only thing thats different is that the ‘floor’ is in the direction of thrust. it’s still probably gonna be a big chamber with an opening on the hull.
if you’re doing a boarding mission you could basically just abstract the full map of the ship - its just a bunch of decks stacked vertically (so, a skyscraper)
https://www.czepeku.com/fantasy/maps/hangar-bay/space-no-ships one from czepeku as well
Don't know about that 1km-long, but there was this message: #1211781091577438339 message
thank you, but there is a slight issue. Those maps are of ships that seem to not use thrust gravity
So you’re looking for a ship that’s actually just several stackable maps then?
I’ve seen a few maps like that but they’re usually on patreon
Miska’s Maps has some good ones. “Annora Arabella” and Infinite Rocket Decks
I apologise. In a hurry, I completely missed the specific type of ships you were looking for.
arent these from in golden flame
Also Al is the one who made them
:>
It is time to start ||wallflower part 3|| collection! I am still unsure of the 2.5D perspective but it nicely represents the scene I think.
Al wtf your maps kick ass
Don't mind me, posting maps without crediting the author (me)
I just made something super simple for mine. Dungeondraft skills go! lol
Plain and simple is great for adding stuff to it.
Actually please credit yourself im like your number 1 fan but I didn’t even know it was you 😭
The maps have been passed around so much and we just thought they were THE igf maps
Yeah, I made them all. They're also unofficial, Vex has endorsed it but never told me to make them
So they're not "the" in golden flame map
If I may ask, what do you use for the terrain height "mask" that you have on maps. It looks very good and would love to learn how to do that
Thank you kindly, I will look through it
does anyone have any like. underground industrial parks? or like. industrial mazes
sounds pretty cool. do post
I have
It's there
Bubblegum jungle update
I consider adding more colors but
The planet looks pink from the orbit
Is there like a collection of all your maps somewhere? They’re always so good looking and great to use
Al makes a mean map, great stuff, throw money at them
@quaint flame Have you ever considered taking map commissions?
I have considered it, I'd need a lot of persuasion
Well I am not much for persuasion but if you ever decide to test the waters I would be interested.
Follow up on that, I was thinking over the last day or so that if you were open to the idea of making maps on a Patreon-monthly or releeasly type model, I'd be first to sign up.
On the other hand: Making hobby into a job can be a Burnout recipe
Do what you’re comfy with, Al
Like, I can’t imagine even doing a Slowfunding thing for my stuff because then I’m on the hook to deliver
Yeah the IGF maps are awesome and are a great source of inspiration to improve in inkarnate
Here are my ||"infested egregorian study lab exploration map" || scribbles (spoiler tag so none of my players would accidentally see them)
Also I love exploration maps in LANCER but that just might be the DnD parasite in my brain
My motivation ebbs and flows, I can't control it. Sometimes I have mad motivation to make maps, paint minis or write for my projects. I can't control which I want to do. It's why I need hefty motivation for commissions
Patreon would be neat but I can't gguarantee I want to work on maps
Especially if my only motivation is to keep up a patreon
Maybe a pay per post like JB2A does it
You are charged only if they release something new
Right now from my current perspective I don't watch every month of what JB2A adds. They send an email, charge for it and I am happy to see something being released
What prevent me from really doing paid gming
Because turns out... Playing with ppl you are confortable with is way better than doing it with randoms that pay you
And also it forge them to run the thing they want to play or dont play it at all
another minimalist map. Looking for layout feedback
Generally I like this; the bridge might be a bit too open, if anything? Might be fine though. Could always put a “low wall” on the sides of the bridge for some mild cover
could do - realistically it'd be like... size 1/2 hard cover
not that I have to be realistic
Another way across the river could be good. I've played on a similar map and any wrecks turn what's already a chokepoint into a fatal funnel of difficult terrain.
Jump jets allow for hopping across via that one rock
Although I might make the river a little bit narrower there
Greetings, Lancers. Could someone refer me to some trench-warfare style maps?
I'm not aware of any, but may I ask if you're looking for trenches scaled for infantry or trenches scaled for mechs?
Either work, but scaled for mechs would absolutely go hard! Thank you for asking anyways
if you own dungeondraft or are handy with image editors, this asset pack could be useful: https://2minutetabletop.com/product/ww1-trench-map-assets-pack/
there's this - the above-ground portion is pretty scale agnostic: https://www.reddit.com/r/battlemaps/comments/10uihlk/ww1_bunker_trenches_54x57variations/
not sure if this is a reasonable place to ask, if not just direct me where would be better:
I am doing some of the onboarding for Lancer to likely run a game, and found the Interpoint Station Map Tool which is likely what i'll use just between ease-of-use, fidelity, and clarity, but was curious if there are are options in it to support different elevations (e.g. higher ground, etc)
I was asking here in since, idk i imagine some people here have likely used it and would know
i could also see the answer being: "climbing onto cover gives elevation, bigger number climbed on, higher elevation"
i just figured i'd ask in case there was more nuance or something
I’d check with the #1056034709555138610 thread for it but my understanding is you’d need terrain to serve as the “elevated platform”
I believe there’s some items in the packs that can be used as a platform but it’s been a minute since I’ve used it
quick and dirty mine map. tried to do the whole thing within an hour in an effort to stop spending hours on making maps
tags: mine, cave, underground
love it, any idea on the sitrep or just keeping it open?
