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WARHAMMER QUEST: RE-CREATING MIDDLE-HAMMER’S FINEST DUNGEON CRAWLER

WARHAMMER QUEST: RE-CREATING MIDDLE-HAMMER’S FINEST DUNGEON CRAWLER

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Project Blog by adamogelsby

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About the Project

I loved GWs 1995 Warhammer Quest set - I could finally collect all those awesome minis from various different armies and battle my way through them in my very own fantasy dungeon! Fast-forward to today and the forgotten boxed set languishing in my parents' garage had escaped several culls and clear-outs, with the cardstock surprisingly intact (even if many of the miniatures had long since vanished, probably sold on E-Bay when I thought I would never be a hobby gamer again!). Lovely as this card version is, I did wonder if I could re-create the board sections and 3D print them, for an enhanced tabletop experience. This started me down a 3D design rabbit-hole, and for the last 3 months I've been designing, printing and painting my brand new WHQ95 board sections

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DESIGNING THE BOARD SECTIONS - OBJECTIVE ROOMS

Tutoring 1
Skill 2
Idea 2
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The Objective Rooms presented a bit of a challenge. Not only did the Fire Chasm have a huge chasm in it, there was also a bridge and a golden dragon figurine on a plinth. I had to be mindful of designing the board at the right level to create a chasm, and had to design the bridge separately so it could be printed in one piece and without supports. It's also beyond the scope of Vectorworks to make a dragon! This meant looking around for a suitable proxy miniature at a later date. The other issue was the size - my print bed is only 200mm square, so I had to decide where to cut my Objective Rooms so that I could print them in sectionsThe Objective Rooms presented a bit of a challenge. Not only did the Fire Chasm have a huge chasm in it, there was also a bridge and a golden dragon figurine on a plinth. I had to be mindful of designing the board at the right level to create a chasm, and had to design the bridge separately so it could be printed in one piece and without supports. It's also beyond the scope of Vectorworks to make a dragon! This meant looking around for a suitable proxy miniature at a later date. The other issue was the size - my print bed is only 200mm square, so I had to decide where to cut my Objective Rooms so that I could print them in sections
The Fountain of Light was a bit more straightforward, however the fountain presented a challenge as there is quite a bit of sculpted detail that I've had to ignoreThe Fountain of Light was a bit more straightforward, however the fountain presented a challenge as there is quite a bit of sculpted detail that I've had to ignore
The Idol Chamber has stepped levels. I obviously couldn't replicate the steps on the boards as I needed a flat square for my minis to stand onThe Idol Chamber has stepped levels. I obviously couldn't replicate the steps on the boards as I needed a flat square for my minis to stand on
The Tomb Chamber has a figure on top of the Tomb, which I tried to replicate by drawing round and then extruding parts at different levels. it was quite tricky and took a lot of time, but the end result gave me a slightly raised character that I could pick out when paintingThe Tomb Chamber has a figure on top of the Tomb, which I tried to replicate by drawing round and then extruding parts at different levels. it was quite tricky and took a lot of time, but the end result gave me a slightly raised character that I could pick out when painting
The Fighting Pit was the most difficult room. I had to make the pit have depth without making the whole tile chunky and too tall. I also had to create the spikes around the pit separately and glue them in place later The Fighting Pit was the most difficult room. I had to make the pit have depth without making the whole tile chunky and too tall. I also had to create the spikes around the pit separately and glue them in place later

DESIGNING THE BOARD SECTIONS

Tutoring 1
Skill 2
Idea 2
No Comments
I created the 3D files using Vectorworks, which is an architectural drawing program. The downside with this is that organic shapes can be difficult or impossible to recreateI created the 3D files using Vectorworks, which is an architectural drawing program. The downside with this is that organic shapes can be difficult or impossible to recreate
One of my initial hurdles was correctly choosing the height of the tiles. Some rooms have lower levels, but raising up the entire board on the off-chance one of these rooms might be in your dungeon deck seemed to be a bit of a waste of filament. I decided to pick heights I was happy I could get away with and not to worry too much about the reality of the levels. Higher up sections or rooms could be handled easily, it was rooms like the Fire Chasm and Fighting Pit that would be an issue. I decided to split the difference, and where necessary use forced perspectiveOne of my initial hurdles was correctly choosing the height of the tiles. Some rooms have lower levels, but raising up the entire board on the off-chance one of these rooms might be in your dungeon deck seemed to be a bit of a waste of filament. I decided to pick heights I was happy I could get away with and not to worry too much about the reality of the levels. Higher up sections or rooms could be handled easily, it was rooms like the Fire Chasm and Fighting Pit that would be an issue. I decided to split the difference, and where necessary use forced perspective
I worked through the 2 corridor sections at first, the T Junction and corner, before starting on the dungeon roomsI worked through the 2 corridor sections at first, the T Junction and corner, before starting on the dungeon rooms
While designing the rooms I realised I had another issue. The rooms had quite a few great bits of added detail, like discarded weapons, furniture, and general detritus. However, if I replicated these on the square then I wouldn't be able to put an actual miniature on that square! I wanted the flavour of the room, but they also needed to be playable, so i opted to leave them off and just ensure the rooms were identifiable at the painting stageWhile designing the rooms I realised I had another issue. The rooms had quite a few great bits of added detail, like discarded weapons, furniture, and general detritus. However, if I replicated these on the square then I wouldn't be able to put an actual miniature on that square! I wanted the flavour of the room, but they also needed to be playable, so i opted to leave them off and just ensure the rooms were identifiable at the painting stage

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