![]() STL terrain for your game, you will be able to modify it. STL files to this system using Meshmixer! So if you have already purchased. ![]() Part of the set will be the basic puzzle-lock shapes, which can be used to adapt existing terrain. STL terrain files, and then launch a Kickstarter campaign to sell it. My plan is to finish up my own set of puzzle-lock. The puzzle-lock system should work with any type of tabletop terrain tile, such as sewers, burrows, etc. And since the hexagon is designed with 2″ sides, the caverns will easily work with the dungeon tiles. The Caves system that I already designed, also works well with a puzzle-lock. Using this as a guide for my measurements, I hope that this terrain will look better with the 28mm miniatures that players are using for D&D, Pathfinder or similar RPG. That scale (1:56) is 4.17mm per scale foot. For 28mm miniatures, the scale is supposedly 6′ from the soles of the feet to the top of the head (for a human sized miniature). This should leave enough height to detail the terrain, but give greater visibility to the miniatures.Īnother thing that I noticed when I looked at other terrain systems, was that the details and the “dungeon dressing” of many props was not at a consistent scale. I decided to design the walls about 32mm tall, which would be about 8′ tall at 28mm scale. Regarding scale, I wanted the walls shorter than the standard 2″ height, because terrain blocking line of sight for the miniatures was one of the complaints that I read in the Facebook group (3D Printing for Gaming Terrain). to allow the most flexibility for laying out a dungeon… I started with a standard 2″ tile (50.8mm), and started working out the geometry for different polygons: 4-sided, 6-sided, 3-sided, etc. That would allow you to lift a tile from the table and replace it with a “trap” tile or “secret door” tile without disturbing the rest of the dungeon! ![]() I had an idea of interlocking the tiles with a jigsaw puzzle connection, which would be identical on every side. After working on my Caves project, I started thinking about all of the different “locking” options that are being used to connect the terrain tiles on the tabletop. ![]()
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