Starting to build my first dungeon
#1
Posted 15 February 2012 - 06:57 AM
I don't now how to upload pictures in the forum, but here is the link to my blog to see the progress so far.
I am starting out with an Egyptian/Desert theme. Once completed, I plan to adapt the rule sets I've read to create a module for a band of Warlord soldiers to go through. I'm not much for creating random monster dungeon crawls (though playing them can be a lot of fun). I really want to make a scenario that brings me back to the modules of my AD&D youth. Who knows, perhaps this will spark others to publish their modules as well.
I hope you enjoy!
#2
Posted 15 February 2012 - 04:29 PM
There's also a whole topic on modular dungeons in the Hirst Arts forum.
They're fun and addictive to make.
Nobody likes stompy mechenbooty. - Krztoff
Indulge me and visit my blog: RastlWorld
p.s. LOOK! I was the ANTI-RASTL! Only 20 words! - Anne
28mm troops with a difference .. or two. RastlWorldMinis
#3
Posted 15 February 2012 - 04:43 PM
#4
Posted 15 February 2012 - 05:47 PM
#5
Posted 26 February 2012 - 02:57 AM
Anyway, having built a couple dungeon layouts, I offer a few suggestions.
1. Keep in mind that you are building for a skirmish game. Leave plenty of room for fighting. Combat in hallways is slow and drags down the game. Small, touth parties are usually more fun than hordes due to the cramped spaces. Critters like rats, spiders, and goblins work well as speed bumps to slow down a party.
2. Build your hallways with an extra 1/2" so the models can move around easier. If your hallway is just 2" wide, it can be tricky to get two models side by side. This is especially true if you are playing an army like the Reptus, which are very cool but really hang over the bases.
3. Build your walls with the understanding that gamers will be reaching in and out of the rooms and hallways. The layout you played on at GenCon had walls 1 1/4" high as the standard. Lot's of builders don't even go that high. You can do higher walls where decoration requires it, but make those sturdy enough to survive being bumped my elbows and other body parts.
4. Keep track of your paint colors. You will eventually need to touch things up.
#6
Posted 26 February 2012 - 09:00 AM
#7
Posted 28 February 2012 - 09:36 AM
Hirst Arts molds are like crack! Once you start you just can't quit!
I hate Hirst Arts.
See above.
Sacrificing minions: is there any problem it CAN'T solve?
- Lord Xykon, OotS #192
Beowulf ll. 1538-1543
... Pay no heed to proud thoughts, famous champion. Now the flowering of your strength is but for a while. After a while, the time will suddenly come that disease or the sword's edge will cut off your power. Either fire's grasp or flood's surge or blade's bite or spear's flight. Or vicious age, or the flash of your eyes will gutter and burn out! It will be all at once, great campaigner, that death will overpower you.
It's terrifying! Without enough caffeine your body undergoes these hours of partial paralysis and hallucinations! :shudder:
- Argentee
Black Lightning: MA010.
#8
Posted 29 February 2012 - 01:52 PM
Sewers of Malifaux
Streets of Malifaux
Buildings of Malifaux
The fatdragon stuff is pretty cool too, but takes alot of time to put together enough to make a large dungeon.
#9
Posted 29 February 2012 - 02:00 PM
#10
Posted 01 March 2012 - 07:00 AM
Terrain building isn't as daunting as people make it out. I have a number of the Hirst Art molds. What I do is get up 15 minutes earlier than I need to mix up some plaster and pour it in a group of molds. When I get home at night, I pop them out and put them in the dehydrator to cure. I unplug the dehydrator when I go to bed and start the process again in the morning. In 2-3 weeks (depending on how many casts I need), I can have 4-5 projects done!
Like painting, it is much easier to do if you have room for a dedicated space to keep things set up.
#11
Posted 01 March 2012 - 09:17 AM
Terrain building isn't as daunting as people make it out. I have a number of the Hirst Art molds. What I do is get up 15 minutes earlier than I need to mix up some plaster and pour it in a group of molds. When I get home at night, I pop them out and put them in the dehydrator to cure. I unplug the dehydrator when I go to bed and start the process again in the morning. In 2-3 weeks (depending on how many casts I need), I can have 4-5 projects done!
How much time are you looking at to cure the blocks if you don't have a dehydrator to put them in? Are you using any kind of vibrator to make sure you get all the bubbles out of your plaster in the molds?
#12
Posted 01 March 2012 - 03:30 PM
Normally the bricks dry in a couple of days. If you can spread them out somewhere that there is air circulating, such as near a furnace vent or even better, with a fan blowing over them, the blocks dry faster. If you leave them sealed up in a plastic container where the moisture can't evaporate, they not only take a long time to dry, they come out in funny colors........or so I'm told........How much time are you looking at to cure the blocks if you don't have a dehydrator to put them in? Are you using any kind of vibrator to make sure you get all the bubbles out of your plaster in the molds?
#13
Posted 01 March 2012 - 03:59 PM
I never needed a vibrator for casting. After I got a feel for the plaster all I needed to do was tap the side of the mold with the blunt end of a hobby knife or similar tool and it would settle out the bubbles.
#14
Posted 01 March 2012 - 05:37 PM
I found a dehydrator for $20. They will air dry in a couple of days but it takes less space/effort with the dehydrator on my work table. Again, if it is easy to do, you have a better chance of doing it ;)
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