STAR TREK 2d20
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  1. #421
    Sigh, corrected files attached
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  2. #422
    PotA Completed at this original link

    https://www.fantasygrounds.com/forum...l=1#post452575

    Z please let me know if I need to correct anything or if a map I deemed not needing LOS needs it applied.

    I took some liberties for the large cavern maps to create a terrain limiter for LOS to reduce sight ranges until a torch/vision radius sight range gets implemented.

    Some examples:
    The-Weeping-Colossus-Player - I created two terrain blockers so the player cant see from the bridge all the way into the main cavern.
    Temple-of-the-Crushing-Wave-Player - I did the same concept so the player couldn't see all the way across several zones.
    The-Plunging-Torrents-Player - At all the waterfall areas I made terrain blockers again to limit player visual ranges

    If these implementations go against SW ideas or concepts please let me know and I'll adjust those maps accordingly.
    "Time is an illusion...lunch time doubly so."

  3. #423
    Zacchaeus's Avatar
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    Jolly Good, I'll get these into the modules soon.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  4. #424
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    LOS for MD018 Neotomas Paradise sewer map

    Here's a REALLY simple one: MD018 Neotomas Paradise - only has one map; the sewers. Very simple, basic walls, no doors, no secret doors, no terrain.
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  5. #425
    Zacchaeus's Avatar
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    Quote Originally Posted by Moriarity View Post
    Here's a REALLY simple one: MD018 Neotomas Paradise - only has one map; the sewers. Very simple, basic walls, no doors, no secret doors, no terrain.
    Nice; thanks for taking part.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  6. #426
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    ALO-03-02 - Shackels of Blood - first iteration need help on multi-height levels

    Here's my take on a module with a slightly more complex needs than my last contribution: LoS maps for 'ALO-03-02 - Shackels of Blood'

    Two maps, 'Deriel's Ambush' and 'Redplum camp' I think are OK to go but the 'Bell in the Depths' map contains mult-height platforms that are causing LoS issues. There are five platforms and I've tried several methods using walls and terrain. Some ways work looking in - but don't work looking out so any suggestions on which, if any are the best way to do this would be appreciated. This is the first iteration as all five of the multi-storey platforms should be constructed the same way.

    Apologies if multi-height platforms have been raised before and I'm not sure just how complex you prefer shrubbery/large boulders to be - one large block or several multiple blocks for depth and just how much fidelity is needed around trees/rocks, etc. Is there any guidance on this?
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  7. #427
    Zacchaeus's Avatar
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    Thanks Moriarity; I'm updating some other modules at the moment and I'll get to all of these soon.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  8. #428
    I just got the first book of Starfinder: Signal of Screams done. Please let me know anything you would like changed and I'll fix it up. I'm now working on book 2.
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  9. #429
    Zacchaeus's Avatar
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    Quote Originally Posted by Halfront View Post
    PotA Completed at this original link

    https://www.fantasygrounds.com/forum...l=1#post452575

    Z please let me know if I need to correct anything or if a map I deemed not needing LOS needs it applied.

    I took some liberties for the large cavern maps to create a terrain limiter for LOS to reduce sight ranges until a torch/vision radius sight range gets implemented.

    Some examples:
    The-Weeping-Colossus-Player - I created two terrain blockers so the player cant see from the bridge all the way into the main cavern.
    Temple-of-the-Crushing-Wave-Player - I did the same concept so the player couldn't see all the way across several zones.
    The-Plunging-Torrents-Player - At all the waterfall areas I made terrain blockers again to limit player visual ranges

    If these implementations go against SW ideas or concepts please let me know and I'll adjust those maps accordingly.
    This is perfect. Thanks so much for taking part. I've added these to the module.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  10. #430
    Zacchaeus's Avatar
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    Quote Originally Posted by Ascalon View Post
    Here we go - as far as I can see, all Players Maps should be covered now - with the exeption of Map 2 and 3 of the Temple of Tiamat itself. Since the map covers the peaks of the "hills" inside the temple, a LOS would not make any sense. Speaking of, the maps themselves do not make any sense. Please give it a check!
    Excellent work and thanks for taking part. I've updated the module to include these.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

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