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Made in us
Gargantuan Gargant





New Bedford, MA USA

2.5D Dungeons. They are like using floor tiles, but you take the extra effort to make minimal walls and add 3D features. For those of us who like Dungeon Forge and HIrst Arts dungeons but don't want to spend a fotune.



DMScotty and DMGinfo have entire Youtube channels practically dedicated to instructional videos on how to make them for practically pennies per tile. I've seen a ton of videos recently about the subject, and decided to make my own. It occured to me that with all the talent here on DakkaDakka, someone here has had to have tried their hand at it already.

A few of my items I crafted for my 2.5D dungeon
Spoiler:



Bare version of the same tile




Crushing Wall Trap

This design was inspired by the Crushing Wall Trap by DMScotty on Youtube.

Spear Trap

This design was inspired by the Spear Trap by DMScotty on Youtube.

Wooden Doors

This design was inspired by needing doors fro my dungeon and having an abundance of cofee stirers

Pendulum Blade Trap


Circular Floor Blades Trap


The Crusher Trap


Spiked Wall Trap


Goblin Head Doors

These are based on an old 90's Grendel Model. I made a simple latex mold and cast them in hot glue.

This message was edited 5 times. Last update was at 2015/07/30 03:48:45


   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Images courtesy of the following thread over on DMscraft boards











This message was edited 1 time. Last update was at 2015/07/20 07:29:14


   
Made in de
Shroomin Brain Boy





Berlin Germany

this looks so beautiful...
i came across some nice pine wood sticks...meant for candy floss and i think that needs to be used for that idea...

thanks for sharing!

   
Made in de
Shroomin Brain Boy





Berlin Germany

showed it just my son.... i say...line hook and sinker...

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

My stuff is still early in the work in progress stage and all of my gaming group were quite impressed with it.

Glad you are finding it useful as well.


   
Made in de
Shroomin Brain Boy





Berlin Germany

well... i started today with a cutting and glueing frenzy... i will show later my works...

what still needs to figured out is a way to connect each tile...like that ikea wooden trainset would be ideal... but the material is to thin actually to do that...i fear a nudge could collapse a whole dungeon in a second... and i will mostly play that with my kids...

also...mine are from wood...i need to figure out a different approach of dungeon style...paint scheme and so on...

also...how are the traps later on supposed to work? do you play as a game master with every information beforehand planned for the game and on a sheat of paper...does the dungeon develop as the game progresses...like a fog of war?...you need to know i feel jinxed^^...just the other sec hhave worked every second foor the better part of three ours nonstop on the tiles...talk about work flow^^...

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

If you are using wood, maybe you could insert tiny magnets to help keep them together, or use tape

I'm using mine for Dungeons and Dragons, so as the Dungeon Master I decide, or know, where everthing is.



Usually use a Fog of War approach, to keep the players from seeing things their characters wouldn't know. I also tend to remove sections they've already passed through to save tablespace. While we do our tabletop minatures battles on dedicated gaming tables, D&D usually happens around a kitchen table littered with books, dice, and drinks.

This message was edited 1 time. Last update was at 2015/07/23 17:30:41


   
Made in de
Shroomin Brain Boy





Berlin Germany

i just had an idea... maybe Velcro tape could work...?... magnets could get rather expensive soon... but as it happens i got today 50 3*2 magnets...^^

for my own family i need to be the master...until i have taught someone to do it...so twenty years later...

since the title kind of implies to show my own attempts...

here they are...:
Spoiler:


these tiles have been waiting for a use for some years now... but your work latley has me inspired to put them to use now...


checked measurements...and felt it could work...


then massive cutting happened...


first setup tryouts...


first walled sections setup...


measuring twice is always double the fun^^


and with minis...



still lots of more work... all in all i have atm 49 tiles need to get me more pinewood sheets to build bigger room...worked currently with A4 sized sheets...but t needs bigger sheets for bigger rooms...biggest room i have is 4*2 atm... and lots of sanding... then will prme the lot with my kids together...

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Nicely done Vik !

Big rooms are a must. It's soo easy to fill up a room once you add furnishings to it.

   
Made in us
Combat Jumping Ragik






Beyond the Beltway

For connecting the pieces, make butterflies
http://www.wwgoa.com/article/custom-cut-butterfly-joints/ Although I would make them shorter and wider than show in those photos.

