I've shared this with a few people already, and since they've been grateful for it, ... why not trying to see if anyone else finds it useful? So I slapped a few files together and uploaded them for you.
Since I wanted to plan ahead for my very own Dojo, I've screened all available Dojo rooms once I got to the point of building through all the halls. Then I slapped the cut-out images on a fitting grid and drew abstracts on top of them. Then colour coding and sorting everything into neat folders allowed me to happily drag around layers which always snapped neatly in place.
What I noticed when drawing out the abstracts, is that the rooms work on a rough 8x8 pixel grid base when it came to collision alerts as I learned by placing certain rooms in a way that they would intersect if they always would occupy the same base space. So I always filled the related room tile to the next grid section to make sure it would never collide with anything else ever. There are a few exceptions to this, where it really doesn't matter, like the Grand Hall, which has a few "unfitting" cutouts, simply to make a compromise in favour for the visual distinction between Grand and Grandest Hall.
I kept the original images in case you want to have a more "natural" approach to your layout, but they're inconsistent in appearance, and I didn't bother much with revisiting their looks.
For those who don't want to bother with gimp, there are plain versions of all tiles included packed onto one image, to import to the program of your preference.
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Khunvyel
I've shared this with a few people already, and since they've been grateful for it, ... why not trying to see if anyone else finds it useful? So I slapped a few files together and uploaded them for you.
Since I wanted to plan ahead for my very own Dojo, I've screened all available Dojo rooms once I got to the point of building through all the halls. Then I slapped the cut-out images on a fitting grid and drew abstracts on top of them. Then colour coding and sorting everything into neat folders allowed me to happily drag around layers which always snapped neatly in place.
What I noticed when drawing out the abstracts, is that the rooms work on a rough 8x8 pixel grid base when it came to collision alerts as I learned by placing certain rooms in a way that they would intersect if they always would occupy the same base space. So I always filled the related room tile to the next grid section to make sure it would never collide with anything else ever. There are a few exceptions to this, where it really doesn't matter, like the Grand Hall, which has a few "unfitting" cutouts, simply to make a compromise in favour for the visual distinction between Grand and Grandest Hall.
I kept the original images in case you want to have a more "natural" approach to your layout, but they're inconsistent in appearance, and I didn't bother much with revisiting their looks.
For those who don't want to bother with gimp, there are plain versions of all tiles included packed onto one image, to import to the program of your preference.
Happy layering!
https://www.dropbox.com/s/x3mxavjydzimc5c/Khunvyels_Dojo_Planner.zip?dl=1
Content of the file:
Abstract light.jpeg (single image of all room abstracts on light background )
Abstract med.jpeg (single image of all room abstracts on medium grey background )
Originals light.jpeg (single image of all original rooms on light background )
Originals med.jpeg (single image of all original rooms on medium grey background )
Jpegs are highest quality, no graphic artefacts. Just saying, because jpegs seem to always get bad rep *cough*
Edited by KhunvyelLink to comment
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