Completely open honestly. You could likely get away with a bunch as you see fit. The blockout for the terrain is as such btw, if that's of any help
Intention is
- 🟥 Red is impassable terrain
- 🟪 Purple is soft terrain (can move through it at the cost of 1 heat per movement. Destroyed when moved through)
- 🟦 Blue is objects and bits
- 🟨 Yellow is difficult or dangerous terrain
I'm not sure if this is the right place for this, but I just found this tool for making maps and it looks extremely promising
Lil space map I made for Mechanized Body - the asteroid clusters and the walls are basically infinite height up and down essentially players can’t go above or below them because they’re just way too big to do in a single combat.
it kind of creates a weird maze to navigate. The asteroid clusters players could go through though it’s just like essentially harder to move. Their goal was to board an excess hatch on this giant space station, and of course take out the enemy. MBs along the way.
It's flattering to see that people find a map I've made years ago good enough to show to others, especially seeing how bad it honestly is 😅
as with all creative things, the artist sees how it differs from what they imagined. Others only see what is there
I see the hacky solutions I had to resort to in order to accommodate the desires of a person at whose request it was made and the endless "Hmmm, can you make that thing different?"
😄
But I shall post something that I made specifically for LANCER and am personally very proud of: I call it "Pain Canyon", inspired by "Devil's Bath" map from Battle of Tukayyid Map Pack made for BattleTech. Very closely inspired, I'd say. Two versions, one with grid, one without.
For those who want to use it in Foundry, use the following settings for the grid: Hexagonal Rows — Even, Grid Size — 200 pixels.
Grey areas are envisioned by me to be very hot lava (therefore dangerous terrain), but feel free to interpret them in any way that suits your needs. No particular sitrep attached (I used Gauntlet when playing on it myself). Put in some Rainmakers and Hives to torture your players.
Made in Dungeondraft, primarily using assets from DnDungeon and Crosshead Studious, along with Krager's Shadows and Lights Pack.
Alternative name: Atlas Paradise
Yo naming maps, I don’t do this but I really like the idea of it- I typically name them after the encounter I use them for, which is more story driven. Kinda thinking it’d be cool just to name them for what they represent. Atlas Paradise is a cool name
It's a joke name 😄 The names I give are a vibe, this map was a pain for my players so Pain Canyon it is
I started internally writing joke lyrics to the tune of “Gangsta’s Paradise” lol
Intended
I love unique map naming conventions, my players have told me repeatedly that they very much enjoy the little jokes and bits in the map name. Even tho I thought nobody was looking at it
yeah that's funny, deff doing this now.
I have a big empty room in both the south and north of my control map and no idea with what to fill thoses with
Could be more vegetation, the map doesn't need to be square, right?
I can see you have vegetation as map boundaries, you could flood the map a little and make it traversable and providing soft cover.
What type of area are you trying to depict with the map?
Its supposed to be a military outpost player will have to take control of
In the middle of a jungle
I just struggle to figure out what to fill the map with, i'm afraid adding up more trees would just bloat the map
What about a little training area?
Like a track or something where the troops can run laps
Or better yet, a pool, to make it hazardous terrain
Maybe they need to boost over the pool or go around it, instead of just moving in a straight line always
Ok and what are the other buildings functions so far?
Training aee is a good idea...
So far I have
-Control tower and a landing zone
-A warehouse
-A fuel reserve
-An area where they sleep
More but smaller trees
Where are your players supposed to enter the map?
Also, just in case, what software are you using?
Inkarnate
Aha, not really familiar with it so can't give you any particular tricks
But overall, a bit more trees but smaller
Also combine them with other things, you have some freestanding rocks, put some bushes and trees next to them
Blue areas are objective areas, right?
