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DM_Andy
DM_Andy

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Luna River Bridge | 30x40

Hey everyone, and happy New Release Monday! Today, I am launching my Luna River Bridge map, which features a road leading to a weathered, wooden bridge cutting through a heavily wooded area.

This map was inspired by the Svalich Road from Curse of Strahd, but can also be used for any forested bridge map you might need for your own campaigns.

After Vallaki, I wanted to start mapping my way west, and bridges are such great encounter locations, I wanted to include the Luna River Bridge in my collection of nature maps.

I created a number of variants to help with token placement and variety of use, including:

I wanted the bridge to feel worn, old, and slightly rickety yet still strong enough to carry the weight of the traveling Vistani as they move their Vardo's through the land.

I added heavily forested areas on each side of the bridge to both give a feel of the looming pine, but also provide any ambush opportunities. A "last stand" type encounter on the bridge as creatures pour out of the nearby forest would make for an epic fight, possibly forcing your players to jump into the rushing waters below.

For added variety, I've included a variant without the bridge as well as variants without the tree tops to help both with token placement and using the map in a different way.

Additionally, for my VTT Tier, I've created transparent layers for the bridge and each quadrant of the trees so you can use them as foreground layers for token placement under the canopy.

Finally, once the Foundry module is released, I will be using Levels to allow tokens to pass both under and over the bridge for a very immersive experience!

Click the download link below for your tier to download all the map files.

Public Download

The Foundry / Champion Tier Download

The Foundry / Champion Tier Printable PDFs Download

The Grand Library Tier Download

The Grand Library Tier Printable PDFs Download

The Great Hall Tier Download

I hope you're able to find both last week's and this week's nature map releases useful for your games, regardless of the campaign setting.

Next week, I'm working on a new Lothburgh interior map, and this time, I will record my entire process! I'm excited to share my first time-lapse vid from start to finish so you all can see the entire development process behind a DM Andy map. I might try and do this once a month to give you all insights on how the "sausage is made," so to speak :)

Later this month, I'm VERY excited to release a collab project with map maker Eledryll! We both will be making dungeon maps that connect, so you'll be getting two huge dungeon maps in a single week. This is a great way for us to share our work with both my community and Eledryll's community, and it's always a pleasure working with my fellow map-making peers.

Thank you all for your continued support of my work!

Cheers friends,

DM Andy

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Comments

Thanks so much for your feedback, Michael! It's always my goal to make maps that are both visually stunning and also practical for token / mini placement. I created a No Trees version for this map to help with token / mini placement as I know the trees take up a lot of grid space. I'd recommend using the No Trees version as you'll be able to see the entire map and the grid clearly. Depending on the type of program you're using to display the maps, you can even take the .png tree canopies and make them about 70% transparent, so you have the "essence" of the trees without them blocking too much of the map area. I love your suggestion of making different perspective angled maps, but unfortunatly with the way I create these, I can only make one angle. Otherwise, I'd have to create the same map twice (unlock using a 3D rendering software, where I could simply rotate the scene camera). Since I make my maps by hand, the angle is pretty baked in.

DM Andy

I think the art of this is lovely. However, as a "battle map" this map isn't all that functional to use with miniatures. Perspective maps work great for large rooms and some buildings, but not so much for small rooms, bridges and roads. Is it possible that instead of so many weather options, you could offer top-down variations for some of the maps where it makes sense to do so? I use an HD TV and actual minis for my campaigns. And more often than I would have thought, perspective maps don't provide adequate room for the minis in the proper 1" scale. Just a thought and some feedback. Thanks Andy!

Michael Rozmin


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