Maps | Dyson's Dodecahedron Updated July 18th 2018 – 625 Maps Good lord I love maps. When I started this blog I hadn’t even considered using it to fulfill my map fetish in some twisted way. But now it is best known for my maps. So here I’m collecting all my maps so you don’t have to dig through the whole archive of blog posts to find them. They are presented in reverse chronological order, starting with the most recent maps and then proceeding into older and older examples of my work. I’ve also included a legend of the majority of the mapping symbols used throughout these maps (well, mostly the overhead maps – the side-views are pretty much the same and/or self-evident I hope). Overhead Map Key There are several groups of maps I’m not linking to here, for those you’ll have to go to their appropriate pages: Ruins at the Three Pillars of Ssa-Tun Delren Street Sewers DiTullio Islands The Dragons Nest Proving Grounds of the Mad Ogre Lord Wharton Mine Crypt of the Queen of Bones Temple of the Jade Gorgon The Savage Caves The Strike
What's Hiding Beneath New York City Is Amazingly Creepy Posted in New York February 04, 2016 by Lea Monroe Full of historical secrets and wonder, the ground you’re walking on in New York may hold more mystery to it than you would ever imagine! Hiding over ten stories beneath the streets of the city and the world-renowned Waldorf Astoria luxury hotel, lies a secret subway platform that will have everyone wishing these walls could talk. Like something out of your favorite book, at the turn of a brass knob behind a secret door on 49th Street, awaits Track 61. When the Waldorf Astoria first opened its doors, it had publicly announced the high-end private railway would be available for use to its guests, but would never be intended for public passenger use. Due to the overall secrecy surrounding Track 61, it's often hard to distinguish between rumor and truth when it comes to stories of those who have supposedly used the railway. So, how did President Roosevelt benefit from this hidden track and how exactly did this all work?
Grid Paper PDFs Free Online Graph Paper / Grid Paper PDFs Downloadable and very printable, I find these PDFs extremely useful. Tip number one! Though I do return the correct header for a PDF, sometimes Explorer gets confused when downloading... So if you're running Windows, you may need to right-click a link and choose "Save link to disk". Tip number two! Some people may need to turn off the option in Adobe's Acrobat reader "shrink to fit" which may resize the grid slightly to fit your printer's printable area. Tip number three! If you want the hexes aligned with the other edge of the paper, just make your paper size "11 x 8.5" and print the result in landscape mode! Translations Belorussian (provided by Ucallweconn weblog) Other
National Park Maps 2015 Dodecahedron Cartographic Review - ZERObarrier The 2015 Dodecahedron Cartographic Review is an 88-page curated collection of most of the maps and descriptions thereof that appeared on Dyson's Dodecahedron throughout 2015. Designed to be a letter-sized spiral bound book, this digital edition also includes a second version of the book where many of the maps have been resized (larger) to better fit the page once all the text has been removed. Unlike the maps of Dyson's Delves I and Dyson's Delves II, the maps I drew for the Dodecahedron in 2015 were predominantly drawn on letter-sized paper, so a different format of map book was needed for this review of the year's cartography.
The Dyson MegaDelve | Dyson's Dodecahedron 3 Votes The Dyson MegaDelve is a dungeon map that I started in late 2014 and finished in early 2015. It started as a “small” megadungeon and gradually evolved into a 30-map monstrosity. Node Map (click to enlarge) That’s the full list of the maps involved and how they connect. Here’s the maps in question: They come together into something like this: The Whole Mega Delve (click for huge graphic) Share this: Like this: Like Loading... Follow Get every new post delivered to your Inbox. Join 728 other followers Build a website with WordPress.com %d bloggers like this: These Cartographers Are Making Awesome Fantasy RPG Maps For Your Campaigns Finding other encounter and campaign maps for your RPG is as easy as a Google search, they say. However, rummaging through a few million maps and trying to research their individual copyrights might not be how you want to spend your time precious time. And that’s where the cartographers on this list come in. For one, it’s a darn good bet the maps you’re looking for can be found on their sites. Dyson Dyson has been tabletop gaming since 1979, and since 2009, has been posting all kinds of tabletop and RPG goodness to the Dyson’s Dodecahedron blog. But what Dyson is most known for are his superb RPG maps, which can be found in the Dyson’s Map Archive section of the blog. Twitter: @DysonLogos Patreon: Dyson Logos YouTube: Dyson Logos Elven Tower Elven Tower is the RPG publishing site of Derek Ruiz, aka Derek Von Zarovich. Click on the Map Vault link to see the list of all the maps available. Twitter: @ElvenTower Patreon: Derek Von Zarovich Mike Schley Rue Ink
Dave's Mapper A Map of San Francisco, After a Catastrophic Rise in Sea Levels Far in the future, San Francisco's Divisadero Street is a cruise-ship harbor, taco trucks have become taco boats, and the Mission District is a beloved site for scuba diving. That's the waterlogged vision of cartographer Brian Stokle and Bay Area blog Burrito Justice, who've made a fantasy map of the city post-200 feet of sea-level rise. The map, though it's been around a while, is getting its wonky due in a new urban-cartography exhibit at local urban-planning think tank SPUR. There's a fake NIMBY group, the Submerged Historic San Francisco Preservation Association, that rails against high-rise development with the battle cry, "Old San Francisco is still alive in our hearts and minds, even if only the tops of the buildings can be seen! Unlike most coastal areas of the former United States, the population of the archipelago has dramatically increased despite the 200 foot rise in sea level over the past 60 years. How likely is a 200-foot jump in sea levels?
World Dream Bank: PLANETOCOPIA Planetocopia is a group of model worlds supporting intelligent life. They fall into four series: Tilt! (Earth with different poles), Futures (set 1000 years from now), the Biosphere Variations (diverse experiments in planetology), and Caprices (whimsically altered Earths). Set 1: TILT! Alternate Earths that evolved with our geography, only tilted. Set 2: Futures Three worlds on the same day 1000 years from now--all of them profoundly transformed: Set 3: The Biosphere Variations Inhabited worlds so unEarthlike that most exobiologists would write them off--prematurely. Biosphere Variations under construction: CAPSICA is a hot world, averaging 50°C (122°F)--that's 35°C (63°F) hotter than Earth, and daytime temperatures in the Capsican lowlands will run 10-20° hotter still. Set 4: Caprices This new set of worlds in progress is a ragbag of whims: poor old Earth with just a few tiny changes... In 2016 I finished Kakalea, in 2017 Abyssia. Inversia's companion-world, Siphonia, is much farther along.
A Sprawling Videogame City Filled With Buildings Made by Generative Algorithms Game designer Cedric Kerr developed an architectural engine that allows for the rapid creation of buildings to fill out virtual landscapes. Cedric Kerr Kerr only needs to draw an outline of a building and then can stretch it in any dimension while an algorithm populates the form with doors, windows, and other architectural details. All the buildings feature strong right angles which is partly a desire for an oppressive, Brutalist architectural vibe and partially a limit of Kerr's algorithm. Kerr hopes to explore other architectural styles as time permits. In addition to creating unique building, Kerr developed an engine that would automatically populate a landmass with a sprawling city. Dynamically generated elevations are the newest addition to the landscape and could influence gameplay in interesting ways—e.g. missions that require escaping to a mountain hideaway. His goal was to create logical, but not predictable, levels like those found in procedurally generated 2-D games.