Dungeonographer Map Software Updated; Beta Almost Complete
Last night I posted the updated version of Dungeonographer, my indoor (for dungeons, caves, buildings, etc.) map software project, and today I revised it again slightly. The latest version is “.96”
The reason for the two quick updates: The new graphics were increasing the file size too much, so I had switched the format for most from .png to .gif (which are much smaller.) That is what I posted last night. However, when I gave them another look I could see the differences. The .png based images were much better. So I compromised and only switched the largest few image files to .gif.
Before I go any further, to clear up some confusion: The tool allows you to toggle the map view between a simplistic line art map (suitable for the DM to print on a single sheet of regular paper) and a semi-realistic 1″ battlemat ready view. This can be printed to automatically span the entire map over multiple pages of paper as needed or you can select specific areas and it will span pages as needed or keep the map to one page if the area is small enough. This feature is in both the pro and free versions.
What’s New
- There are a bunch of new graphics for futuristic/modern/science fiction objects such as a spaceship, air-car, console, desk, etc.
- There are a couple of new graphics for any setting: a traditional desk and a rug. (Of course, the user can add other graphics.)
- There are several new line/wall styles for wood walls and metal walls in addition to the prior stone walls.
- There are a few new floor tile types for metal floors.
- The UI has been tweaked slightly. Most of the changes are behind the scenes to streamline the code.
What’s Next
- Address any bugs found.
- Allow the tool to shift the colors to the classic blue that was used for the maps on the inside covers of classic modules.
Give it a try and let me know what you think!
I used this last weekend to make a better copy of a dungeon map I had drawn on graph paper. It took me a couple tries to get the hang of some things, but in an afternoon I had my 30-area dungeon level done, complete with a few things I had to draw with circle / polygon tools as no symbols for everything yet. (I’ve got an old version of Campaign Cartographer, but honestly this is faster as the learning curve is practically non-existent. I have about the artistic ability of a blind one-armed arthritic monkey, although I can do some mechanical drafting as long as keep to mostly regular angles and such.)
One thing I had to keep doing was adjust the size % of the various icons like furniture and doors and such, as many of them seem to be in different scales. Not complaining! Just a small bump in the road.
(A few more different icons for things (a few more different trap symbols; one for a rubble pile – I used several dozen tiny circles to represent a pile of rocks blocking a corridor; one for some type of “mechanism” to represent mechanical devices such as winches, lever panels, etc.; was there one for a ladder already?) would be nice; I was using the more “classic”-style icons for that retro look for my map. One that was slightly confusing for a moment was the pit symbol with the “T” and also the furniture tables also labeled “T.” The classic symbol for pit trap in the old modules was a square crossed with an “X” if memory serves. Although that might get confused with the new “Futuristic Crate” symbol… I just decided to read “T” as “Trap” instead of “Pit” and numbered them and detailed in my dungeon room key.)
I printed it out at 4 squares to the inch so it matched my original map drawn on graph paper. Waiting eagerly for that “blue color shift” feature!