 
   
Made in de
Shroomin Brain Boy





Berlin Germany

that was what i was thinking too... besides... i recently got me an old zveveda dragon... and that would be perfect to have a liar in a big room... my rivets could be so easily go for gold coins^^

   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

I tried this long ago, back in the '80s. sorry no pics, its all long gone. Back in the day we had an excellent Games Workshop product called Dungeon Floor plans. With that you could make 2d tiles, or 2.5 or 3d as desired by adding walls or skirting. I never went beyond 2d, though I had dreams of doing so. So my experience of 2.5d and 3d is limited, all I can say on that is , if you want 3d walls allow a wide skirting so that outstretched arms, weapons flowing robes and wings do not get in the way.
3d is worth it if you can pull it off though, but 2.5 is so much more convenient.
Anyway, onto the help.



My hints and tips.

1. Make larger rather than smaller rooms, stretch internal scale for ease.
In most RPGs combat is square based, you could have a fairly decent tactical melee in my London flat, we have tried enough times with GW whippy sticks and general horseplay, yet my entire flat and its four rooms and a corridor would shadow a 4x4 square fairly well.
To turn my little flat into a D&D dungeon I would need 6x6 squares to do it justice.
Now a peasant hut, barracks in fact just about anything except a large hall or church nave would need to be upscaled quite substantially.
4x4 is quite palatial for room sizes in medieval terms and is considered very roomy now, but is an operating minimum for a tactical dungeonbash. You can have some 3x3 and 4x3 every now and then but most roms need to be larger not smaller.
Do not rescale any spells or distances but it is ok to allow scale to be expanded for rooms.

A decent bar worthy of a bar fight will need to be 12x12 squares or bigger. Thats actually a fairly large company warehouse space, and the room can be used for that at fullscale. But a 12x12 once you have added a party of adventurers, some locals, a bouncer a barmaid and a proprietor, a few locals in drinking on the wrong night and four or five guys looking for a fight, plus furniture, will be very crowded. When White Dwarf published two bar fights complete with maps they made the bars far larger
than this, and used 3' hexes, rather than 5' squares. Even so with 20 people and assorted things inside both felt quite full. In one case the barmap completely did away with the scale of the building it was to represent. Bars used for fantasy barfights auto-Tardis when you make them up as terrain.
Fantasy taverns are popular as 3d miniatures terrain, some look very nice and most are at a reasonable modest scale, and thus generally completely inappropriate to actually use for running a bar brawl scenario. Ironic really.
Tip: Use internal room scale as 'tactical scale' rather than true 5' squares, however just flow with it, make the rooms the size needed, even if they technically look too big and expect the players to go along with it. If players want to try metagaming tactical scale "e.g. the massive warehouse-small tavern is larger on the inside right, so if I get out the window and run around the building I have less far to run".... Tactical scale is for visual and play convenience not for fourth wall breaking metagaming. So bitchslap it if you find it until it behaves.

Now taking all this apply it to your custom 2.5d room builds.
Dont bother with anything less than 4x4, beyond a single closet space, you are wasting your time. Most rooms need to be 6x5 or larger.

Games Workshops Dungeon Floor Plans Rooms, of which I had a copy in the late '80s contained 20 or so A4 quality cardstock pieces thinly marked with squares by the plus signs at square corner intersections. They were a quality piece. Some A4 sheets were for cutting in half, somewhere single piece and one was a two piece cavern to be joined together.





Poiont here was that while some represented cavernous rooms, or even caverns, most were fairly modest in proportion yet all were scaled at 8x6 squares which in room terms is massive. 40'x30' for a bedroom, even a barracks is big. Yet it worked as tactical scale. Look at the 8x6 and 8x12 hall above. While huge they are largely compressed for scale purposes. Now compare them with the 3x3 and 4x4 rooms people are building and you will see how inadequate they are once populated. Hall a Space Hulk room is "tactically full" when you have one termie and a genestealer in it and no furniture intruding. For fantasy ignore external scale for convenience and build big or dont bother.

2. Is that corridor turn necessary.
So the corridor goes left, continues 30' then has a branch on the right while continuing.....
Yep you can map that, yep you can make your individual tiles and small corridor and intersection tilesets work. It works well for Space Hulk so it will work well for D&D yes? Only up to a point. Yes with small individual pieces you can recreate the Ghost Tower of Inverness in the absolute scale Gary Gygax intended. But why bother what corridors are needed to do is go from one place to another, and yes an unrevealed dead end is a space too.
A corridor needs to fulfil the GM's function, and that oddly enough is to to directly visualize an exact shape but to channel movement and variate distance. While every good tileset should include some small pieces even the single square tile, but I found to my cost you should not subdivide your plans into small units, even if you think you gain versatility. Instead build large and more complex corridor sections for the most part and use a handful of small pieces for flavour and to make things dovetail neatly. This deserves some explanation

3. Small tilesets add versatility inn direct scale. Large tilesets add versatility in composition.
Take the tilesets shown on the thread so far, you can make up any combination of 10ft wide corridors because you have a lot of 10ft wide sections some only a single 10'x10' tile. However with a larger tileset you only need to provide 10ft connectors and the corridors between can be more of any size. 15ft and 5ft corridors add changes, quite subtly for the 15ft, unsubtle for corridors to be traversed single file. Yes you can have differing width corridors between smaller tilesets but it becomes inconvenient below a certain size.

