I took a little break last week, as I have a holiday and wanted to spend a little bit more time away from the PC. This week, I’m back with a Heroquest map made in Dungeondraft, which is the eighth mission of the game: The Fire Mage.
Interpreting the maps and making decisions
Surprising this time around is that even the US version of the map is incredibly spare. There’s almost nothing to fall back on to interpret the map! It goes without saying that the US version has more monsters and traps, but that tells us little in terms of working out the map itself.
This led me to quite the concundrum in trying to work out what to do. There’s some manner of study or laboratory in the middle, that’s for sure. The only other two rooms with an item have a single chest and a single table, which leaves us with very little information.
We can nevertheless glean some things from here. Firstly, the entryway being such a long hallway around the actual route even though a quick turn to the right would have been easier suggests a natural environment to me. If it were designed, there’d be little reason for such a long detour. Furthermore, Balor waits at the top left (and the notes tell us he teleports to the middle once the Heroes see him), so that seems to be some kind of parlor or reception room. Lastly, there’s a few dead ends on the map, further suggesting a natural origin to the map.
So, the large areas of unused space could be gaps, natural formations, water, or something of that ilk. However, given the number of dead ends that appear to have been paths at one point, I would sooner suspect this is a cave of some sort that has suffered some cave-ins that have ruined paths previously traverseable. So, tentatively, I’ll consider this a cave with a reception area at the top-left, which would suggest to me that the bottom-right may be a more personal space.
Information from the flavor text
As usual, I next turned to the flavor text in the hopes that this would help provide me with some more context to interpret the map.
This time, the two stories are pretty much the same. Most differences are probably caused by the lacking fantasy vocabulary in Dutch in the late ’80s and early ’90s.
The Fire Mage
The Orcs of the Black Mountains use magical fire in their attacks. Balur, the Fire Mage, is suspected of helping them. Magical fire cannot harm him and the King’s wizards are unable to break his magical power. That is why ye have been chosen to enter his fortress deep underneath the Black Firemountains. The King will reward each of you with 150 gold coins for the eradication of Balur.My translation of the Dutch version of the text
The text clinches the map themes for me: firstly, the setting should indeed be a cave, since Balor dwells far below the Dark/Black Mountains. Since he is a Fire Mage, and immune to all fire magics, I think it would be really interesting to make fire a repeating theme here. I haven’t taken the opportunity yet to work with the materials-menu in Dungeondraft and I know that lava is one of the available materials. So, it’ll be interesting to make that unused space in the map be lava.
We’d decided based on the overall map above that there were a few cave-ins blocking off standard routes, so that suggests that this level of the keep isn’t maintained all too well. So, that too would be fun to feature here. Lastly, we’re dealing with an apparently competent user of magic, so I think those traps on the map may be magical in nature: runes and glyphs and so on.
Translating into a final map
So far, I hadn’t really marked traps off on the maps, so I wanted to give that a try this time. Obviously, I didn’t want to give anything away necessarily, but at the very least there could be a little hint. So what I’ve done is placed little magical circles on the tiles that were marked for a trap. They should be easy to spot if a player is paying attention, which would encourage a more in-depth look at the map.
Working with the lava material in Dungeondraft was interesting, as it works pretty similar to the water tool. With both, I don’t feel fully in control of the shape I end up getting. On the one hand, that’s good, because I want to have natural and unusual shapes; on the other, however, I do want to have a reasonable expectation of what will happen when I use a tool. Nevertheless, I like the look of the lava so far. What I did need to do to really make it work was add high-intensity but low-range red colored light sources mixed with a low-intensity but high-range orange light on top of the lava. Adding those things together resulted in the lava itself being quite brightly lit yet the environment having an orange-reddish hue everywhere. I think the result looks absolutely sweltering.
The other lighting trick that I wanted to try out was to have various magical lights in the central room by using different colors for the candles. While you can see some purple in the bottom-right of that room, it didn’t really pop as much as I would have liked. That’ll certainly take some more experimentation.
The shadowing on the spiral staircase really worked out, though. In fact, it gives such a stark contrast that I think I may want to accent that a little less next time. Overall, I’ve been working on my use of paths more this time, adding little details such as a rope hanging from the winch in the starting room, the snapped bridge at the bottom, or the runner in the two top-left rooms.
The last lighting trick that I tried was to decrease the opacity of the environmental light. Before, I kept it at 255 and switched it to a dark blue, making the maps incredibly dark. This time, I kept the blue tone but I turned the opacity down to somewhere around 120 to just give everything a shadow. I think that turned out quite well, suggesting a darkness but keeping everything visible. A lighting trick that I didn’t get to apply was to try and darken various layers. This map has three layers of depth: the lava, the play area, and then the raised area above the map. Since the lava is a light source, I couldn’t shade that for being deeper; conversely, the raised area about the map is greyed out with dungeon texture, so that didn’t need additional work either. Hopefully, the next map will give me some more opportunity to work with various depths!
Either way, here is a small version of the map:
For a larger version of this map, have a look at the Reddit post I made about this: