• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

Deckplan design: theory and practice

Tanuki

SOC-13
Crow started up a really interesting topic when he announced his article ( The Fine Art of Deckplan Design ) but it got sidetracked into a discussion on the definition and history of Munchkinism.

Not that Munchkinism isn't an interesting topic in it's own right, but I'd really like to discuss Deckplan Design -- so I started this topic. There's enough of us interested in deckplans here that I think we can learn from one another. :cool:
 
Originally posted by Sigg Oddra:
First question then.

What is the best package for a total novice at computer drawn deck plans to get hold of?
The one that you happen to have access to and have some familiarity with already. Failing that, one that you can afford easily.

Really, people do deckplans with all sorts of programs ranging from specialized mapping programs (Campaign Cartographer and Fractal Mapper) to professional graphics packages (Canvas, Visio) to generally available packages (Paint, ClarisWorks). Each has its advantages and some are more suited to deckplans than others.

I *think* that Campaign Cartographer and Fractal Mapper are available as trial versions, so as a beginner, you might try one of those. I would suggest Fractal Mapper as I've heard that it is easier for beginners to pick up.

My own preference is for Canvas, but at several hundred dollars, Canvas's cost makes it rather prohibitive unless you happen to need it professionally (as I do). One of the lovely things about Canvas is that I can set the scales and grid such that I'm working in 1.5 meter squares and the sizes of objects (including area) is displayed in meters. Makes layout much easier.

Ron
 
Windows Paint (provided you're using Windows) is pretty cool if you're a beginner. That's how Frank Bonura does his (though he's no beginner!) and he also has some ready made elements you can use to drop in to your own plans. You can get them from his site.

Crow
 
Originally posted by Ron Vutpakdi:
What is the best package for a total novice at computer drawn deck plans to get hold of?
The one that you happen to have access to and have some familiarity with already. Failing that, one that you can afford easily.[/QB][/QUOTE]
That's a really good point. I'd tried Campaign Cartographer Pro and a few other packages, but it wasn't until I got some sample stuff from Michale Taylor that I considered using Macromedia Fireworks 2, which I've used for web design for the last 6 years now.

Having given it a whirl, it is vastly easier for me to whip out a deckplan using Fireworks 2 than anything else I have ever tried - mainly because I know HOW to do things.
 
I've been doing deckplans off and on for a number of years. Currently, I am using Visio Home. I really, really like the stencils.

At one time, I used Freehand. Without having a stencil to work with, I created a file that was made up of all of the design elements I re-used. When doing a plan, I'd just copy from the template file and paste it into the plan I was working on.

Whatever software you use, I think it's worth the time to do up something like this, if you're using software that doesn't have built in templates.

The Visio stencil I'm using now is being updated regularly. I keep adding or redesigning elements as I go along. In time, I'm hoping to have multiple variants of a lot of the elements. After all, different manufacturers are going to have different ways of making things. That's one of the reasons why I like using deckplans done by different people--it gives a nice feel for different cultures.
 
I use CC2 pro with the cosmographer add on (amongst others). It has a steep learning curve, but its well worth it in the long run, and its well worth doing the tutorials and examining the sample maps, to see how they are put together. I used to use Visio for making miniatures sized floorplans, but following a hardware upgrade, I can't afford the cost to upgrade.

G.
 
Originally posted by flykiller:
what is the primary purpose of a deckplan?
Um, to show what the inside of the ship looks like? To use as a background to move character counters around in a combat on the ship?
 
Originally posted by flykiller:
so it's for the players?
Why exactly should it matter "who it's for"?

Just like some people find it fun to design ships (or planets), I'd imagine there are some people who just like to draw deckplans too - one common reason could be to make the ship seem more "real", another might be to hone their design/engineering skills. It could be for some practical purpose (like to have a background to move counters on) or to help the players visualise their ship, or it could just be for purely artistic reasons like turning a list of stats into something real.

Either way, there is no such thing as a valid or invalid reason to make a deckplan, if that's what you're trying to get at with your leading questions.
 
I used to use PaintshopPro until Peter Vernon talked me into trying out Campaign Cartographer. Since I got CC2 Pro I've never looked back. I love the program and what it lets me do. Was there a learning curve? Yes, but I did as recommended and went through the tutorials and that got me flying. The tutorials are good and it's important to do them so you understand how to do the basics.

