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Sewer - dry run
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TOPIC: Sewer - dry run
#53911
Sewer - dry run 1 Year, 2 Months ago  
I had a lot less time to do this than I wanted, and I had to photograph it at night, with really bad lighting. So, yeah, these aren't the best pictures. But I wanted to see how it might be possible to do a sewer set with just lake expansion pieces (and a few lake pieces) and the regular dungeon pieces. I used stair pieces and pedastals to make bridges and suggest grates, and it seems to work. With more time I could probably come up with something better. But this does sorta kinda work pretty well.









Law
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"In every real man a child is hidden that wants to play."

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#53912
Re:Sewer - dry run 1 Year, 2 Months ago  
Last pics...








Law
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"In every real man a child is hidden that wants to play."

-- F. Nietzsche
 
#53914
Re:Sewer - dry run 1 Year, 2 Months ago  
Looks good! The portcullis over the lake tile worked nicely. I like too how you narrowed the sewers by using the stairs and pedestals. Good thinking!
Arcarius2001
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aka Dwarven Ale on Facebook Old School Gamers, Old School Miniatures, and Fantasy RPG Terrain groups.
 
#53915
Re:Sewer - dry run 1 Year, 2 Months ago  
That setup gets a

YOU ROCK THE FREE WORLD!!!

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Over 143 Sets (Expanding), 300+ Loose Pieces (Expanding), 11,000 plastic figures (Expanding), 1,000 metal figures (350 actually painted)
 
#53920
Re:Sewer - dry run 1 Year, 2 Months ago  
The set up and the lighting actually works really well. I am getting flashbacks to the sewers in Oblivion. Very inspiring and thought provoking.
Wiglaf
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Gather ye rosebuds wilst ye may
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An' this same flower that smiles today,
Tomorrow 'twill be a-dyin'.
 
#53921
Re:Sewer - dry run 1 Year, 2 Months ago  
That is a very cool combination of those sets to get something totally different and amazingly accurate! Don't ask me why, but for some reason the one curved corner piece you used makes your set-up completely perfect.

Perhaps it makes my mind continue to fill in the gaps (archways, etc.) with other curved pieces that one would see in a sewer. Or maybe my allergies have finally won me over with this head cold it's beating me with - either way, PRIMO job!

jasdotcom
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#53924
Re:Sewer - dry run 1 Year, 2 Months ago  
Law, I like all your Set combinations. ...You're gonna reach 3000 posts soon!
biowizard
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#53926
Re:Sewer - dry run 1 Year, 2 Months ago  
Wow, thanks guys! Seems like I'm in the minority in disliking how it came out! :)

I did learn a few things about the gap between what I was aiming for and what I ended up with.

- The use of the curved corner pieces IS awesome, I agree. Need to figure out a way to do something more with them, though. Either just frame the whole layout so the far corners are rounded (which is... fine) or have some kind of rounded chamber somewhere (hmmmm...maybe). Or.. something.

- The gates across the walkways are nice, but I realize now what I REALLY want is to have them serve as frustrating barriers that force players off the safety of the walkways and into the muck. They do that now, but I want them to be placed so that there isn't a whole room on the other side of them, just more walkway -- so the gate is nothing more than a bare obstruction. That means placing rooms on the other side, because the design of the prison walls means I have to place them along a wall that belongs to a different floor (if you catch my meaning). The point is, I want the effect to be that of a long walkway interrupted only by this gate barring the path.

- I also realized that one of the effects I couldn't produce -- the sense of the water disappearing into a grate or tunnel that was narrower, where the players couldn't easily follow and certainly couldn't just walk -- I now have a better sense of what to do. Also it would break up the monotony of the layout. The answer is so simple -- just have some rooms where the walls face the other way, so the whole floor is just water! That way you have a space where the walkway ends at a wall on either side, and the water keeps going, and for a time the water is just surrounded by walls -- giving the impression that it's in a tunnel. And, again, the layout is more dynamic that way -- you get less of a sense of one giant rectangle that is bisected periodically by walls that cut through floor and water equally in straight lines. Instead the rooms themselves have less of a grid-like layout, walls don't always line up exactly along the same axis, etc. Definitely gonna do this next time.

- The small stairs work really well as bridges. I could only find three of mine while taking the pics, then I found the fourth after I was cleaning up. D'oh! Could have used another bridge, or done somethign else neat.

- The pedastal/portcullis combo DOES work really well. Sadly, I only have 5 pedastals (that I can find). That means I can only do it once. BUT....

- I did realize, afterwards, that the large stair pieces, if placed backwards, serve the same purpose. You still have the door on one side to deal with, but that can be hidden (or made use of). Either way, that's how I'll frame the second portcullis gate next time. Instead of having the stairs facing sideways, with the portal all the way to one side, have two stairs on either side, just like with the pedastals, and turn the stairs 90 degrees to frame it.

- I don't like the quick re-routing of the river, the way it turns 90 degrees and then quickly turns back. It leaves awkwardly large chambers that are mostly water and don't do much. I'd rather have the stream, once it turns, stay straight for awhile, before turning again. That way, also, the viewer has the benefit of seeing the stream from both a horizontal and a vertical perspective in the same layout -- you see a huge chunk of it moving away from you/towards you, and also a huge chunk of it just moving along the horizon. It would be more visually interesting, I think.

Of course, with more time, I'd also populate the place. Probably not much by way of treasure or furnishings -- I like the creepy bare look for this. But certainly more than rats should live there. If ever there were a time for me to pull out my tentacles! And a few Catacombs skull piles would fit in here as well.....
Law
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Last Edit: 2013/06/12 07:19 By Law.
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"In every real man a child is hidden that wants to play."

-- F. Nietzsche
 
#53927
Re:Sewer - dry run 1 Year, 2 Months ago  
Just a thought, you might place the classical walls on top of the water tiles, not just side-by-side. This way, you could have the waterways narrower and it would heighten the walkways in regard to water as they should be.
biowizard
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#53938
Re:Sewer - dry run 1 Year, 2 Months ago  
Great feel to the place. It makes the water pieces quite ominous. I like the thoughts you have come up with after putting it together and reading other comments. A great start with some good room for improving it.

Let us know how you populate it, too, please.
gamerrev
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