Lately I've been scribbling a lot of dungeon maps. I think because it's a stress reliever and this semester has been rougher than most. Anyway, I've
farted around with isometric graph paper once before and
my love for 3-D dungeon environments is pretty well-documented, but until today I never tried to combine the two. Composing isometric dungeons has always looked like harder work than the normal God'd eye view, but this morning I printed out some iso-type paper from
here.
I thought I'd start by trying an isometric view of the sample dungeon from Moldvay Basic, with it's nifty maps by the one and only
Erol Otus.
Here's what I sketched out based on those two images:
It's not a perfect replication of the information contained in the maps above, but I've got a better sense of how vertical layers interact now. Though I think the caves at the bottom look too flat.
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