How To Draw A Dungeon Step By Step
In this article nosotros show you lot a guide to draw a map of a dungeon for role-playing games in only 10 steps.
- INTRODUCTION
- ane. MATERIALS
- 2. Scale
- 3. MAIN MAP
- 4. DOORS
- 5. ARQUITECTURAL FEATURES
- half-dozen. DECORATION ELEMENTS
- 7. TRAPS
- 8. INK OUNTLINES
- ix. TEXTURES
- 10. FINISHING TOUCHES
- Set up
- VIDEO
- David Santas
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INTRODUCTION
Since I started reading RPG manuals, ane of the things that near fascinated me was the maps where the games were fix: dungeons, fortresses, nighttime guards and deep catacombs. When I started playing as Dungeon Master, one of the things that I loved was precisely to learn how to depict my own maps. In this bones guide I will teach you lot the steps to draw a map and you will see that it will be easier than it seems.
1. MATERIALS
- Graph paper: It is very mutual to split up the dungeon into squares to mensurate distances. It is also useful for measuring scale. I recommend a bluish grid because if yous desire to scan the canvass in the future, it volition be easy to remove the lines. Alternatively you tin also utilise a template sheet. In my case I use a template grid map sheet that has the exact measurements and squares as the rpg play mat, then I brand certain that the dungeon volition accept the aforementioned dimensions.
- Fine-tip markers: one thick and one thinner. I apply a fine point 0.8 and another 0.4 respectively, just you can employ the measurements that you like as long as 1 is finer than the other. Even a elementary black marking and a blackness pen could piece of work.
- Pencil: in principle any common graphite pencil is sufficient.
- Safe: whatsoever but make certain it doesn't stain the newspaper when y'all use it.
two. Calibration
Equally mentioned above, the graph paper can aid you to measure out the scale of your map. For a dungeon, the commonly used scale is that ane foursquare is equivalent to 5 anxiety. In Dungeons and Dragons for instance the bones movement of a graphic symbol is usually xxx feet, this is that in a plough he could move half-dozen squares.
3. MAIN MAP
Now is the time to start our map. From the side use the pencil to draw an entrance and extend your map connecting rooms, corridors and grottoes that course the path of the dungeon.
The size of the map tin can manifestly vary from a simple cavern to the huge Under Mountain dungeon full of mazes and levels. Simply in my stance a map of maximum 10 rooms is enough for a dungeon that occupies a single session. Yous tin can also employ tables or dice to generate dungeons to help you to create your map.
Finally, draw the exit at the other cease. It may as well exist that the exit is the same identify of entry. There is no problem in this.
iv. DOORS
Use some doors to separate some rooms. You tin also include a secret door equally this is very typical in role-playing games. Clandestine doors are usually indicated merely with an 'Due south' wherever they are. Hole-and-corner doors and gates permit the dungeon path to be less linear.
If in that location are tunnels or rooms at different levels, use brocken lines to indicate which area is at the lower level.
5. ARQUITECTURAL FEATURES
A dungeon is not usually a flat plant, there are commonly elements in its construction such as stairs, columns and uneven terrain. As general dominion the architectural features are part of the same structure of the dungeon so they are usually immovable or impassable past the characters and improve the feeling of depth.
Hither I show you how to draw some of these architectural features:
half-dozen. DECORATION ELEMENTS
Although we already accept the entire route of the dungeon, at present we tin can add some decorative elements that the characters could find in the rooms. As full general rule the decorative elements are not part of the same structure of the dungeon but of content, so they are usually movable and passable by the characters.
I am of the idea that "less is more", because a map with likewise many unnecessary elements is too overloaded. That is why I recommend putting only those elements relevant to the adventure or which occupy important concrete space in the room. For example, it is non necessary to draw the defunction of a room, but a bed can be of import since it occupies a space that partially obstructs motility.
Some of these decorative elements tin be: statues, tombs, altars, furniture, chests, rocks and large vegetation.
It can also be important to highlight the points of lite: such equally torches and campifers to measure the lighting of the rooms.
7. TRAPS
What would a dungeon be without traps? Well, it doesn't have to be mandatory, only traps add together an element of surprise and excitement to dungeons. In improver, traps, like monsters, can be an interesting come across for players to act as a group and role-play their characters.
To describe a trap just put a letter 'T' to betoken where information technology is activated.
At this indicate your dungeon map would already exist fully playable and functional. However, in the post-obit steps I volition show you how to improve the advent of the map that can besides help yous if y'all want to scan it and share it easily.
8. INK OUNTLINES
Now is the time to use our fine-tip markers to give our dungeon map a definitive and durable look.
With the thickest mark, go over the lines on the walls of the dungeon, and also those delimited areas that cannot exist passed.
With the thinner marker, go over the rest of the elements.
9. TEXTURES
Textures assist to visually and aesthetically separate the playable function of the dungeon map from the non-playable office. Hence they are drawn from the dungeon wall. We will utilize the thinner fine-tip marker and nosotros can give different aspects:
10. FINISHING TOUCHES
It is time to erase the pencil using the condom and add together some text, references and other terminal touches. I also similar to include some artwork considering information technology gives to the map a more than artistic expect.
Set
The map is already finished! Although you could add shadows and add together more than details to floors and article of furniture, I consider that these are more advanced techniques and demand additional cloth.
VIDEO
A video summary of all the steps
Source: http://doctorfrikistein.com/en/guide-draw-rpg-dungeon/
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