Sort of like this
Example done in Dungeondraft but it should convey the idea well enough
With grid for referece
Depending on your party composition, you can spread small islands of cover like that around to give your map more detail and depth for cheap
If you have Atlas or anyone with Jager Kunst I, I would recommend to be very careful with how many you place
This way also works
I don't know what you have available in Inkarnate in terms of tools and assets, but you don't really need much else to fill empty areas
Just sprinkle various gribbles
That can be done in inkarnate easily enough
So possible ideas just off the top of my head:
A mech bay/armoury (or a field printer bay)
Medical centre
Prison for enemy combatants
Mess hall
Admin buildings/officers and up offices
Carpool (Area where transport vehicles are kept)
Power supplies for the base
Again ive no context on the campaign where this map takes place im just shotgunning ideas to see if any help
Putting some vehicles on the map is a good idea
Oh defensive positions with mounted weapons, bases like this surely would have basic perimeter security
Also adding some shadows to things to achieve depth

This is a game changer for map quality with very little effort on your part
I remember the time when I didn't do/didn't know how to do shadows
Oh, speaking of bad maps
My first foray into making a mao that aligns with hexes.
It is very bad by my own standards and I would not recommend it to anyone but if you want to and run Foundry, use the following settings: Hexagonal Rows — Even, Grid Size — 200 pixels.
Oh and it is supposed to be a night time map, or at the very least late evening, so if any potential user wants it to be ask me I'll make it darker.
If you are not using Foundry and want to grab this map anyway, contact me and I'll whip up a version with grid for you
I feel like this is still a pretty solid map even if your newer ones are better
Yeah, the map is pretty solid, nicely designed, lots to play around with
No particular sitrep was envisioned for it, just in case
But thanks for kind words ❤️
Oh man I seriously love these hexy maps. Thanks for taking the time to share your efforts on these, genuinely awesome
I love the way the terrain edges are well rounded. It comes out hexy while not looking too sharp or off
Gotta try this in inkarnat
Does anyone here know a good free way to make maps for lancer I’m trying to get into it I have the core rulebook on order and I’m currently looking into ways to make maps for it
depends on what you want it to look like
if you don't mind it being real basic, I just made an Owlbear rodeo room (free) and made these using the drawing tools in there:
That works just fine
Ok not figuring that out any other ideas
(My current plan is to just draw something on paper which shouldn’t be THAT bad of a plan right?)
Anyway I really need to sleep thank you for helping but it is 2 AM where I live GOOD NIGHT
when you come back tomorrow: an advantage of something like owlbear rodeo is that if you have the shape right but the location wrong you can just move stuff
Just wanted to say your owlbear maps are really cute and are a great use of the tools available to portray exactly as much information as you need, while still having flavour ❤️
thank you!
That was the goal, thank you. I wanted to run LANCER but didn't know at all how to make maps that worked well with hexes so got to experimenting. One thing I did first is to rip out some assets from MegaMek and see how it would look. While decent-ish, it was still very hexy: https://media.discordapp.net/attachments/1397152501219987576/1483371525330567208/megamek_200px_97.webp?ex=6a0eb8e3&is=6a0d6763&hm=2ebb5c86f72adb024f2eaf73b7934d89e37df2f234ff5a050c0b21f90c0b7def&=&format=webp&width=1469&height=864
I did learn valuable things along the way
Making this thing was a veritable pain as every hex had to be placed manually and I refrained from mapmaking for a week due to hurt wrist 💀
I'm glad to hear your workflow's been figured out lol
Do you generally use 2minutetabletops stuff for all your maps?
I didn't use 2MTT assets, I used DnDungeon and Crosshead Studious assets
For the maps I've posted here at least
quick 60 minute map. trying to get faster at these. Map is 38w x 30h hexes
tags: city, buildings, populated, street
(i missed a car and statue in the top right but it's prolly fine)
When making city maps how do you guys go about deciding what to add and how cramped or open it will be?
Having done one recently, I used the opfor and my PCs builds to inform the street/alleyway spacing.
You can still do pockets of density, just gotta have a purpose beyond clutter for clutter sake. Like, several buildings that create a winding path is good for cover for your small PCs and larger ones can just ignore it and quite possibly clear it faster.
hey, so I'm working on a Recon map, intended to be a zero-G shipyard - looking for feedback on the rough layout/WIP I've got going on.
https://docs.google.com/document/d/1gplD9SPoxjpSBV5_f4OmoKAKQb4QNlOk1C5rschUAy8/edit?usp=sharing
Eld's example map in the link does a good job of showing what I mean.
Map and Encounter design are hard skills to pick up in Lancer the TTRPG, a lot of it is knowledge and various lessons internalized through running the game, much like any TTRPG with the level of depth Lancer has.This small guide is meant to help with that, in some capacity, and pass down some le...
First question that popped into my mind was "why are these ships so small" but other than that, I assume white areas are vacuum?
correct, the white area is open space
the ships are like... courier vessels/light corvettes. Things that (if they were mobile) would be using the ship template
Honestly I'd go for layout over "realistic scale" anyway. Scale is an illusion and the last thing anyone will care for or remember in play is things being an "imperfect scale" .
indeed
okay, continued WIP: I've colour coded the components based on size (yellow: 1/2, red: 1, blue: 2. green: 3, purple: 4) - as this will be in zero G, I'm kind of assuming that drawing LOS will never be difficult (unless you hide), but if you're butting up against something your size or larger you get hard cover.