4. Unless you lay down a lot of tabletop distance is not important.
What matters is LOS and choice of direction. This is a neutral comment and you can make varied corridor arrangements with small tile sets, indeed you can do that more exacting. But more exactingly isn't always better instead a relative handful of larger complex corridor pieces plus a dozen or so small pieces for bridging, and dead ends is enough. You might think you get less variety when in fact you get more, fewer larger pieces builds scale quickly and is more efficient in terms of materials used, and play time.

5. What matters is number and position of exists and number of routes, and LOS.
Do you go straight for the goal room (if you know where that is) bypassing rooms along the way? Or do you clear out systematically and not leave enemies in your rear? Which or two different corridors do you take to the same destination? This can be best accomplished by having a small number of larger pieces determined by number of routes and exits. So a standard T has three exits, you can elongate that and also provide a large X junction. Have smaller bridging pieces anc rooms to link to those. Next onn the list is a # piece, basically an enclosed square with exits on the outside, it need not and in fact best ought not to be an exact square. Next duplicate thrm wirth three more of different dimensions, some should have multiple exists on one side regularly spaced to they can double connect to other corridors making a larger looping network of passages. This is only a start you can take it from there where you will, the larger ther set and the larger the tiles the more variety you get. You will need about two small corridor pieces per large one, all to standard limited sizes plus enough rooms end pieces and doors to fit the total number of exists on the corridors. It will be less than it wounds.
The # sections are important, being a larger piece with an enclosed loop of tunnel linked to 2 square exit ways you could make two sides of the 'square'3 squares wide and the other two one. for a mix of 15ft and 5 ft passageways. Which the adventurers take makes a huge tactical difference for themselves and any larger monsters.

5ft corridor Tip: For single square corridors a 5ft scale is assumed, yet the GM need not stick to it. A single square is still a tactical space, so long as he provides adequate warning a priori a single square corridor could be less than 5ft and the Gm has the choice between wither you can only fight in single file and whether you can only move in single file.. Note that you can fight effectively in a corridor no wider than your shoulders, indeed massed ranked combat training will take this into account automatically, you can even swing a great weapon, though your use will be predictable and should be penalised. However passing another character in such a small, space, with exception of clambering over a prone casualty, will not be possible.


e. Making a hash of things.
Hash shaped corridors, and to a lesser extent larger corridor pieces in general do have a genuine setback compared to small corridor tile sets. With a small tile set you can build to LOS, with a larger corridor set there will be some reveals. Yes its true this gives the players more info that they have, but don't worrit. First the more they think map the more they are there. Tile sets help just by being there, but corridors revealed in large sections revealing multiple paths or possible multiple paths if there are multiple exits which might link. These automatically add up to tactical possibilities for your players and draws them into the immersion. Second you as the Gm have a secret weapon, the rubble marker. A rubble marker should definitely be 2.5d, it should be flat enough for a miniature to stand on when you want it to but should be as tall as the 2.5d walls so you can make it some blocking terrain used as a defensive barricade, some loose rubble to slow down movement or a floor to ceiling rockpile from a collapse. In its latter from its especially useful for dashing hopes of adventurers who think they have a choice before finding out. If you are that type of DM you can place the rockfall rubble after you find which direction the adventurers go in, this will force a backtrack and thus make your hash shaped terrain piece longer in distance than it appears on the tabletop. You need not be crude about it either, if you include end pieces, especially ones that fit on tiles rather than caps them off map then the loop might be broken deliberately ending at a dungeon feature like a shrine or some such.
Now it has long been said that a good DM should not split the party, however that refers to discouraging the party from splitting, say half to the temple, half to the tavern where any adventure will be split and participation diluted. Tactically splitting the party is an excellent tool. You can do this unfairly at any time, a goblin spying through a peephole lowers a hidden portcullis when half the party is trapped, springing an ambush of monsters. However done on a hash the tougher half can race around to rescue to squishier half of the party, or be blocked from trying by a heavy defence. This adds a natural tension.

Tip: End caps. Even while making 2d dungeon tiles it helped to make decorative endcaps that fit on the tiles rather than capped around them. Having a corridor end in an idol turns the corridor into a faux room, and makes sense. In a 2.5d dungeon such a feature should be represented in glorious 3d like furniture and doors for extra effect. Back the end cap feature up with a section of 3d wall to the width of the corridor you block to accentuate the effect

Hope this helps.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Thank you for that well thought out post. There is plenty of useful insight there.

