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November 3, 2011
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Six Griffons Lodge by butterfrog Six Griffons Lodge by butterfrog
My first fully published map, not just city design :)

This one is a full page map for Run Amok Games and their Six Griffons Lodge adventure. They also broke the map down in tiles for 1/1 scale printing.

You can finde the adventure in here: [link]

Run Amok Games: www.runamokgames.com

Special thanks to Jon Roberts :icontorstan: for his support.

Copyright Run Amok Games
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:iconlordzod9636:
LordZod9636 Featured By Owner Nov 6, 2011
Very nicely done.
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:iconbutterfrog:
butterfrog Featured By Owner Nov 6, 2011  Hobbyist Digital Artist
Thanks :D
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:iconangelicadonis:
AngelicAdonis Featured By Owner Nov 4, 2011  Hobbyist Traditional Artist
Awesome! Very well done! I like the detail you put into each tile! :D
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:iconbutterfrog:
butterfrog Featured By Owner Nov 4, 2011  Hobbyist Digital Artist
Thanks :D
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:iconangelicadonis:
AngelicAdonis Featured By Owner Nov 4, 2011  Hobbyist Traditional Artist
No worries! :)
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:iconbluescope:
BlueScope Featured By Owner Nov 4, 2011  Professional Interface Designer
That's quite quality work you got there - not only is the overall appearance a pleasure to look at, but the interior design looks really logical and reasonable... with the exception of the music room maybe ^^
The only true flaw I could find were the stairs to the first floor... it seems they would've made good use of a shadow on the top, much like you did it with the stairs back to ground floor. I know why you drew them the way you did, however it's a little confusing this way.
Also... with all the doors closed, is there a special reason the ones in the entrance hallway are open? ^^

Everything i kind of questioned is little stuff, though... this is a great piece of work, and should be most enjoyable to play. Congrats, and keep up the great work!
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:iconbutterfrog:
butterfrog Featured By Owner Nov 4, 2011  Hobbyist Digital Artist
What you say makes total sense. I'm glad you bring this up :)

Normally we cartographers get a draft from our commissioner and usually we have to follow it to the letter, thou sometimes we get some freedom to twist a little the elements. Fantasy writter or us fantasy mappers are rarely architects, so common architectural sense is usually not applied, like proper lighting, wall foundations, correct column placement, proper door swinging, etc, ect. Most of this is common sense, but believe me that few fantasy writers are thinking "A column needs to be here or else the roof would colapse; or, a window needs to be here or else the room would be dark and torch/candle lighting would suffocate the place", so that sometimes is left to us to add, since we are supposed to have a little more knowledge/awareness about it, but then again most of the time we are not able to modify the writer's map draft and we have to illustrate it verbatim... regardless of any architectural "errors" it may have. An important point, sometimes these "errors" are intentional, see below.

In this particular case, Run Amok games provides a real good map with a very few minor "errors" in it, and luckly they allowed me to twist it a little to "fix" it properly. These details were mostly proper window placement for "realistic" lighting and a little proper furniture locating (yeah, sometimes we also do the interior design thingy ;) ). Changing the Music room shape would have been a major change which I didn't wanted to mess with. if you look close enough, there's a window inside the lone closet on the north wall of the upper floor and none in the corridor outside, the proper place for a window would be in the middle of the two doors, not inside the closet, BUT, there's a reason for that window inside the closet, something I can't discuss in here any further ;). So as you see, sometimes this "details" are purposefully, and it would be interesting if the writers actually described them in the adventure like in this case: "This closet was built later on to add a service area and the window lighting the small hall outside got trapped in it to the pleasure of the servants, for they now have a private space to hide themselves and smoke some of the spare "spices" left on the bar below", but honestly, very few gamers really care about them.

About that first floor stair, you are right about it looking a bit confusing about where it goes. I tried shading it as you suggest but it made it look more confusing 'cause it made it lool as it was going down, so I decided to leave it as is. Next time I'll try another trick on stairs, I hope you notice ;).

Thanks for the feedback and I hope you enjoy the adventure!
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:iconbluescope:
BlueScope Featured By Owner Nov 4, 2011  Professional Interface Designer
I see... most of that makes perfect sense. And I suppose what you said about the stairs shading is true :/ I'm very interested in what you're going to do next time ^^ All I can think of is fiddle with the width of the stairs (physical bottom being a little less wide than physical top).

As for th architechture, I can definately relate to what you say. My professional background has more to do with architechture and planning than actual art, and that definately pays off when designing games in my free time. Therefore... I definately hear you there ^^
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:icondark-lemur:
Dark-Lemur Featured By Owner Nov 3, 2011
*sputter*

Dammit! Every time I think I'm getting good at something, I meet the master x.x
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:iconbutterfrog:
butterfrog Featured By Owner Nov 3, 2011  Hobbyist Digital Artist
hehehe, Thanks thou far from a master :D
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