Gweddyz's Chatelet
Joachim de Ravenbel
Surveyor
Once the administrative center, now home to a Marquis de Darashiva and his evil master, the Black Rose's drug overlord.
Here is the first (or ground) level, featuring entry hall, ball room, meeting alcoves, offices (right), salons (left), stables, kitchen and smithy (left most).
Some towers look filled because it's the player battlemap. Some are hollow, some are not...
Here is the first (or ground) level, featuring entry hall, ball room, meeting alcoves, offices (right), salons (left), stables, kitchen and smithy (left most).
Some towers look filled because it's the player battlemap. Some are hollow, some are not...
Comments
Library and drug lord's quarters (right), dinning hall and private salon (left), barrack (leftmost).
Nix für Ungut!
Thanks for all the comments! Here is level 3. Right : dignitaries quarters, mid sergents quarters, left elite guard room and dinning hall balcony, leftmost practice room.
Marquis showing off with no less than 6 crystal chandeliers...
Right guests quarters, mid attic, with stuff from *civilzation* that didn't found room in the Chatelet. Left Marquis's quarters, including nursery, private office, boudoir and lady in waiting room.
Thanks to Anomiecoalition for the roof fill style, you can find it here
My player plan to investigate this place with, ahem, stealth, so I don't really know how they will procede...
The water from the local lake has been seeping through the ground for centuries, making everything instable.
Left: cellar, mid: drug laboratory. The fumes from the chemical are diverted in the water, making it very acidic... Right: old jail.
That's all!
I actually kind of agree with Ralf that i'd like to see some small shrubbery - I get that its a decrepit building that no one has tended to, but perhaps some withered trees (you can find some here text to link
I'm not a huge fan of the movement to pure white as you reach higher elevations - but, i'm not sure that there is a better way to do it with CC3 (my plan for the mansion i'm working on is to dump the image in photoshop and manually blur the lower levels)
But...thats all just nit-picking - Awesome map
The stairs where done with two sheets. One with the texture and one with a transparency effect. Note the steps are slightly apart to allow a bevel effect. Maybe I'll add some vegetation. This is however a battlemap and I usually add 3D-model trees and such, so you're not likely to see me adding trees to my maps. Thanks for the link anyway! I agree it's not terrible but
a) I have no better idea and blurring doesn't really appeal to me. I'd like to see examples, though...
b) It saves ink. OMG, I have to print all that! Thanks a lot. Thanks. I can post some parts if you wish... My export is at 4320x3040. More and my computer crashes... I even had crashes with that.
~Dogtag
Here is a bonus, a 3D of the entry hall I have done to check the 2D maps. Note it is open to the ball room behind (lost in blackness).
This is just so amazing looking, speechless...
Did you build the walls using the same macros as appeared in your annual issue, or have you updated them since? How long did the map take you, do the annual macros speed things up a lot compared to building multipolys? I didn't buy that year's annual at the time, but I'm trying to catch up on the couple of annuals that I missed now.
Sorry to ask so many questions but it's such a brilliant set of maps it's blown me away, thanks for sharing. For some reason one of my favourite things are actually the spiral staircases! They usually look a bit off in fantasy rpg maps, but yours are spot on.
Well, those XPs where intented to speed things up. I really don't know how long it took, I'd say a week for just generating the walls, adding fill styles and symbols was quite longer, because I made a lot of symbols on the way. Thanks a lot! Now the staircases where done with the macro posted here
It takes some time to get comfortable with (I know because I hadn't used them a while).
btw - what program did you use to make that image? (POV Ray?) - and whats the learning curve (I'm assuming pretty steep)?
POVRAY is a powerfull 3D renderer using code (whereas other renderer such as Blender, Bryce... use mostly intuitive visual, though some code is possible too).
As any powerfull software, the learning curve is almost neverending (look at CC3!). It's pretty easy to generate boxes, cylinders and spheres, it's more tough to make a chair.
I was trying to get beds for years. Here you can see some that look almost satisfying.
The chairs are also homemade but look pixelated...
The carpet is another one.
Below the chair as rendered by POVRAY.
The trophies where also a pain to compute. Here I'm quite happy with the result.
Statues where designed in Poser (not free!) and exported to POVRAY.
You might notive crystal candelholders.
The armchair is the original DD3 symbol but rather than use the varicolor I took the png to edit the hue then turned the result as a new symbol.
The long table, or rather the tablecloth has also been done with POVRAY.
Horses are from CSUAC, bless him.
I'm in the process of printing, croping and laminating the maps...
Luckily I could borrow a huge cutting mat and a metal ruler at school.
Hard work, should have used a printing service... Are they fast?