I completley understand what you are talking about. Some times scale and what's a practical layout for use with minatures, just don't match up.

Personally though, for situations like that, I just won't use miniatures for those encounters. In a minitures first game, like Heroclix, it makes sense to blow everything up in scale, like you've described, but for me, in D&D the minatures are just there to help me keep track of who is standing where, and blocking line of sight, etc..

In an attempt to keep it less cramped with tiles I'm building currently, the "5ft" squares are 1.25"-1.5", unlike the common 1" sqare grind you'll often find.

Unrelated: DreamSpiritWar built a wall-less dungeon tile set, for use with Warhammer Quest



It's a different approach. I prefer walls myself, but it does have it merits. You can just put tiles together to make bigger rooms, and you don't have to worry about wall thickness.

This message was edited 3 times. Last update was at 2015/07/28 12:36:09


   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

 adamsouza wrote:

Unrelated: DreamSpiritWar built a wall-less dungeon tile set, for use with Warhammer Quest



It's a different approach. I prefer walls myself, but it does have it merits. You can just put tiles together to make bigger rooms, and you don't have to worry about wall thichness.


Thats a bit of a waste. It would make an A+ arcane Sanctum from Diablo 2, but if you want o make height add walls, you get all the inconvenience of thicker pieces but more use from them.. Elevations are really useful only for making chasms and pits and stairs down, but this set doesn't seem to exploit that ironically.

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

If you scan through the video there are quite a few pit, lava, and other sunken features shown. I prefer walls too, but they've done a very nice job with those!
   
Made in gb
Highlord with a Blackstone Fortress






Adrift within the vortex of my imagination.

This is what happens when you get bored after watching half the video, and there wasnt anything showing in the panoramic shots at the beginning.

Still would have preferred walls to depth..

n'oublie jamais - It appears I now have to highlight this again.

It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. 
   
Made in us
Gargantuan Gargant





New Bedford, MA USA

This thread by Hallolweenville is pretty amazeballs.



It's mostly bookshelves, but it you watch the video he details out all of the easter eggs, which bring an amazing amount of detail.



   
Made in de
Shroomin Brain Boy





Berlin Germany

lovely work... i needed a bit of diversion and started making doors, but real furniture will happen soon for me too...
also... i am still thinking about how to floor my tiles...adding cork mat, or making my own cardboard stone tiles...?...hmmm.... decisions, decisions...

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

Cork mat isn't very affrordable here in the U.S., so I try to avoid it, but I have seen nice things done with it.

Thin Card Sheet makes nice floor panels, but it's fairly labor intensive.

Third option is you could just paint the floor on.


Automatically Appended Next Post:
Wyloch posted a free D&D 5E adventure with a walk through video of how to lay it out with his tiles.





This message was edited 1 time. Last update was at 2015/07/30 04:11:25


   
Made in us
Gargantuan Gargant





New Bedford, MA USA

If you haven't seen DMGInfo's Under the Tavern series, it's pretty cool
https://www.youtube.com/watch?v=XeFvVuK3NcI&list=PLw-XImXo4zfMW2HLYhjXgYcueUZRhRP20



He basically made a 5 level deep dungeon module and a series of videos that is basically a walkthrough of the adventure for DM's. It's fun to watch, as you get to listen to him narrate/DM while watching how cool his dungeon tiles look.

I personally bought the module as a PDF for $.99, but I find myself rewatching the videos, since they are short and it gives me great ideas for my dongeon tiles.

This message was edited 1 time. Last update was at 2015/08/02 06:22:40


   
Made in de
Shroomin Brain Boy





Berlin Germany

we had a first game yesterday...of course i was the DM...boy...i didn´t remember how talk intensive this whole RPG thing was...^^ my throat is sore^^

we played with a self made ruleset that left much to be desired... too bad that i still have not any good and easy rules... any idea where i could find some german ones? well... i looked around but still haven´t found a good match yet...

and the more i see this i need to make stairs^^

   
Made in us
Gargantuan Gargant





New Bedford, MA USA


Song of Blades and Heroes is a bit less RPG and more tabletop minaitures game, but it is cheap, easily usuable with dungeons and and a dungeon master, and available in German.

   
Made in de
Shroomin Brain Boy





Berlin Germany

good hint! thanks a heap matey!

   
Made in de
Joined the Military for Authentic Experience






Nuremberg

This is a great thread, I have been meaning to comment for ages but busy moving house and stuff. Gonna watch the crap outta all those videos.

   
 
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