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Comrades, our own fleet doesn't know our full potential. They will do everything possible to test us; but they will only test their own embarassment.

Capt. Marko Ramius [Hunt for red october]

Hello everyone!

Will you be brave enough to explore the depths of the sea?

I hope this content pack inspires you to do so and I wish you lots of fun hunting!

Greetings from Ana

Already a Patron?Get your content on the cloud through the link and password via the cloud access post below:Casual GMs Cloud Access . Creative GMs Cloud Access . Thorough GMs Cloud AccessOr want to try out the a day at content?You can find all free content published so far (free maps, Dungeondraft packs and other things) in the open area of my cloud: https://cloud.adayat-maps.com/s/FreeContent

The Docks [72x40]:

with "empty" variants without the submarine

roofs & cranes variants with and without the gangways (and as overlays)

integrated submarine sublevel

variants with and without cars

Level 0 - Water Variants [72x40]:

Level 0 - Ice Variants [72x40]:

Level 0 - Desert Variants [72x40]:

All Ground level come with

options with open and closed main hatches on the tower

Sublevel 1 - [72x40]:

Sublevel 2 - [72x40]:

Sublevel 3 - [72x40]:

All Sublevel come with

3 different water variants and an underground / stony variant (for the desert version)

variants with full and empty water tanks

Backgrounds - [72x40]:

4 water, 2 ice and 2 desert backgrounds (8 in total)

additionally 3 seamless / looping variants of the water textures

ALL maps come as

modern and abandoned versions

All maps & backgrounds come as

300 & 100ppi JPG files with and without grid

100ppi gridless webp files and transparent overlays

+ Floorplan Handouts for the sublevel:

Over 130 individual Assets in different variations - over 2350 in total.Each of these come as

100ppi PNG files

300ppi PNG files

The pack includes all assets as Dungeondraft objects and additional Dungeondraft specific content - such as paths, textures, colorable assets and more:

pink = colorable

For this pack I have created a large number of individual machine parts so that you can build your own devices to suit your personal ideas.

 The "submarine" Foundry VTT Map pack:

including:

pre-configured walls, doors and windows

dynamic lighting for "day" & "night" variants

door sounds

regions for weather suppression (when applicable)

the gridless variants of all maps as 100ppi webp files

overlay versions right in the module folder for more freedom in your personal setup

car free versions right in the module folder for more freedom in your personal setup (for the docks)

backgrounds as scenes

floorplans as scenes

Patrons, you can find the PDF with the description and download link in the "#0_FoundryVTT_Map_modules" Folder

The "submarine" Prefabs & Rooms:

over 350 Prefabs in total with the following themes:beds - bunk beds - locker - machines - pipes

Most Prefabs come as a "normal" and "dirty" Version.

The machines and control panels were (for the most part) created with the assets and overlays of the individual machine parts.+over 170 Rooms in total with the following types :bathroom - bedroom - kitchen - leisure - maintenance - stairsHere are some examples:

Most Rooms come as a "normal" and "abandoned" Version.Each of the prefabs and rooms come as 100ppi & 300ppi PNG filesAlso all Prefabs & rooms are integrated with all the Assets and things from the creative GMs in the Dungeondraft [Thorough GMs] file - so you have all content neatly in one place..Also thorough GMs get the Dungeondraft files for the map - so you can change it as you may need. 

Thank you for your interest in a day at!

You can find all free content that has been created so far on the a day at cloud!  If you like my content you are welcome to consider becoming a Patron! All these wonderful people help me put these visions out here - I´ll be glad if you decide to become one of them!As always:If you have troubles, suggestions or just want to be up to date - you are always welcome on the a day at Discord Server!  Or you can DM me here, on Discord or via mail: contact@adayat-maps.com . Greetings from Ana!

Files

Comments

Simon 'Landmine'

Nice. And the size of the missile bay offers the potential for two options for the optimistic villain in the action-thriller genre ... 1. Strip out the missile bays (with a catwalk around the upper level of the space to maintain access to the upper reactor level), replace the missile hatches with a cargo hatch, and you have a handy way to transport the rediscovered Ark Of The Covenant (or any other desired MacGuffin) to your secret island base (or even underwater hideout). And that should be a short enough journey that it should be possible for secret agents to (mostly) hide out without being discovered until they arrive. 2. Strip out the missile bays, add a deck in so that there are two levels in the remaining space, add a corridor on one side to enable crew access to the reactor room without trekking through your space, and convert the rest into luxury-yacht grade villain chambers (with a secure room for that annoying spy in the tuxedo who you have kept alive for no apparent reason other than to tell him all of your plans). There's enough room there for quarters for your private chef/butler/bodyguard, a nice dining room, and so on. I'm tempted to consider making plug-in content for those options. :-)

a day at

Great ideas! Hehe, oh yes, supporting this remodeling Work :)

Simon 'Landmine'

Oh, one thing I noticed - the top deck of the missile bay includes ladders down from the catwalk to the middle deck, but the ladders don't seem appear on the middle deck (the lower level of the missile bay)?

a day at

Ah yes, it looked so strange having ladders appear just in the middle, so I did not show them on the lower floor. But yeah, might be a bit confusing if you want to go from the bottom to the top 😅

Simon 'Landmine'

Finally got around to throwing together a 'proof of concept' for the 'cargo hold' option, with a walkway around the upper level for access, and a carefully marked outline for the area below the cargo hatch. https://dancefloorlandmine.smugmug.com/Other/Other-RPG-Maps/i-Pv7PL36/A Still working on the 'villain's accommodation' option(s) - I ended up coming up with two options, but still finessing the layouts of them.

a day at

Wow, thank you for sharing! Looking forward to see about the villains options :)

Simon 'Landmine'

There must have been some issue on the docks, but I've finally finished version 1 of the 'villain' options. Again, a proof of concept, because I didn't have quite the assets I had in mind for some of it, but anyway, here you go ... https://dancefloorlandmine.smugmug.com/Other/Other-RPG-Maps/i-4bPvSNv/A https://dancefloorlandmine.smugmug.com/Other/Other-RPG-Maps/i-WfQ9Qm3/A The lower deck has the bedrooms (one master suite with access to a hidden compartment) and three other bedrooms (for staff and/or guests/prisoners). The upper deck has an anteroom, a dining room, a kitchen, an office (with reception area outside), and an airlock/escape chamber behind the desk in the office. Sorry for the delay!

a day at

That's awesome! Thank you for sharing it with us! Would you mind If I maybe someday make overlays out of your concepts to put them atop the submarine?

Simon 'Landmine'

Not at all! Will be good to have them in a consistent style! (I've got an idea for an even more ostentatious alternative set of villain quarters, but I'm still working out the layout so that it all fits together - the biggest bane of designing for a specific set of dimensions!)