I feel the middle bit, the enemy deployment zone, maybe should have more going on
I'm wondering if I make the non-horizontal struts into soft cover, being a network of smaller strutwork
My first concern would be about what happens if your players decide to just start blasting enemies right in their deployment zone
Having recently run a zero g mission just a note be ready for your NPCs to not be able to really move without supports that can teleport them like a mirage, the slowed status for those without jump jets is crippling
Players are usually fine
oh, every enemy on the field have Spacer
(admittedly, a few also have industrial, so that kind of... offsets it)
Ah perfect disregard that then, love the layout tou got going on
okay Now I think I'm done
Cover in the middle is a good call. Allows it to function as a useable combat space beyond the initial deployment too
At least you only need to worry about slowed if the character in question isn’t near a solid surface; should be fine since there’s plenty of those present
I think rules-as-written being next to a surface doesn't actually help you at all in zero G.
I'd be inclined to be lenient for anybody with Mag Clamps or the Jager Kunst
Mm okay that does look RAW
Looks great now
I made the call because I had a realization when making one of my maps that my players can just go all Barbarossas
I bring another owlbear rodeo vector map, heavily inspired by https://bsky.app/profile/siegefault.bsky.social/post/3m66a6sip4c2l
what can i say, i like creating arenas of violence.
(but hexagons are bestagons)
-# Katherine Stark (@kastark.bsky.social)
All of this happens within tight technical constraints. There are specific size requirements, art and terrain placement needs to work for both hexes and squares (no mean feat!!), maps need to be usable and readable on VTT and when printed out. Each of these offer a significant technical challenge.
My first attempt at a battlemap for my upcoming lancer campaign. Wanted to make a "small town/outpost near a swamp/wetlands", specifically for a Holdout scenario, wanted some feedback in case I made some terrible blunder or similar -
what's the stuff to the lower left?
meant to be a "road" more or less
like heading out of town vibe
if that makes any sense
i also have realized that it makes the whole town look like a golf club as well lmao
that's true, i'd need to pull probably 1 dark grey layer from each size to make it make more sense
yeah, unless it's a highway, it should only be like two hexes wide at most
you also might want to put buildings inside the objective zone because right now it's kiiind of a killing field
Made some adjustments based on previous feedback -
what is the white hexes representing?
side-walls, like how some bridges have, in wetlands areas even normal roads would have them since if a vehicle went offroad, it's into swamp, etc (source: grew up near wetlands)
so essentially like 1/4 size hard cover or something like that
ah, I see
I feel like they maybe... don't add anything to the map. As they're not cover a mech can use, and they make the road very Wide-seeming
like, that's a 100% the sort of thing that would be really neat in a map with a higher degree of realism/fidelity
but in the style you've got going on here it's confusing
got a second map put together, meant to be an "escape" from the same general vicinity as last time (so marshy, etc), not sure if I have a reasonable amount of cover or not, or rather, if the hard/soft ratio is decent, etc -
it is meant to be mist yes
What are you using to make these? Looks nice
The Interpoint Station Map Creation Tool, it's not as high fidelity as some stuff like Dungeondraft, but I liked it for being higher readability than something that high fidelity by default (the markers on different terrain showing size and cover type), while also still looking decent and not just being blocks on hex
it's also pretty easy to use so far
This tool is cute, indeed, and very, very handy if you want to quickly throw together something quick and nice looking
What I did most recently with it
(I disabled size indicators on various objects as I use Foundry with Terrain Height Tools)
Some link rot's happened on the spreadsheet, is there a way I could flag the dead links somehow?
Finished up this one the other day for Wallflower ||Abaddon. Took a lot of inspiration from the city descriptions and added funiculars, fallen sunlamps, and stepped plazas.|| Very excited to run it in a couple weeks
Could benefit from some shadows
I will make an educated guess that you are using Dungeondraft
So you can get yourself Krager's Shadows and Lights pack which would give you nice paths, patterns and objects
Alternatively if you're in the mood for Foundry lighting, you an wall and light the scene there
Something to consider : make the white raised side platforms for the roadsize 1 or 2 . Could be a fun feature for players/enemies to go hunker down behind and fight from. As for cover, I think you could place pieces together, creating small lil islands or even lengthy sections. Finally, use the water a bit closer to city area, so that is a bit less playersided (going to be harder for NPCs to traverse it than PCs).
Just tried to make some map, mostly first time doing something modern/sci-fi, would gladly accept some kind of advice or critique! Also, because I'm using Foundry I do all lights and effects in it, so there's not much on map itself.
More urban maps is always good in my books.
