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Blue Dungeon Tiles are double-sided, 1” grid, map tiles in old school blue. They work with dry-erase, wet-erase and permanent markers.
962 backers pledged $60,901 to help bring this project to life.

Transparency 4x6 Overlay Tiles - Radial and Hex

Posted by Kevin Chenevert (Creator)

The bulk of the feedback has been for: 

  • Transparent tiles to represent spell and blast radius and possibly illumination
  • More Cavern tiles
  • More Tech Decor and Tech type tiles

I will keep collecting comments from you guys and try to put together some concept images of each option before creating a poll so it will be less abstract.

So, following are some quick examples of various tiles that could be transparency overlays.  The final selections could be a few or each, combinations of each style, or some new variation that you think to tell me about.

I strive to make items with the most versatility.  Different games handle "areas of effect" in different manners so that complicates things.  D&D 3.0, 3.5, 4 and Pathfinder use a square grid and some awkward adaptations for things on a radius.  In looking closely however, a radial overlay will still work with this system.  If the majority of a square is within the curving radius, that square is effected.  So overlaying a radial curve on a grid should still work for purists of those games.

I liked the idea that someone made for an overlay that could express illumination levels.  I have attempted to combine that with a template that shades different levels of a blast/spell radius.  In the SRD, a torch clearly illuminates for 20' and at 40' only dimly illuminates.  At the 1"=5' scale we quickly run out of space on a 4x6 transparency.  Despite this, I think there are options worth considering.

To cover the larger areas, envision that tape or drafting dots will  hold these tiles together.  If done with some forethought, the tape can act as hinges and the bigger "mega tile" will be able to remain taped and be folded to a smaller size and still fit in the case.   

Following are some options in radial overlaying a grid as well as hex.  I have not researched pricing for printing and cutting transparencies but wanted to give you all something to look at and think about.  As always, comments are welcome and requested.

RAD1 - Simple Clear Radius Grid Overlay, Single and 4-Grouping
RAD1 - Simple Clear Radius Grid Overlay, Single and 4-Grouping
RAD2 - Graduated Radius, Corner Origin Grid Overlay, Single and 4-Grouping
RAD2 - Graduated Radius, Corner Origin Grid Overlay, Single and 4-Grouping
HEX1 - Center Origin Graduated Single & HEX2 - Corner Origin Graduated Single & 4-Grouping
HEX1 - Center Origin Graduated Single & HEX2 - Corner Origin Graduated Single & 4-Grouping
HEX 3 - Simple Clean 1" Hex Grid Overlay
HEX 3 - Simple Clean 1" Hex Grid Overlay
Zach Loveless, Phasmtis, and 2 more people like this update.


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    1. Kevin Chenevert Creator on

      I like the idea of ditching the grid and I will do a mock up. Gregory, good point about illumination and darkness.

      If there can be some consensus on one design, here is the question? Would a design like what Gregory suggested meet everyone's (grid folk and hex folks) needs?
      It would essentially be RAD 1 without the grid lines and maybe a few tick "+" marks to show origin. Lastly, some very light dash lines to show cone areas. I will try to post an example of this today.

      If pricing allows, and it makes sense, I am not opposed to offering a range of different designs.

      My home laser printer is out of toner and I also need to get some transparencies. As soon as I address this I will make prints and take photos of a mock-up with the tiles and some miniatures. Thanks for the great feedback and ideas!

    2. Jazzy Bear Brown on

      Have to agree with Dave, having no grids on the overlay is the way to go. The point of transparency is to let the grid from the battlemap show through. This means only the "rings" in the case of light would show. Things like spells are used to see where you can target the bad guys and miss your own team members.

      Surprisingly, light to me seems the least important, because it goes much further in virtually all games. Plus low-light and darkvision mean there is not too much on any map that is not discoverable to someone in the party.

      Darkness is different. Just played last week with a Darkness spell and we had a template for it. It was very helpful. The radial versions will probably be the best, as they are independent of the both the map and the system.

      Again some rules target corners, and some target centers, some target both, so gridding is a waste. Just make sure the SCALE is there if needed internally and then the outside will determine coverage. This would allow your 4x6 size to go out to 40 foot with 5 across, and 3 or 4 tall. If you plan for 4 tall, 2 tall would make half a circle.

      Possibly just making the ring grids will give us the best solution. Many things are 5', 10', 15', 20', 30' and 40' Radii. Having one generic overlay like that would be awesome!

    3. Missing avatar

      Dave Sherohman on

      I've got to disagree with Bryan about the shape of darkness if you go with the shaded illumination template. The shading should definitely follow the circle, not fill entire squares. Many games use non-square grids or no grid at all. Even for those which do use square grids, different groups handle the position of light sources differently (is it treated as being at the corner of a square, in the center, or at any arbitrary location within a square?).

      The circles work for all cases. Locking the shading to full-square boundaries does not.

      For my ideal preference, I'd actually go a step further and remove the grid from any transparent templates entirely. If a grid is in use, it will already be present on the underlying map/surface that the template is overlaid onto. Having a separate grid on the template only creates visual noise and invites potential confusion when the template's grid and the underlying grid don't match up due to center vs. corner alignment, square vs. hex grid, etc. Definitely include a cross marking the origin of the template (the center, in the case of the circular ones currently under discussion) so that it can be aligned accurately if needed, but leave the grid off.

    4. Sasaki Chasofito

      Gaining Traveler vibes from hex panels. Even the basic tiling set would go well in this kind of collection for the odd space journey!

    5. Bruce Gray

      But.... The hex overlay has =great= interest to me as an ex-Judges Guild Guild Master and JG is trying to reboot itself with it's own kickstarter. In addition, I use hexes a =lot= in GURPS and other game systems. Hex 2 looks just about right on as to scale for hex based dungeons. And the clear hex overlays are great for other maps.

    6. Cthulhu Kid on

      The squares and radii look excellent! *thumbs up*

      If you could figure out a way to denote similar radii with the hexes and drop the light-density filling, I would probably find it more appealing (though I do realize that may be difficult or impossible to design, perhaps).

    7. Zach Loveless on

      I agree with Bryan. The RAD2 looks awesome, but the clear would be better for spell range 'n whatnot.

      The hex option is completely useless to me. I've never used a system that uses hexagons for positions, so I'm bias.

    8. Bryan Stiltz on

      I like the radial. TBH Hex has no value to me, though I can see how others might want it.
      I would prefer the clear radial to the graduated darkness one, myself. If you were to do graduated darkness, I'd like the darkness to fill the entire affected square, and not follow the circle shape, although still have the circle present.
      my 2¢, others will very likely disagree.