Okay WOW! This is totally Awesome. I'm stoked. (yeah, that's the best word)
There is soooo much to say about a Blackmoor Dungeon redo. Jeff I'm sure you probably know most of the things that have been discussed or brought to light about the dungeons but this seems like a good opportunity to highlight them.
I think maybe the single biggest thing is that the JG (and Zeitgeist) maps are oriented incorrectly to the original town of Blackmoor. That makes virtually no difference underground but makes a tremendous difference as regards entrances and exits to the dungeon. The short of it is that the "North" arrow on the dungeon maps actually points west. Please have a look at this thread for explanation:
http://odd74.proboards.com/thread/4664/b...-alignment
That thread also references the map alignment that Tavis did which prolly you know about:
http://odd74.proboards.com/thread/3246/s...ngeon-line If you need Tavis' map file I can email a copy.
We are also learning about additional entrances such as the one below David Megarry's place that prolly should be accounted for.
Another thing to think about is the door/secret door etc symbols on the JG maps, because they don't follow D&D conventions. That seems to have confused the fellows working on the ZG maps, because virtually every secret door on the JG maps was turned into a normal door (D&D block style) on the ZG map. That is something that definitely should be remedied. More details about it here
http://boggswood.blogspot.com/2014/08/bl...ities.html
The map done so far is really cool. Personally I would like to see the water closests in the basement room included since they get a mention in Bill Paley's Alarum & Excursions report. (It would also be nice to have a version that left out the rubble and the Orchian way - my campaign takes place during the mage kings era and those things don't exist yet)
I'd like to talk about stocking and such (as I have on my 'blog) but that's prolly going to far afield for now.