Thursday, June 14, 2012

Sci Fi WorldWorks Titan Goal

Okay, so after playing around with the basic printable scenery I got on rpgnow, I decided that I wanted thicker walls. And more details and variations (it only has one floor tile).

I've looked at WorldWorks Games scenery before, and tried out some of their stuff ages ago. They've come a long way since then - in particular, their 'slot together' model system they use now is fantastic, and the level of detail has really ramped up.

I got their TerrainLinx planner program, so I could map out a test map on my screen using the Titan series of sci-fi walls, streets, interiors, computers, cars and stuff. The photos I've seen of people's completed maps using these tile sets look amazing, so I'm going to take the plunge, get all the materials, and attempt to create a map for mini games using the Titan series of scenery sets.

Here's a link to some of the Titan pages, and some other pages with photos of Titan scenery being used. I'm thinking of using Streets of Titan and Titan Control, as well as some of the vehicles.

This guy's got a complex coming together, with the attachments you put atop the walls to make them look thick.

The wall thickeners also let you stack additional floors of levels on top of each other to make multistory buildings.

This guy's playing around with using tiny lights to make spotlights and streetlamps built into his maps!

Here's my first test map idea. The TerrainLinx planner lets you see all the parts available in each TerrainLinx scenery set, and as you drag and drop pieces onto your tabletop (and you can define the size of your gaming table too!) it creates a list of each product and each page that you need to print, to make what you've drawn on the screen!

All the walls are marked in with yellow lines. The green markings are where connector posts need to go to connect the walls together, and to connect them to the floor tiles. The rest is overhead view of the floor tiles, being room and passage interiors, sidewalk and alleyways, and streets. I threw in a loading bay in the northern building too. The darker squares on the sidewalk areas are VTOL landing zones.

This layout should be good for a range of games: Rebels (Imperial Guards) vs Planetary Guard (Space Marines) in a rebel uprising on some distant world. Or civilians scattered about, with Marines trying to rescue them from randomly wandering/attacking aliens that have infested the city!

I also want to use it for my solitaire Infiltrator scenarios - I've been designing a solitaire adventure game based on Traveller rules, where the player is an Agent for hire with special skills and abilities, and the map has terrorists, or foreign law enforcement, or mafia thugs, or whatever, that are placed around the map. Each room and some outdoor locations have waypoint counters put on them. The enemies will roll dice to radomly determine if they hang out where they are, or head to a different waypoint. The player must navigate the map to achieve objectives (assassination, hostage rescue, steal data from computers, sabotage, etc) without getting caught, with bonus mission rewards for never being seen, not setting off alarms, or not killing anyone, and stuff like that. Rewards can be spent to train up skills, or buy cool gadgets (like stealth armor that makes you invisible if you stand still - as long as no one tries to walk through your space).

Anyway, the map pieces can be freely rearranged to make other maps, and if it works, I can make additional walls and floors, to make a range of levels - spaceship and space station interiors, underground military complexes, and so forth.

I'll hopefully be able to get this project started around the end of next week :)

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