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TOPIC: Need narrow pieces.
#58880
Need narrow pieces. 5 Months ago  
So I have recently started running games with my DF Game Tiles and I have found a problem. The DF tiles come of a width containing 4 1in sqaures equalling game space of a ten foot by ten foot section. The trouble I am having is that in some of the premade modules floor areas aren't in multiples of 10.

For example: How do I make a hallway that is 45 foot wide by 65 foot wide? With the 4square by four square setup this is not possible. Does anyone have ideas or solutions that they have tried here?
prophetic_joe
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#58883
Re:Need narrow pieces. 5 Months ago  
Typically speaking you'll have to take some liberties with recreating maps.

If you got stretch goals you'll have some freestanding walls which you can use for small sections of adding 5' sections.

Otherwise you normally need to round up or down, based on what feel you want for the room. Often rounding up is the right decision, but then possibly add some extra stuff (furniture/rock piles/etc) to get back to the same easily navigable areas, etc.
nielsene
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#58887
Re:Need narrow pieces. 5 Months ago  
The standard corridor using two walls is only 2 squares wide. the partial squares next to the walls are not really functional as squares but leave the area open to allow models to be easily moved to and fro.

as for recreating narrow or odd numbered spaces, i have sawed a floor tile in half using a small razor saw. this could be used to make a three space corridor (putting the 2x1 square floors between two walls. You can also saw the wall piece for a wall of odd length.
TylerT
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#58890
Re:Need narrow pieces. 5 Months ago  
If DF produces a Game Tiles 1*2 floor piece, the logical consequence is that DF needs to also produce 1*1 floor piece, 1*2 straight wall piece, 1*1 straight wall piece, 1*2 left corner piece, 1*2 right corner piece, 1*1 corner piece.

I unfortunately think odd pieces is against the very concept of Game Tiles: as little pieces as possible to drive costs down.
biowizard
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#58894
Re:Need narrow pieces. 5 Months ago  
biowizard wrote:
If DF produces a Game Tiles 1*2 floor piece, the logical consequence is that DF needs to also produce 1*1 floor piece, 1*2 straight wall piece, 1*1 straight wall piece, 1*2 left corner piece, 1*2 right corner piece, 1*1 corner piece.

I unfortunately think odd pieces is against the very concept of Game Tiles: as little pieces as possible to drive costs down.


This!

Thank you.
jackattack
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#58913
Re:Need narrow pieces. 5 Months ago  
i don't understand the need for official narrow pieces.
Most of my monsters and miniatures would not fit the old MM narrow intersections. Here is an image to explain what i am talking about.

this is a 2x2 intersection. you can also make a T intersection. these ones have enough room to grab and move miniatures inside of them.
TylerT
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#58914
Re:Need narrow pieces. 5 Months ago  
Alternatively you can just turn the wall side around so there is no additional part.
maximillian
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#58949
Re:Need narrow pieces. 4 Months, 4 Weeks ago  
I tend to find that I mostly just use published maps now as a guide for what a layout will look like.

That gives me more creative freedom in making the encounter area and adjust it to my players. In particular, I think most maps are too small - especially with 6 players (and their animal companions, etc.) - and so tend to expand things.

DF does have a narrow passages set, but I generally don't use them unless there is a specific reason I'm wanting the 5' corridor, but otherwise, I don't sweat a 5' difference.
Fu-Man Chu
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