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Hey folks, I'm back once again with another alternate map but this time I wanted to try something a little different! I'm not too sure if I like how it turned out, but it's what I came up so here we are. Now I know we'll have to suspend our disbelief a little for this one, what with a couple of trees existing perilously close to a stream of lava, but I do think the effect looks pretty damn cool and the color combinations are rad as hell (pardon my cusses), so I think I'll count this as a success for now.  I'm interested in hearing how some of you would use this one actually, usually I have enemies or an encounter in mind for all my maps but this one stumped me a little- tell me about it in the comments!

Also, I forgot to mention last week that I'm now bundling the regular version of the map in the Adept .zip! As was suggested by a patron, this is a simple change that should make your lives slightly easier, so don't worry about downloading the files from the regular post anymore!

1. After last week's map, I wanted to lean a little further into certain aspects of rocky/forested maps, specifically, I felt like making a map with some denser trees, more scattered ledges, and a stream cutting off part of the map.  I feel that the result is a map with lots of cover and opportunity for stealth, and coupled with the mini-ziggurat in the center there's potential for tricky long-range combat. 

Don't even get me started with the lava river, that's an obstacle and a half. 

2. As I mentioned recently, I'm making a point of drawing fresh trees. Usually, I reuse a group of about 10 tree assets, but I've begun to tire a little of them- I think they're slightly too busy. This time I drew 3 fresh trees and a number of smaller trees/bigger bushes, all of which somewhat less over detailed than the rest of my stock (you might pick them out of the pic above, the one at the ziggurat's 8 is new). The time I save by reusing assets is massive, it allows me to make maps of this quality every week, but it has led to less incremental improvement since I spend less time drawing endless trees/rocks. 

3. Same color palette as usual, though I did try to replicate the Riverside Ruins' lighting/shading this time to partial success. Sometimes I make something cool without really knowing how I did it or how to replicate it, then spend weeks trying to do it again. Then again, I don't think what made Riverside Ruins a successful map was just the lighting and effects, but also the simple and game-like design, another aspect I tried to hit upon with this week's map. I might have strayed a little far away from simplicity, but I still feel it's a very nice map!


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Anonymous

I have an idea for this "lets awaken the volcano and a demon within it" kind of oneshot. These ruins would work great for a ritual near the newly awaken volcano. Just gotta slap some fire effects on those trees though. They'd get caught on fire instantly. Great map, man. Keep it up!

oceanicsurvivor

I love the more wild variants like this. I like that with many of your maps they could be reorrucing locations where we see the seasons change, so players can see a passage of time in a cool way. But...having something radically different also works well to tell stories. Lava rivers acid rivers frozen rivers...all work great not just in changing the look but changing the skills and abilities required to overcome the challenges of the map. So i really like this. (And no reason those perilously close trees cant be on fire in our narrative...i can prolly find a fire token to throw on it for an ‘ever burning forest’ vibe)

Sleepnir

Very cool! Such a different version might be great for a battle that proceeds to an unexpected plane-shift!