Oooh that turned out lovely! Nicely done putting a good amount of cover around :>
Good generic map.
close to done on this one, man making a derelict map is hard
fully finished with filters and glows
This map can be used for anything, i'm using it for GTFO siterep
next time I need to play around with how I can do shadow on the app because it would be fun to play with a spotlighht and angle it
(also it is constantly a blast coming in here and seeing all the cool maps people make!)
The map looks fantastic with the added lightning and filters, what a difference it makes
Suffice to say, it's peak 🙂↕️ 🙏
Any tips for your shading process? Are you using Inkarnate, or exporting to do so in another software?
Bubblegum Jungle Control
Love the style of the map and as said above more city maps are always great, no critiques from me, the only advice i can give (and this is coming from someone who has also just started out making maps for lancer) A: Is this supposed to be an area where there has been fighting or B: Is it just that they are prepping for the fight that is coming?
If option A: get come shell craters in there some wrecked cars maybe mess up one or two of the buildings
If its b then have the supply trucks nearby, ammo crates suppling the troops here maybe somw encampments on the roof, soldiers even against mechs would want high ground to at least see them coming, maybe a turret emplacement?
When i build my maps i try to think of things my players and npc can interact with makes the map more alive than just a map, e.g the ammo crate i mentioned should someone target it becomes a burst one explosion doing a set amount of damage, turrets can be tech attacked to turn to your side that sort of thing
Again love the map please dont take my thoughts here as thinking this is bad you could boot this up ans run a grand old fight in it right away just giving some thoughts on how i would add to it
Great to see it finished, you went for the trees idea to fill in the space?
Yeah, it's the best way to give the jungle vibe
Makes sense it came out great
currently working on this beauty. PDZ will be the right hand size and its either gonna be a gauntlet or the defense one.
still got to put more terrain down on the right hand side
Whats happening there in the centre?
Toxic gas geyser
Still needs refinement because that was the basic "let's see how this looks" setup
Very cool look forward to seeing the finished results
yes! (sorry for the late response)
What i typically do is:
Object layer (light sources only)
Filter layer (night filter)
Brush Layer
Object layer I want to "grim up"
essentially I use the layers to make a sandwich: so my objects are near always under the filter layer. Then, above objects is a brush layer, so you may notice for example the derelict, on the object i used the scorched earth brush from the fantasy battlemap, the dirt brush, the cracked stone brush, anbd then a bit of lava brush
Ontop of that I typically put my night layer which just "darkens everything"
To add the brightness back, that's why we have the top most layer. Because we can't "brush" light in inkarnate (in anyway I've done it) I typically just use the light object in sci-fi, and basically use it as a "stamp", alternating the type of glows.
it';s crucial its above the night filter layer because that will brighten up the area you want once you size and scale it
Tysm for taking the time and effort to write up your process C: Really really useful, this is exactly the kind of thing I've never been too sure where to start with on Inkarnate :>
yeah no problem at all! I'm glad I could be of help!
Glad you were able to figure out Dungeondraft for this! 🙂
Trying to use elevation more in my campaign's maps:
I dig it, love introducing some Topography into the mix
Another one from (IGF Ch.3) ||Asphodel; the Guns at Noon fight specifically||. Really forcing myself not to over-clutter on this one, despite the urge to litter the ground with various bits of sheet metal.
This one was made before I asked you about your techniques, I still envy your precision though 😄
Hey, my GM used one of your maps quite recently, I recognised some of the assets you used
Do it, go littering
you guys are the pros here, how do you all think i should go about making a "scorched earth" background for a phase 2 of the boss fight? keeping in mind, i'm gonna make the background scroll infinitely to give a sense of movement to the scene https://cdn.discordapp.com/attachments/515881053836148736/1508561425985962147/image.png?ex=6a16a58f&is=6a15540f&hm=3dce4bfbd178bcab2607851f8bdb6b26ad3b65beba450f563ffd874d7b9c2b99&
i tried playing with the scorched earth (literally) texture, but it was wayyyy too intense, so you fellas got any tips on how to make a ground look burnt?
and yeah, its trains, the players are fighting on top of trains
Do you have any other editing software? I would potentially export the texture itself and apply motion blur to smooth out the details. Scrolling a static texture will not look what a moving background looks like to the eye, will also be more jarring.
Here's an old example and the difference between a blurred and regular texture when scrolled: #lancer-vtt message
If you do not use any other software and are interested in giving it a go, you can send me the texture and I'll see what I can do.
Probably good to include the train tracks in it, but it will mean it has to be well aligned.
that's what i was thinking too, so we're already pretty aligned on that part
i'm not home atm but later i can export the background alone
no need for train tracks since the trains themselves already obscure the whole thing
Ah, you're right, I was under the impression they were sticking out from under the carts, but it's parts of the carts.
