Perspective Mapping (CSC)

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Imagine craning back to stare at a tall building, then realizing that it's in the way and must be scaled, or staring down into the depths of a crevasse, looking for the handholds that will make it climbable. Views like these are hard to depict in a typical orthographic map. If the DM feels equal to the task, a style of mapping called perspective mapping can provide more drama and clarity to the DMts maps. Perspective mapping has advantages and disadvantages compared to standard orthographic (top view) mapping. On the positive side, a perspective map conveys the three-dimensional nature of a setting much more realistically than an orthographic map. The position of each dungeon, castle or cavern level relative to all other levels is much clearer, and the connections between the levels are easier to see.
On the other hand, perspective mapping requires more knowledge and technique than standard mapping. Raised features such as staircases, spiral stairways, platforms, ramps, and any other three-dimensional details will obscure the view of areas immediately behind them. Also, the smaller squares to the rear of a perspective grid tend to cramp design if used for areas that need careful attention to detail. Finally, a perspective map takes more time to draw than an orthographic map.
However, if one has the time and doesntt mind learning a few relatively simple techniques, it is possible to create maps that communicate much more information than the size of a room or whether the door is in the north or the east wall
It is possible to use a "forced perspective" on maps of this type. If you flip to the back of the book and examine the generic dungeons which we have provided, you will note that they do not suffer the "cramping" of squares in the background. In many ways, a forced perspective map like this combines the advantages of an orthographic map and a perspective map.
The first mapping technique requires the DM to make a few photocopies of the forced perspective grid printed at the back of this book. TSR hereby grants permission to photocopy the perspective grids for personal use only. Make one copy for each floor or level needed. Make a few extras too. A photocopier with enlarging or reducing capabilities is a real help here.
The second technique requires tracing paper (see Tools of the Trade earlier in this chapter). Place the tracing paper over the selected grid and trace only those portions needed for the perspective map, then draw in necessary map details. While it is possible to hold the tracing paper in place by hand as the grid is drawn, taping the tracing paper in place is a better technique.
Take precautions before taping or the tape will eventually ruin the pages of the book. To avoid this, place clear tape on the comers of the page and secure your tracing paper to the taped portions only.
==Selecting a Starting Point==
Start the design as close to the front of the grid as possible. This does not mean that the entrance to the area depicted must be at the front of the grid. The DM may wish to have the adventurers enter at the rear of the map and work their way to the important areas detailed in near the front.
If an area has multiple levels that will be drawn on several different maps, assign one square on the map as a control square. This is a single square on the grid, located roughly in the center of the area being designed. It is a good idea to center the control square under the highest tower or at the midpoint of the top level of the design. When a new level is created, align the control square vertically with the control square directly above or below it.
If each level of the designed area is approximately the same shape, the control square should be the same square on each grid. If photocopies are used, line up the grids while looking through them at a light. If using tracing paper, mark one square on the grid with a small dot and line the maps up using the marked square.
==Drawing the Map==
Once the grid is established, drawing a perspective map is very much like drawing a top-view map. The main difference is that the squares making up the map grid are not true squares. It may require a little practice, but soon, drawing perspective maps should be as easy as drawing the top view variety.
It is a good idea to draw the outer limit of the design first. This aids in seeing the overall structure and makes it easier to line up the maps of the various levels. As an alternative, try starting with a huge staircase or centrally located atrium that includes access to areas on several levels.
==Mapping Symbols==
The symbols described earlier for use with orthographic maps can usually be translated directly onto a perspective map. Doors, trapdoors, curtains, furniture, and many other symbols can be used in the same manner. However, the symbols for certain three-dimensional objects, primarily stairways, must be changed slightly, since the map must display both their horizontal and vertical aspects.
The map grid provided later in the book contains a number of different stair graphics, both simple and complex, to be traced, copied or hand-drawn into the DM's maps. Use the ones that work best with the selected map.
==Splitting the Grid== When a multiple level area is designed, the DM may wish to mimic Ininor changes in altitude by cutting the grid (we recommend using a tracing or a photocopy) into the appropriate pieces and shifting the individual pieces up or down slightly to show the level changes. Two techniques, one using tracing paper and the other photocopies, are described in step-bystep sequence below:
===Technique 1: Tracing Method===
# Draw the main floor grid on tracing paper, except for the areas to be raised or lowered.
# Look at the grid through the tracing paper and find the grid area to be elevated. Pull the tracing paper down until the grid area appears to be at the correct (scaled) height above the main floor.
# Draw this grid area in its correct location on the tracingpaper.
# For areas below the main floor of the level, move the tracing paper up until the correct grid area is below the main floor. Trace this grid onto your paper in its proper location.
===Technique 2: Photocopy Method===
# From a photocopy of the grid being used, cut out all of the grid areas that need not be raised or lowered.
# Glue or tape the rest of the grid to another piece of paper. This protects the holes cut in the grid, and allows one to draw or paste symbols over them.
# Put the small cut-out grids on the sheet created in step 2. Judge how high or low they need to be to indicate the proper elevation. The horizontal lines of the grid should help to make this calculation. For example, if each square equals 1 0 feet, and a platform is supposed to be 20 feet tall, simply measure the front of a square along the cut line and place the platform grid twice that distance above the cut line.
==Horizon Lines==
The sample grid in this book includes a horizon line, a dotted line above the grid. The purpose of the horizon line is to help the DM view the grid correctly. In order to correctly orient the grid, tum it so that the horizon line is horizontal, or level.
The horizon line can also help the DM draw vertical lines on the grid. Pillars, staircases, ladders, and other primarily vertical objects should not look as if they are about to topple. With a T-square, or a triangle that includes a 90 degree angle, the DM can use the horizon line as a guideline to accurately draw vertical lines. To draw a vertical line, simply make sure that it is perpendicular to the horizon line.