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Masterjock Profile
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Registered: 07-2010
Posts: 9
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Suggestions for new rooms


Hi guys

Im currently building a 3d quest dungeon from Hirst arts stuff to match the original box pieces.

After this I wanted to make some of my own dungeon rooms up for added coolness, Im aware there are some user created ones out there but I would like suggestions that I could try and make myself.

Ive came up with these so far

Torture room/ crude operating room- basically a room with a central table for torture and crude medicianl use with lots of blood on the floor and random body parts here and there

The well large open room with a well in the middle with water effects on and a large reptillian arm coming out , some fishbones scatered here and there as well


all help greatly appreciated guys , also if this is in the wrong place can a mod move it please? thanks

Last edited by Masterjock, 29/Nov/2011, 12:58 am
29/Nov/2011, 12:55 am Link to this post Send Email to Masterjock   Send PM to Masterjock Blog
 
OldWarrior Profile
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Suggestions for new rooms


quote:

Masterjock wrote:
also if this is in the wrong place can a mod move it please? thanks



Welcome to the WHQ board!

Looks like it is in the right place to me. emoticon

Sorry that I am no help at all for your project. I would love to see any pictures of your work when you get some done though.



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29/Nov/2011, 12:58 pm Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Masterjock Profile
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Re: Suggestions for new rooms


i'l put the thread of my work up when I get in from work
29/Nov/2011, 10:44 pm Link to this post Send Email to Masterjock   Send PM to Masterjock Blog
 
Nachie Profile
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Re: Suggestions for new rooms


Well, based on the pictures you've put up in that other thread, you're already off to a great start! Definitely like the modular aspect of your rooms, and in that vein I would encourage you to, rather than hard-modeling in terrain features, just create as many adaptable rooms as you need and then make the different terrain elements (wells, pits, scaffolds, whatever) separately so that you can use them as you need them.

I'm assuming that since you're making big 3D pieces, storage space is not a huge concern of yours, but keeping the dynamic terrain elements separate from the basic "building blocks" of the dungeon rooms themselves will in the end allow you more bang for your buck in terms of variety of pieces vs. shelf space needed to accommodate it all.

Since you're using the Hirst Arts molds, here's some great inspiration: [sign in to see URL]

This guy on WarSeer is making the best Mordheim terrain I've ever seen, and if you go far enough into the thread you'll see he's also made a bunch of dungeon pieces as well. Lots of fun stuff in there, and I would contend that some of the best games of WHQ take place outside the dungeon, so don't let one setting limit your creations! Even if you're just sticking to indoor locations, why not make a room with wooden floorboards (could be tricky while preserving the 1" gird...) that can be used as an alehouse?

There are plenty of minis companies out there that already make things like shelves, treasure chests, etc. and those can really add a lot to your rooms.

Thematically, I'd say maybe you'd like to try making rooms that are particularly suited to a certain monster type. So for example, a Skaven lair with dirt floors and such? Or a cavernous hollow with stalagmites everywhere?

The last thing I'll say is that any terrain features that create more interesting or tactically-complex settings for your WHQ battles/encounters would be at the top of my list. So perhaps some flooded tiles? or rope bridge tiles? Your only real concern is that 3D tiles tend to become difficult to use when you actually sculpt in different levels, but with some imagination you can definitely make it work!

Great job so far, and good luck!
30/Nov/2011, 1:46 pm Link to this post Send Email to Nachie   Send PM to Nachie Blog
 


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