Introducing the new tier structure & overhauled concepts (Patreon)
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Hello everyone!
Thank you so much for your patience during this break!
I am very happy to finally present to you the new tier structure and the new concepts for the a day at Patreon!
Don't worry, you will get the same or more content with your current tier and you won't have to pay more.
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If you are currently in the
casual gm tier: You don't have to do anything, everything stays the same.
just assets tier: Your tier will be renamed to creative gm and the premade maps (and backlog of the maps) will be added to that tier.
creative gm tier: Your tier will be renamed to thorough gm and you'll gain access to the assets incl. the backlog as well as the new modular elements such as prefabs and modular rooms.
thorough gm tier: The tier will be closed - but this does not mean that you will lose access to your content. It just means that no new patrons will be able to join this tier. The Tier remains as long as members are part of it. However, I recommend that you switch to the new Thorough GM so that you are not paying more for the same content. To avoid confusion while changing tiers I'll add "(old)" to the current thorough gm tier.
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These changes will be implemented over the next week here on Patreon and on the Cloud.
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Basically, I have decided to take this step to implement the insights I have learned while running this Patreon the past year.
That´s why I will slightly adjust my approach to the modular elements.
With a day at I aim to enable people to create their own individual battlemaps - but with less preparation time. I don´t want to change that core thought but rather adjust it a little bit.
All of the following shown topics are initial concepts that may undergo further changes as I go forward.
As always, I am open to ideas and feedback :)
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Introducing: a new approach for the modular elements
I had to realize over the last year that the modules as you know them were rather restricting on how you could place them. While this wasn't much of a problem for cities and industrial areas it proved to be a big challenge when you wanted to place modules in a more organic way.
So the main goal is to give you more creative freedom in designing your maps. For this I have detached the content from its background and treat them more like prefabs. This makes it possible to use them in different biomes and enables you to arrange them more individually.
Example of a prefab with a transparent background (Work in Progress)
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Introducing: modular rooms
Modular rooms allow you to realize your own furnished buildings according to your own ideas and requirements, without having to go through the time consuming process of placing each wall, wheelbarrow and cabbage individually. As modular rooms are not bound to a specific background you can use them in different settings.
The goal is to create rooms matching the respective content pack and thus create a growing library of rooms.
It might look something like this:
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I would be very happy if you let me know what you think about the concept of modular rooms and the overhaul in general!
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Last but not least:
Thank you so much of being a part of a day at! I truly appreciate it!
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Greetings from Ana