Mont-Saint-Michel – Work in Progress 13 – Les Roofs

 

There she is. A whole lot of trees died to get us to this point. Seriously, I’m gonna post a picture of all the originals at some point. I think this may have taken more paper than Brazenthrone, which is a little nuts.

That reminds me, I need to buy more. Unfortunately, I have to order the paper I use from overseas, which is a bit of a pain, but only the finest French graph paper will do. *adjusts monocle*

All right, I’m gonna grab some more coffee and get started on coloring this thing. My next post will the the finished first level!

Mont-Saint-Michel – Work in Progress 12 – The 3rd level, now with rocks, trees and other nature-type stuff

 

So, this is the whole island. In the back, there’s the Chapel of St. Aubert on the left, then toward the center is a fountain. It’s kind of a strange fountain. I guess you get the water out of the hole? I don’t know.

The leftmost tower has the windmill I mentioned before. I can’t show you a photo because it’s not there anymore, but some old French books assure me it used to be there. Well, Google Translate assures me that some old French books say it was, anyway.

The last and uppermost level (the roofs) are all drawn and I should be able to assemble them tomorrow. And then I spend the next week coloring away like a preschooler. I’ll be back with the roofs. Until then!

Everything I need to draw for Mont-St-Michel is done. All of it.

Except for some rocks. The town is done, the abbey is done, the roofs are done, the little outlying buildings are done and the various things I forgot to draw earlier are done.

I didn’t think I’d get it finished this soon, but I ended up drawing most of the fourth level and the roofs in one enormously long session, using coffee and Scandinavian metal to stay awake for an amount of time usually only achievable by meth addicts.

There are still some rocks to draw, but that’s only an hour or two of work. Rocks are easy to draw. After that, I’ll scan it all, assemble the third level of the town and the roofs, place the trees, rocks and coastline and it’ll be ready for color.

I’m sure you all have varying opinions about this project. Some of you are excited for it and others not as much, but thank you all for bearing with me. I really didn’t expect that it would take as long as it has, but I promised to draw it and honoring my commitments to you all is the most important thing for me.

I’ll also promise you that, from now on, I’ll look more carefully before I leap. While I’m glad to have drawn Mont-St-Michel, I wouldn’t normally take on a sprawling megaproject while I’m still working on another one (Brazenthrone). For those of you waiting for more of the dwarven city, I apologize and I’m going to get back to it as soon as I can. Hopefully you’ve got enough to work with until then.

All right, I’m going to go draw these rocks and get this stuff in the scanner.

The Post that was Promised

Okay, I’m awake, I’ve had coffee, I can write now. So, next up is the third level of Mont-St-Michel, which I think is quite a bit more interesting than the second because we finally get to the top of the curtain wall, which a lot of the adjacent buildings have exits to.

Other notable things include the town hall, which is actually right over the main gatehouse. I can only assume it was built there so that, in the event of an artillery barrage, the politicians are the first to die. And there’s a windmill on top of the island’s leftmost tower. It’s the small tower in the center here. The windmill blades are gone now, but I’ll draw them back in on the map.

One other thing I wanted to address was how this map would work with VTTs. An entire level of the island is going to be way too big and probably not very practical (at regular size, anyway). A patron suggested that I divide it up into blocks of buildings and include every level of that block in one map. This keeps the image sizes reasonable and allows players to go between floors without having to load a new map.

I’ll make full maps of each level for VTT at various sizes as well, for use as overview maps or for people who don’t mind lowering their grid size to 35px. I think VTT DMs are going to have a lot of different preferences about the size and scope of the maps they want for Mont-St-Michel, so I’m going to make sure there are as many options as possible as far as what you want in the map and how big or small you want it to be.

Okay, I’m going to get started on the third level. I’m hoping to get all of it and the roof level done by the end of the month. I’d better stop typing and start drawing then.

Mont-Saint-Michel – Work in Progress 10

 

The second level of the town is almost done! Once I knock out the rest, it’s on to the third floor, which shouldn’t take long at all. Then I’ll do whatever roofs are left, which is going to feel like a vacation compared to drawing the rest of this place, haha. Then I’ll draw in the trees and rocks, fill out the back of the island (including the two small buildings back there) and it’ll be ready for color!

Mont-Saint-Michel – Work in Progress 9: The Town, 2nd Level

 

 

The second level of the town is coming along faster than I’d expected and I’m feeling like we’re on the homestretch now.

If you noticed that building at the bottom extending over the street, you should have a look at the real thing. You know what that place is called? The Inn of the Unicorn. No kidding. How is this place real? Everything about it is straight out of a fantasy novel. There’s a place called the Inn of the Mermaid down the street, too. And both of those date back hundreds of years.

God I love it.

Mont-Saint-Michel – Work in Progress 7: The Abbey, 3rd Floor

 

The third and final floor of the abbey is finished. In the center is the cathedral, of course. Above it on the left is the cloister, with the refectory and kitchen on the right. For those of you not familiar with the term, a refectory is a dining room in an abbey. It strikes me as one of the least-necessary words in the English language, but there you go.

The area on the left side of the map is a huge, open-air terrace. The area outlined inside it is the foundation of a structure that was meant to be built there, but never was. Elsewhere on this level are an infirmary, a disused dormitory, a used dormitory and a small archives.

Now I just need to slap a roof on this baby and then I’ll be finishing up the town. My original plan for that was to draw three full floors of the town as they are in real life. There are a few buildings with fourth floors, but in the interest of keeping the map to a manageable size, I decided to just lop those off.

That’s still the plan, but I’m also going to partially abridge the third level. I can’t claim that I’m doing it to keep this thing from being too ludicrously huge because, well, I think we passed that point a long way back. Mainly I just don’t think drawing the third floor of every building adds that much to the map. A lot of what’s up there isn’t that interesting and, if this weren’t a map of a real place, I’d feel like a lot of the town’s 3rd level was filler. So I’ll pick and choose which buildings get a third floor and which ones don’t and hopefully it won’t be any less useful or interesting to anyone.