Cool, send them over and ping me. I'll have a peek when I can. Is this for today?
anytime! i was gonna focus on sorting out cinematics for my campaign before i finally started moving stuff into foundry, but i still had that part in my curiosity
apart from the moving thing, do you got any tips for making the background all burnt up? detailing or decorating in that way?
In a scrolling map, I probably wouldn't go with too much detailing, as that will mostly get lost and and/or noisy.
What's the context, would there be craters? Or is this from a wild fire, etc?
For non-motion, I would probably try to do some small and very few unburnt patches with charred edges to kind of give the idea of what happened.
the entire thing takes place in a industrial park, so right now imagine this background as the typical train yard tracks you see in cities, but the phase 2 transition is going through a burning city since explosions went out, soooo just kind of imagining a lot of fire that has burnt up the ground here and there
you do bring up good points with the detailing part
Not certain how I'd do it in Inkarnate, you'd have to play with textures and layering, I haven't done a burnt map yet.
Are you also needing a static background like this or are we talking purely scrolling?
purely scrolling, the foreground is the playspace and its the trains, so those are the only static things
was thinking of using the fx module for foundry to add moving clouds to add on top of the high-speed scrolling background
You can play with that. Just try not to make the map harder to read.
nodnod
I'll drop the texture background later and you can toy with it to see my proof of concept
will ping once i do
Thanks for the advice, gonna add more details!
Glad i could help as i said im still learning myself
@azure tree
not entirely sure if this will end up looking good for a seamless tile scroll
but the blur likely will help once you fiddle with it
Can I ask for one thing? A 1:2 image with these lines running along, rather than diagonally?
like, rotating the whole thing?
if you mean like this, i'd have to make a new layer and paint it up though, guess i could try but wouldn't you be able to just rotate it in a program, or does it cut too much?
Basically like this.
ooooh
if i were to make one that is like that, do you need it as 1:2? couldn't it be 1:1?
Technically, but if you want any repeating elements, like bushes or whatnot, then they'll repeat constantly. The longer the map, the more variety you can bring.
good call
i'll get to it when i can then, just got home and thinking over what i do next
a quick attempt? no clue how later i'd have to align the background better
at this point i wonder if i should've just made the map aligned properly rather than diagonal
So for a test of a charred greenland, I would probably go with something like this. But this may not work the best for motion, I feel like the scale is too large, so it will still repeat quite a lot.
Since your map is at an angle, it does need to be a slightly wider to account for the corners.
^
ooooh that's a perfect take on the scorched variant
and yeah, i see what you mean now with the scale
yeah i'll just have to make a 1:2 image like you said so i can detail it much better
thank you though, this helps a lot
again, i have no real clue how i'm gonna line up the ground with the tracks considering i made the map how i did
i guess i'll just figure it out
or maybe inkarnate allows me to import an image into a map, and then i rotate it to use it as a guide
but yes, good call with making it wider for the corners due to the angle, thank you tons, feel like you just saved me a future headache whenever i'd get around to implementing the map
In Inkarnate make sure you use the line tool. And hold Ctrl to do a perfect horizontal - I don't recommend doing this by hand.
In the editing tool I then:
- Offset the image by 50%
- Duplicated it and overlapped the ends in the middle
- Blended them together
- Cropped in a way that no part of the image repeated. So this should now tile perfectly without showing any edges.
As for your grid being at an angle, I think you simply need to rotate the scrolling tile in your VTT (Foundry?) at a 60 degree angle and you should be good.
_ _
I don't mind having a go at some other variants, as I will eventually need something similar. But then I also don't want to impose myself or hold you up, should I get occupied with something else.
I guess at some point, I'll just drop whatever I managed to do here for grabs if anyone fancies.
sounds good, handy and dandy
yeah i get what you mean though, use line tool to just put down the tracks, then use that as my reference point to use the brush to draw around and decorate
even if i dont see the tracks in my map, its a handy reference point regardless
thank you tons for the help though! i'll definitely give it a shot eventually, i'm currently focused on another part of the campaign i'm working on, but once i'm done with that, i'll give it a try making these backgrounds using your method
I'm revisiting the city map here to make it usable for an escort sitrep. Any glaringly obvious things I should change?
I think it's fine as is personally
Or you can come in from the bottom left and leave upper right side
At most if you want left to right I think I'd adjust some of the smaller terrain. Maybe add some difficult terrain.
Is it common to stack the hexes vertically, rather than horizontally on horizontally-oriented maps?
I tend to provide straight lines for the most likely longest movement direction. Am I missing something?
The only way it really matters is in distance. Horizontal hexes are approx 30% longer distance for the same pixel distance. You can usually count the hexes to check how far a "straight* line is.
Other than that, how the hexes are oriented means little :>
One thing to note is that if you always orient hexes along the intended path, you naturally shorten that distance
I guess the main thing that struck me when I first realised I need to make that decision is that if you're moving in a straight line across the columns, you move in a zig-zag kind of path. Which obviously means little, as you're still moving on a grid, but I think it's just the aesthetic of it.
