Back to a simple hatching style for this one, but with a small set of chambers that have a decent amount of interconnection and choices in the pathways from one side to another.
I look at this as a set of rooms with connecting passages, but I also can see it as a couple of larger chamber with some blocky obstructions in the middle. Wonder if there are other reads folks have for this?
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
A rough, jagged map seemed to be called for. Hatched poche seemed that it would be too much, so instead, you see the simple stipple for this. I wasn’t thinking about the last, swoopy map posted last week, but this is pretty much in contrast to that one.
I took a couple of pictures of the page as I was working on it, so I have a sequence of the various states of progress to get to this point. The whole thing isn’t all that involved, so it’s not all that dramatic or exciting, but I’m thinking about posting that as a way of showing the process and progression with this.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Sometimes, the final version of the map goes in a different direction than what was expected with the initial concept. In this case, the first idea for the drawing was to have hooks and switchbacks; that the connectors would have sharp turns rather than being more direct A-to-B kinds of connections. But the version that came out of that, with these swoopy, Art Nouveau lines, was not necessarily what I was after. It’s not a bad thing at all; just different from the initial thought.
It also clearly didn’t call for a Dyson-hatch or for a block wall style to outline the edges. The denser stipple at the edges along with the overall poche also seems pretty successful with this one.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
This is a different sort of map in that it has a sense of directionality to it. It starts with a larger trunk, and then breaks down to smaller passages as it moves away from that base. Or maybe it’s like the dispersal in the delta region of a river. In any case, there is a difference between sides.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
More experimentation with borders and poche fill in this. The corridor with piers running down the middle is a bit goofy, perhaps, but maybe it was once a mine or some kind of created structure.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Sometimes an earlier piece suggests doing the opposite in the next one. This was inspired by the idea of having passages that branched, which is true for most of the connections between the rooms in this.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Shape rooms and lots of connections; this is a very Jaquayed dungeon bit, but all of the corridors are simple end-to-end or room-to-room connections; there are no forks or decisions between the rooms.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
It has been quite a while since I did one of these with a stone block style wall, and that was suddenly very appealing to do for a change. This is also a “boulevarded” dungeon, since there are several places where there are two passages running side-by-side, at least for a bit of the way. It was somewhat inadvertent, but it was interesting, so a couple more got worked in.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
This map started with the central round chamber, and then extended from there. Unlike a lot of the Fragments, this one is rather interconnected, and has at least two ways to get to any area from any other area. The central area is definitely a point of focus of some kind, which makes this different from a lot of the rest of the series.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
After doing many very rough-walled dungeons, it seemed like an appealing change of pace would be an alternative that was somewhat squared-off. But, not being drawn on a graph grid, this still has coarse walls and lots of irregularity. It certainly suggests more of a hewn mine, rather than a natural cave of any sort.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
These are a pair of maps which are linkable to each other. Usually, the maps posted here are singular pieces, without interconnection to each other. But this one and its counterpart were created to be able to be connected to one another on any edge. So there are four configurations possible with the combination of the two.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
This is a fairly simple 6-room dungeon using a more geological bordering for the walls and pattern for the background, just to do something different. It also has more limited access, with only one passage extending off each edge.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Getting back to the fragment maps after a few weeks. The idea that came along with this one was having space that wasn’t necessarily a collection of distinct rooms. There are a couple of comparatively distinct rooms in this, but also some space that is only partially differentiated and separated.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Rougher walls with crevasses and fewer chambers in this piece. It started with a couple crossing lines, but then, as often happens, turned into a thing of its own character. I was thinking about revisiting some of the old geologic strata I’ve used before to do the poche on this, but, once I had the outlines done, it seemed really best to keep with the same style I’ve been using recently.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
This map has turned out pretty well, in my opinion. It has the edge definition I tried a couple weeks ago, along with the more elaborate poche I’ve sometimes used in the past. Everything comes together really well in this.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Very light image for this one; just a single medium line for walls and a simple stipple poche. I might come back to this later and do something more with the walls, but for now, it’s a first state version. The rooms are interconnected and fairly well jaquayed (even if some of the connections are to places off-map.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
After drawing the rough layout, it seemed that this map needed a more cavernous and less constructed style; this isn’t as suited to a block wall. But, rather than doing another old school hatch like the last map, this map style seems to me to be an even older throwback; I think this is a kind of geological survey kind of look, but still with a little bit of D&D hatch patterning, instead of simply being perpendicular to the wall. The other benefit with this is that it is quicker to draw (and the open sand patterning of the poche is also very quick to do).
The diagonal lines that were the original concept really don’t come through as strongly as the initial sketch implied. Some of that is the added roughening of the chambers, but even though the wall hatch is more regular, it helps emphasize the irregularity of the walls.
I like the style of this one, and will probably use this again for other maps in the future.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Going back to an old school hatching for this one because any kind of block wall didn’t seem right for the kind of spaces in this space. This map also harks back to the older series I did a few years ago that was often meant to be intersections between different areas. This also has a lot of different passages coming together.
The rooms in this are not closed off with doors, and it would be very interesting to see how this worked out in a tactical situation.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
Another experiment with a more cobbled wall type, and then a corresponding fill pattern. The way this turned out is pretty interesting; I’d call this one a surprising success. This started with fairly hard lined boxes for the rooms, but the rough character of the walls definitely changes that.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.
This started as a very thready map with lots of passages interconnecting a couple of spaces. But then, the coarser texture for the walls made it a rougher kind of space overall. It has an interesting quality that came out as it was inked that wasn’t in the original penciling layout. The pattern and the textures are what makes this map work.
There are several different passages from each direction, for a multitude of connections. There are a couple of rooms, but the interconnections are the primary part of this section.
As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project, or if you would like to commission a custom piece.