June 14, 2025

[Master Post] Halls of Tides - Part I: animated and static maps

As you descend deeper into the forgotten temple, the air grows colder and the light more treacherous. To your left, a ruined crypt lit by a flickering torch reveals shattered stone steps and the skeletal remains of guardians long gone. Straight ahead, a frost-covered chamber stretches out like a frozen chessboard—columns of ice and broken statues hint at ancient rituals, now lost to time. Further in, a sickly green glow spills from a flooded corridor where shattered columns lie submerged in a bubbling, poisonous pool—something pulses within. Past that hazard lies a collapsed study with a shattered scrying pool, its surface still faintly glowing with residual magic. And finally, the halls widen into an abandoned kitchen and a grand refectory, still set for a feast that never came, lit now only by ghostly green light and the distant sound of dripping water.

Hey everyone!
Today I’m releasing the first part of the Halls of Tides — a massive dungeon set in the ruins of an ancient temple once dedicated to sea gods, sailors, and pirates. This one’s been in the works for a while, and it’s still in post production. Meaning I cut the clips from the Unreal Engine, making playable map files. Honestly, the project turned out huge. And with some heavy weeks at my full-time job recently, June has absolutely flown by — somehow we’re already halfway through the month.

So I had two options:

  • Hold everything until it’s all wrapped up and polished (and risk releasing nothing this month),
    or

  • Start sharing what’s ready — room by room — and piece it all together later into one big Foundry-ready pack.

I went with the second approach. I think it’s way better to give you maps you can already use and let you see where the whole dungeon is going. It also keeps the creative momentum going instead of stalling out.

The map is honestly so big that I couldn’t ensure proper quality if I tried to export it as a full 4K layout. So for now, it’s coming as separate chambers. In the meantime, I’ll try to come up with a solution — maybe a huge static version, since image editing tools allow for much larger resolutions than animated exports.

You’ll find the maps in dedicated posts:

  • Static versions for all Local Heroes

  • Animated versions for Heroes of the Realm and all higher tiers.

Thanks so much for your ongoing support — it really means the world!
Stay tuned, more chambers coming soon. Cheers!
~dransky