CC2 is essentially a professional CAD program with all that implies, except the price (which is quite reasonable).

Also to give the players' ship more depth and more character than just a list of stats.
so it's for the players?
It's for the players. It's for the GM. It's for the adventure writer. It's for the guy who likes desinging ships with deckplans.

There's no one purpose for a deckplan. Some people don't care at all -- a few stats are enough for them. I'm very visual: I LIKE being able to look at a deckplan and have an idea of what goes where on a design. :cool:
 
It's for the players. It's for the GM. It's for the adventure writer ... There's no one purpose for a deckplan.
of course. but different purposes might lead to different practices in laying out deckplans, including how much money to spend on software to do so.
 
Originally posted by flykiller:
</font><blockquote>quote:</font><hr />It's for the players. It's for the GM. It's for the adventure writer ... There's no one purpose for a deckplan.
of course. but different purposes might lead to different practices in laying out deckplans, including how much money to spend on software to do so. </font>[/QUOTE]Well, Sigg's question was about what was good for a complete novice - that implies a certain degree of cost sensitivity ...

Here is a 2nd Question. Where do people draw inspiration for their deckplans from?


Partly I'm inspired by the Star Wars Visual Dictionaries - and before they came out the Art Of Star Wars books. However, most of my inspiration comes from deckplans I've seen in RPG supplements and on the web (notably Frank Bonura's very nice Star Wars stuff, and other posters to this thread).

Recently I've done some investigation of airplane and cruise liner deckplans, there are LOTS available and they are very revealing about what is important and where ugly stuff is hidden (and when symmetry is stuck to or not).
 
Well, as I mention in the article. Ideas come from everywhere, but a lot of my inspiration comes from other people's ideas. I try not to steal whole-sale but the concept art forums I linked to can sometimes be absolute gold-mines.

Crow
 
Really liked the article ( The Fine Art of Deckplan Design ) and find that I have little to add. Just a couple of things to think about.

1) Things break down. Mechanical components wear out, valves jam, etc. You may need to swap components from time to time. How are you going to do this? Can you get around the equipment in the engine room? Or would you have to cut into the hull to do so.

2) Hatches. Think about when and where these hatches are going to be operated, in what environment. A dry landing is going to be different than a wet one. That hatch in the bottom of the ship may not be as useful as one topside.

If you are thinking of giving your ship wet landing capabilities, don't put the hatch right at the water level either. Elevate it a bit. (Unless you are a GM and want to drown your players.) Multiple hatches are a good thing, if you have the space.

Also, if you have a concern about bording parties (Piracy,) you may want a kind of entrance that is easily defended. Instead of a hatch opening into a long straight corridor, put a wall immediately in its path, forcing borders around a blind corner. Or you could even design something like the gate houses of a castle, with murder holes and secure firing positions.

3) Cruise liners, airplanes, even RV plans can provide useful inspiration. If you get a chance, take a look at real world vehicles and vessles. Tour a navy ship when the fleet is in.

4) If you have never done this before, I would recommend you start with a freighter. That large cargo bay can later be re-designed with such additional equipment and quarters as needed for any special mission type of ship. Once you have the basic hull and systems, additional things like weapons mounts, sensor arrays (with needed support, control and maintenence facilities) can be added.

Anyway that is all I have for now.
 
Originally posted by Drakon:

1) Things break down. Mechanical components wear out, valves jam, etc. You may need to swap components from time to time. How are you going to do this? Can you get around the equipment in the engine room? Or would you have to cut into the hull to do so.
This leads to maintainance/ventilastion tubes/crawlways, with all thier gameplay and/or evil referee usage. Still, anything should be accessible by masintainance personell, or, for the bare minimum, by maintainance robots.
 
Here is a deckplan I did using Visio. And as Scarecrow mentioned earlier, I did rip off my engine components from Frank Bonura's site.

This deckplan is for a one-of-a-kind 200dton scout/surveillance craft owned by the Rhylanor subsector Navy.

(RNS 74205 'Midnight Mare')

Enjoy!
 
Back
Top