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 Sewers/Old Mine

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Rabu
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PostSubject: Sewers/Old Mine   Fri 13 Nov 2009 - 15:57

I'm going to start building a modular sewer/old mine dungeon for my group and have the basic idea pretty much laid out. The only thing i need to establish is the amount of tiles of a certain type i should make.

There will be around 50 tiles in total and i want to know how many you guys think should be just straight walkways, no corners, no intersections.

Will ofcourse post the whole work from WIP to Finished when i start working.
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Pathfinder Dubstyles
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PostSubject: Re: Sewers/Old Mine   Fri 13 Nov 2009 - 23:40

I tried making modular space ship corridors for my Necrmunda-Hulk campaign setting. All i can say is it was repetitive... i made about 12 before calling it quits. The only thing that will keep you going is if you make some extremely varied tiles to break up the monotony.

Try to make one special room/corridor for every 5 normal boring hallway.

I would suggest making enough to fill a 3 foot square table. With all the twisting corridors you will find that the usual 4 foot square is unnecessary, especially if you have multiple layers.

For my space hulk i used 6 inch tiles, so it would have taken 36 to fill up a 3 foot square. Here is a neat tip, if you texture the outside of your walls, you can leave blank spaces and have instant rooms! This will drasticaly cut down the work you must do.

Now, you ask how may of each you should do. This really depends on how big your tiles will be and how you want your tunnel games to play. Do you want several pitched battles in 3-4 large rooms with short choke-point halls, or a real labyrinth with 10+ small rooms and tons of twisting corridors.

Lets say for example you use the suggested method of "foot tiles" as seen in the Khemri setting. They have good guidelines as to how much corridor vs. room space should be allowed. I'm going to quote the article now:
Quote :
A player with a ‘shooty’ warband is going to want some areas with long corridors that he can take advantage of. A player with a close combat orientated warband is going to want lots of short hallways and areas roomy enough to set up a good skirmish line in.
So as you can see, it would be a good idea to create a fairly even split between these types of terrain. This should prevent one type of warband from dominating, and if you make your modular sections smaller than i foot (which i would recommend) sets say 8" or 6", you will have even more options from game to game.

Sometimes you might want to have a huge 2 foot square chamber with traditional terrain in the center, and hallways around it. The possibilities are endless and i can't wait to see what you come up with!

One last thing, an easy way to adapt scenarios to the underworld is to treat all instances of "building" with "room", occupy just got a lot more interesting!
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DeafNala
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PostSubject: Re: Sewers/Old Mine   Sat 14 Nov 2009 - 1:46

Doing an underground setting has been one of those thingys I've ALWAYS wanted to do & NEVER conned any of my esrtwhile associates into going for. I've found Boreas_NL stuff has rekindled an interest in the Beasty:
http://boringmordheimforum.forumieren.com/scenery-and-terrain-f4/my-own-little-corner-of-mordheim-t2693-75.htm .
SO...GOOD LUCK with the project. I'm hoping to get some motivation for your WORKS of WONDER...at my age ANYTHING that's motivating is appreciated.
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Boreas_NL
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PostSubject: Re: Sewers/Old Mine   Sat 14 Nov 2009 - 2:05

Just check out my scenery log (like DeafNala said)... The last few updates all concern my modular dungeon.

I've made loads of standard hallways and intersections, they are the most important pieces of a modular system, without them you can't use the more individual pieces you are bound to make... If you only plan to make 50 pieces, around half should be standard hallways...

Quote :
One last thing, an easy way to adapt scenarios to the underworld is to treat all instances of "building" with "room", occupy just got a lot more interesting!

I second that, big time!
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Rabu
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PostSubject: Re: Sewers/Old Mine   Sat 14 Nov 2009 - 5:28

Pathfinder Dubstyles wrote:
This should prevent one type of warband from dominating, and if you
make your modular sections smaller than i foot (which i would
recommend) sets say 8" or 6", you will have even more options from game
to game.

At first i was going to use a "foot tile" system, or rather make each tile 30x30cm, but after reading your comments and checking out Boreas_NL and ciantys amazing tunnels/dungeons i desided that would be a bit large. The 8" tiles however sounds like a better plan.

Boreas_NL wrote:
If you only plan to make 50 pieces, around half should be standard hallways...


I figured, they are after all the most important tiles. I could allways add different details to the regular walkways to break up the monotony.

I'd also like to thank you Boreas_NL for creating my motivation to proceed with this project. It was the sight of your dungeon that pushed me to start.
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DeafNala
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PostSubject: Re: Sewers/Old Mine   Sat 14 Nov 2009 - 5:42

Speaking of avoiding , check out Foot's War Hammer Quest terrain tiles...& the minis while your there:
http://boringmordheimforum.forumieren.com/fantasy-wargames-f15/warhammer-quest-stuff-t2584.htm . Thear are LOTS of COOL things to do with even a corridor.
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Rabu
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PostSubject: Re: Sewers/Old Mine   Mon 25 Oct 2010 - 14:36

I'm back! Mohahah, woah what a great entrance.. not. Well anyways that's the case, i'm back and have started to work on my projects again. Starting out with this one.

The first post about the project is allready up on my blog. Miniatures 'n Terrain
Updates will be weakly on this project as i'm putting alot of time into it to complete it in time for a local gathering at the end of january.

Look out for more updates Very Happy
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Rabu
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PostSubject: Re: Sewers/Old Mine   Tue 26 Oct 2010 - 1:01

The second post is allready up and a third one will follow shortly. I hope you enjoy this project and look forward to the results just as much as I am Smile
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Rabu
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PostSubject: Re: Sewers/Old Mine   Tue 26 Oct 2010 - 1:34

Updates, updates. Who doesn't love updates?! Smile

Head over to Miniatures 'n Terrain for the latest updates in the Old Mine table.
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DeafNala
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PostSubject: Re: Sewers/Old Mine   Tue 26 Oct 2010 - 2:22

The project is progressing VERY NICELY! Now that the grunt work is over the FUN stuff begins. Keep up the GOOD WORK! What a Face
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PostSubject: Re: Sewers/Old Mine   Tue 26 Oct 2010 - 8:52

Rabu wrote:
Updates, updates. Who doesn't love updates?! Smile

Head over to Miniatures 'n Terrain for the latest updates in the Old Mine table.

I can't wait to see how this turns out — looks great so far!

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PostSubject: Re: Sewers/Old Mine   Today at 13:36

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