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Mapping style poll.

Started by thedungeondelver, March 19, 2013, 12:29:04 PM

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thedungeondelver

Which kind of dungeon map do you prefer - flat style (the majority of modules) or isometric, like I6 and (I think) some of the DL modules?
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
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Haffrung

Flat style for constructed dungeons.

Isometric for natural cave systems (which should be anything but flat).
 

deadDMwalking

Isometric is harder, but if done right, is really nice.  

But I like maps, so where possible, I'd take both.
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Sacrosanct

flat is best for only a couple levels.  For a dungeon that's mostly vertical, iso works best
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Bobloblah

I didn't answer the poll, as it isn't one or the other. For me it depends on what's being depicted. A cleverly 3D-Jaquayed dungeon? ISO is the way to go, possibly with supplementary 2D of some areas. A more starightforward floorplan? 2D works great and is more space-efficient, possibly with some cross-sections for connections.
Best,
Bobloblah

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Bobloblah

Quote from: Haffrung;638375Isometric for natural cave systems (which should be anything but flat).
You know, I stopped worrying about this after I went spelunking for the first time. Almost all natural caves are so unlike anything found in a D&D adventure (and so few people at the table know this) that it didn't seem to be worth worrying about.
Best,
Bobloblah

Asking questions about the fictional game space and receiving feedback that directly guides the flow of play IS the game. - Exploderwizard

Philotomy Jurament

Flat.  If needed, an elevation or diagram to show the vertical dimension for some areas can be added.
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Justin Alexander

Quote from: Philotomy Jurament;638482Flat.  If needed, an elevation or diagram to show the vertical dimension for some areas can be added.

Seconding this.

Isometric maps can be evocative, but their utility is questionable 99% of the time. On the rare occasion when a map would be aided by the isometric view, it's generally easier (and more effective) to simply include a cut-away of that specific section of the map with an isometric reference.
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Benoist

Flat, graph paper.

Also this:

Quote from: Justin Alexander;638485Seconding this.

Isometric maps can be evocative, but their utility is questionable 99% of the time. On the rare occasion when a map would be aided by the isometric view, it's generally easier (and more effective) to simply include a cut-away of that specific section of the map with an isometric reference.

thedungeondelver

The overwhelming majority of votes (and I've asked this poll on many sites) go to flat maps.

Looking at I6, I came to the following conclusions:

1 - it's difficult to use as-is
2 - it's gorgeous
3 - #2 hides the fact that it is a very small map to explore (yes, I know I6 isn't a dungeon crawl, and there's the town and locales to consider too, but the DL modules have very dungeony places so there's no excuse for it being there).

A corollary to that is that not many other modules have ever, ever used that format, nor adventures for other games and from other companies.

So, the conclusion is obvious: stick with what I know, and do flat maps.  

Isometric maps are cute, but usability is foremost.
THE DELVERS DUNGEON


Mcbobbo sums it up nicely.

Quote
Astrophysicists are reassessing Einsteinian relativity because the 28 billion l