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I'm about to start running Paizo's PFRPG module 'The Dragon's Demand' and wanted some 100px per square versions of the dungeons from the module, so I'm determined to post them here as I go along. The following thread obviously contains SPOILERS to the module, please stop reading if you're going to be a player in this module!.This is a nearly finished WIP of the adventure's first dungeon, the basement of the 'Collapsed Tower.'
I've set myself a target to have this map finished within another week, then move onto the next map.I had a few false starts with this dungeon using GIMP, Inkscape and CC3 before settling on a style that I liked using CC3.I don't have anything to link the 800x800px version of the map to yet. In future I'll try to post a high res version of each update onto an imagehosting site. Just a small update to the map.The only changes in this version are that I've fixed the problems with the walls (bevelling artifacts and the splits in the cavern wall). And I've remembered to add the missing door.Thanks Ken, the cliff parts of the cavern wall are fractal polygons using the caves texture from SS2A.Each layer of polygons has it's own sheet, and the whole stack is hidden beneath the wall sheets. I'm at work at the moment, so I'm not 100% sure what the sheet effect settings are, but I think each sheet has the following effects set:Bevel: Len 1.0, Str 30%, Fade 5Glow: Outside, Black, Str 1, Blur 0.5Glow: Outside, Black, Str 0, Blur 5Over the top of the polygon stack, in another sheet, is another polygon copied from the largest poly in the stack. This poly has the fill changed to the Dirt, Light texture from SS2A.This overlay sheet has an edge fade inner effect: Width 2, Inner 50 Outer 10.The dirt textures from SS2A look like they must already have varying alpha levels, so using edge fade on them makes them nicely patchy.The cave floor is a little lighter, it's knocked up in GIMP using plasma noise and difference clouds.
It's desaturated then with some colour added back to bring it close enough to the nice colour of Nejour's floor tiles. It's overlayed with the same dirt texture from SS2A, this time with an edge fade that's 100 at the outside and 30 ( I think) at the inside. I'll post a link to a 100px/square version when the map's finished.@Medio: Thanks, I can't take any credit for the floor tiles - they're awesome, they're awesome but they're the work of Neyjour. You can find her work on Deviantart, the Cartographer's Guild and the Dundjinni forums, this texture pack's from, but there's a lot of variations of the same tile pattern on the Dundjinni forums. I just needed to make sure that my cave floor texture was a fairly close colour match to her tiles. The SS2A Cobbles used in the cells is close enough already.EDIT: Switched the dropbox link for a Photobucket one. I had a go over the weekend at redoing the cave walls to better match the stepped 'cliffs' in the caves.
The results were disappointing though, mostly because I didn't manage to combine thicker fractalised cave walls very well with the way that I've made the map background (which is actually a 'foreground', because it's on top of the sheets with the walls!).I like the way the background works with the dungeon walls, so I'm going settle with leaving the cave walls as they are. I'll revisit this problem for the next map, which is entirely a cavern map.So far the biggest challenge has been to get a unified look to the map that I'm satisfied with simultaneously for the three aspects of the map: (1) intact dungeon, (2) damaged dungeon, (3) caverns. While I'm not 100% satisfied with the cave walls, they're good enough for me in this combined theme map.I'm still not happy with the way that I've done the collapsed areas, especially because I went a bit more overboard with the collapsed areas than they were in the adventure’s original map, I did this in order to add more variation to the repetitive corridors.The rubble areas themselves are also repetitive because I've used the same two rubble symbols throughout the map.
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Profantasy Torrent
That’s great. I’d recommend using maptool to anyone – it’s got a somewhat notorious learning curve, but no more than CC3 has.If you do give it a shot then I recommend taking a look at first.Wolph42’s tools are amazing and he includes a link to the most recent version (1.3b90-beta), which for some reason hasn’t been added to maptool’s download page yet, despite being the most stable and most feature packed version.There are many other virtual tabletop programs available, but most of the other good ones (eg d20pro, roll20, battlegrounds, kluge, etc) have to be bought. In my opinion maptool is better than the paid VTTs and it’s free!:)If you find Maptool’s learning curve too much though, then I recommend giving the free trial version of d20pro a go, especially if you’re playing Pathfinder, 3.5, 4th Ed or Next.
It’s easier to set up and still inexpensive if you’re just getting it for a face to face game rather than to play over the internet. I’ve finally gotten back to working on the map; I hope to have it ready for play this weekend, so I should be making daily updates until it’s done.I’ve been side-tracked a little checking out the most recent version of Maptool, it’s actually a couple of years since I last used it and I had originally planned to use Roll20 instead before I saw what you can do using “Wolph42’s Bag of Tricks”. So I’ve spent much of the last couple of weeks getting used to Maptool again.I’ve got the maps uploaded to photobucket now, so the image below should be clickable for the 3000x3000px version.Changes in this version:. I used JdR’s trick on the various floor, grunge, dirt, flat symbols and lowermost rubble sheets.
These were all replaced by a single png file, which is great because I can now see the “final” version of the floor without needing to turn effects on, and the whole map updates a lot faster when effects are active. I’ve started to furnish the interrogation room, mostly using butchered versions of Bogie’s excellent presets from the Dundjinni forums. I’m finding this harder than expected, the prison is supposed to have been abandoned for decades, so I can’t use straw or gore to make it look authentic, but I still want it to look dirty and “real”. I’ll be adding some rusty tools to the table, and will have another go at aging Bogie’s excellent furniture if I have time.
I’ve added some pillars to the larger rooms, I still need to add some to the treasury room. These pillars weren’t in the original map, but the interrogation room looked better with pillars than without, so I’ve added them to other rooms as well. I’ve hidden the trap layer, so the pit had vanished. Almost done!:)I made the pillars a little smaller in this version, added a little clutter to the octagonal room plus a minor edit to that room's eastern doorway to symbolise an archway rather than a hole in the wall.