But the last thing you said is something I did not consider.
Aesthetically it's nice I agree, but I also have found that the reality is that, unless your map is excrutiatingly empty, nobody is going to move in massive straight lines anyway regardless of orientation, so how you orient the hexes only really needs to account for the distance you intend the players and OpFor to travel.
Yeah, which is making me realise that perhaps orienting against the entry-exit line may be the better idea if you're planning on it being more difficult than it looks.
The map you were just commenting on seems to be doing just that. More reach to position yourself vertically, but advancing forward is slower.
_ _
Pretty much, yeah. Added bonus is that if you decide to have gaps between your carriages, then there may be a little bit of motion peeking through.
I made a quick attempt at recreating your map. Didn't fuss with grid-aligning everything, just wanted to see how it would look overall.
I can see the background could be a bit longer, as it does repeat pretty often, but I don't think there'd be much of a need for it. Also the cloud effect in black could work nicely with a bit of tweaking.
_ _
I was literally jsut thinking about this at work lol
I realized that I don't need to really align the map, just kind of make the space in the middle wide enough so the "train" space makes sense
and thus the edges are decorated accordingly
So no real need needing to fuss, I don't think I need that between tracks spacing when the ground is already gonna be very blurry from the speed
Your example is pretty much what I was thinking myself though
I had to fuss a little with aligning the train space to match the train map, but perhaps I should have just did both of these on the same map canvas and rotate in post.
That's what I was gonna do
Yeah, that would be best, not sure why I did them separately 😄
Haha
I know my map is made diagonal but again, the background just can be done horizontal like you did, and then rotated in foundry/vtt for the scrolling
At least, the module for tile scrolling allows that in Foundry (if that's what you use!)
Yup, that's what I used.
I made a horizontal background, then did the map in a separate canvas diagonally. For some crazy reason.
yeeee, ez pz
I mean that's fair
that is how I have it right now
I could recreate the map horizontal too
but I can just put the actual map down as a background in a scene, and then the tilescroll separetly, and rotate it until it fits and it'd look good!
You could just make the map horizontally and then rotate it before exporting, but if you already have it then I don't know if you'd be gaining anything.
True.
It's a lesson learned for sure
Anyway, yeah. I'll definitely be doing something similar in the future, so was nice to see how to make it work.
if gonna make a map that has a scrolling background, always make it all horizontal or vertical
yeee
I'll be sure to post my finished results later when I can so you can see for yourself too if you want!
Don't know about urban, I would probably put something resembling bricks/rubble and hope it peeks through the blur enough to make sense. Broken cars maybe.
Definitely. Feel free to ping if you remember.
Here's the thing, I was thinking that too but like you said, it's blurry so it may not be worth adding all those details
Like in my original map you see how I had gravel around the trains undersides
but now that's pointless due to the blur
by the way, you mind putting down your tilescroll settings too?
It seems like you landed on a comfortable value combo, I was a bit worried the blur + speed might make it hard on the eyes of my players
I feel like it would HURT to watch this for a few hours straight.
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Glad it helped.
much softer on the eyes, and also it adds speed to it
I just realised I had the tile ratio a bit wrong, so it was squeezed.
I fixed it, so it repeats less now, but the blur is much more... blurry. But you'll have your own blur to play with anyway. These are the settings + result.
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I think what would help here is for the players to see the scene before the train starts moving - unless that's not possible for whatever reason.
Once that's done, then they already have a mental picture of what the blur obscures.
that's a good call actually
maybe for the pre-round start
when we're setting up all the player spots and enemies, so they can see where they're starting, and once round starts, swap to the scrolling tile and all the other effects
thank you though, by the way hate to ask, but what's the stamp you used for the train platform/floor?
very different from what i'm using and i'm feeling a bit wanting to swap what i did for that
Ah, yes, I couldn't find what you used - it's probably not available as part of the line tool. It's the Conveyor Belt in Sci-Fi Battlemaps / Industrial: Hazard Lab.
I added nodes to the line to create these protruding pegs on the sides.
oooh yes, that explains it
i used a shelf something or a platform stamp
and then i aligned them myself in a straight line, grouped together
your way of doing it is probs ten times better though haha
Yeah. To be perfectly honest, I would probably go with stamps as well if I was doing a final map. More choice and a lot of stuff that might be more fitting.
yeye, ofc
It's quicker, but options are limited 😄
i get ya!
good stuff though, tysm for going ahead and executing the concept ahead of me doing it
Just saw - loving this table tile 😄
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All good. I was curious too. Look forward to seeing what you come up with.
in due time! i'm gonna work on my cinematics first before i jump back into this map
then i can set the whole thing up in foundry and show a very nice example of what i got planned for my players 
Map I made for a reverse escort mission where the players need to intercept a transport moving through the underbelly of a massive city.
