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Original D&D Discussion :: General :: General Board :: Allowing the Caverns of S4: Tsojcanth to Breathe
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kent
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 Re: Allowing the Caverns of S4: Tsojcanth to Breat
« Reply #15 on Jul 31, 2012, 10:49am »

Grodog, at first glance I though your map was one of mine. Obviously I like what you've done.

I just altered the contrast so we can better see the structure of your caverns.
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 Re: Allowing the Caverns of S4: Tsojcanth to Breat
« Reply #16 on Jul 31, 2012, 6:41pm »


Jul 31, 2012, 9:34am, mgtremaine wrote:

Jul 31, 2012, 9:27am, grodog wrote:
My theory was completely wrong about the original level design, which became abundantly clear when I saw the original level, drawn by Robert J. Kuntz as part of his Castle El Raja Key dungeons.


Care to drop any more details, or did I miss something on your site about this?


I'll have to go back to see if that update ever made into the S4 page content or not, Mike, but the gist is that the original level map for the Greater Caverns does not leverage a hex-based approach to the design of the map. I thought that the 1982 map looked pretty hex shaped, in broad terms, and that it would be cool if the original included the surrounding hexes around the center displayed in S4. No such luck, though ;)

Now that I look at the map again more closely, I didn't really stick too much to the hex shape in the caverns I added to the "surrounding hexes". I do remember planning to move the teleportation destinations points from the various square caverns surrounding Drelnza's chamber to place them into each of the surrounding hexes, so that they'd be farther away from the center hex, too. I was going to then remove the 30x30 square chambers completely.

Perhaps I'll do another pass on this map again (perhaps using hex paper to rough it out more, too), if/when I run it for our current gaming crew.


Jul 31, 2012, 10:49am, kent wrote:
Grodog, at first glance I though your map was one of mine. Obviously I like what you've done.

I just altered the contrast so we can better see the structure of your caverns.


Thanks, on both counts, Kent.
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