I gotta know how you're doing the grills blocking out the light 👀
Which grills and which lights?
This bit with the grid blocking the light source as if from above owo
there is a stamp in inkarnate for that actually!
Oh shidd fr? Awesome ty ❤️🔥
That was a modded asset. I forget where I got it.
I will post an update
I'll stop here for today, I'll just need to figure out what cover to put on the ship to not shred the players instantly
I kinda want to make so, you can either pull or drag the covers with you as a quick action so enemies have some control on the map
Thats a really cool idea
Very nice and informative, I feel like animated maps make for excellent encounters. I am experimenting with phased battlemaps myself, showing damage after phases, revealing new areas etc. I wish there was a way to share isometric maps easier
Thank you, though I was pretty much just describing my trial and error.
Can I ask what you mean re sharing isometric maps? What's the current issue?
I am happy to talk in detail actually. I am personally using grape juice isometrics ( the king is back btw ) and in isometrics you have to include two things:
First is the base map which is basically the map without any specific terrain
Secondly you have the buildings, rocks, obstacles, everything that has height that is not "flat" that should have occlusion enabled to look nice
The problem with this is I can share a map to inspire someone's game at best but it is not able to be easily imported to FoundryVTT
At this point the best thing would be to get permission from starlight furnace and launch my maps on itch.io as FoundryVTT packs, or create 2 separate maps, one for base, one for all the occluding objects but it doesn't work well with grape juice either (I have tried)
I see what you're saying. Completely off the top of my head, I'm wondering whether perhaps it would be possible to set up a map-specific macro for Foundry and just prep your asset folder accordingly.
Of course it would require additional set-up when creating your maps, but once done the first time, it could probably be streamlined.
I was thinking of using Token Attacher or FoundryVTT module creator. Especially since scenes retain their tile placement
Something to play with, for sure.
Nobody is doing it so far, that I know of. Could fill a demand.
Some maps i used for a Tempest (on steroids) bossfight! For clarification, i had the cloudy background spin around in phase 2 and used the rocks as an overlay to have it look as if they would have to jump from levitating rock to rock within a tornado. Is this kind of over the top and stupid? yea
woaaah how you did you make the clouds?
do you mean the background or the ones on the borders of the first map?
both!
iirc for the background i used color adjusted snow, added some shadows, and overlayed a "smoke" asset from the sci fi tokens a bunch until it fit right
similar thing for the border clouds, put a new object layer on top, overlay and added the clouds via that. also a brush layer below with a darker color to have it look as if they were casting shadows
genius, thank you
Sort of off topic, but we're having a grinder free-for-fall event for Battletech at my LGS today and we're using a map I designed and had printed. The printer touched it up a bit and it came out fantastic.
Thats so cool, looks great, hope the event goes well
@azure tree done your tricks, i feel like i could've done better with the background, but i'm gonna make the phase 2 with a larger size so i can fit the details at the sides better
but thank you tons though regardless
I think this is looking great. Only thing, it looks like a desert to me, not sure if this was your intention or not.
Otherwise, map's legible and doesn't look like the background hurts my eyes, at least on mobile. Nice one!
Must be the lighting, when I think of train yards, I always imagine them full of gravel and dirt
I'm you don't mind me asking, how does this map work mechanically? Do PCs have to actually jump between wagons? What's the sitrep?
I think it's the sandy background for me.
To keep it short, its a finale fight to death. After enduring multiple sitteps with objectives, I'm letting them go all out on this battle using their size 3, size 2s and a singular size 1/2 mechs just to kill the fuck outta people
I just noticed the platforms fit S3 units, cool.
Hope it goes well! I know people tend to discourage deathmatches, but I also know each table has their own tastes.
I dont know the exact encounter specifics for enemy composition, but it involves an Executioner as the ultra, with probably cataphracts to bring them closer to it and a sniper and some controllers
Haha like I said, the players go through several combats already with very tense objectives, this deathmatch is their reward for pulling through
You're right regardless though, I'll be remaking the background with better dimensions and a more green background
After that, I'll make the scorched earth one!
Good luck!
Thank you!
Oh rogh
Let me post here
I will post my other maps here
Once im home at least!
Ah, that's neat. Did you make it through a module or fully in 3rd software?
All in after effects, though I'm sure this can be done all in html if given the time
I'm never sure if I should go with my own from scratch or try to use the community tools.
https://media.discordapp.net/attachments/515881053836148736/1510724515351625941/chrome_bZ5PuBuhFC.mp4?ex=6a1ddb58&is=6a1c89d8&hm=f8290dbe570b1f3b7131c07aebd8b762987d9e4925c55e311852aec327306826& @azure tree Made it faster and a little green via tile options
Saves me time
And later I'll make it darker brown for the scorched
