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MikeD57s — Island of Sodor Maps-Main Line Part 3

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Published: 2022-02-13 16:20:01 +0000 UTC; Views: 9567; Favourites: 28; Downloads: 0
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Description Hi guys! So here is part 3 of the Main Line on my map. I figured, why not, let's get it over with right now, and revel what's here. In this section, we reveal the South East of Sodor, going from Killdane, all the way to Crovans Gate, where Standard Gauge meets Narrow Gauge. So since we already talked about Killdane last time, we'll keep going down. Enjoy!

Main Line:

1) Henry's Forest-So going down, and passing the switch to the loop line, we start at Henry's Forest. I think because this area of Sodor is vastly unexplored, that a large forest in the middle of the main line would be perfect here. Enter Henry's Forest, as I like what the UnluckyTug originally did where he had the forest placed here. I was gonna try and put it between the Viaduct and Wellsworth, but I turned it down, as A) There wasn't enough room, and B) I just think Henry's Forest being in this vast open area in the middle of the main line. The reason I drew more curves in the middle, is to match how the tracks are layed out from S3. The passing siding that Henry requests to stay in is also present. I mean, it should, as you can't disobey Rule 55, or Awdry's soul would be pissed. It's not just Henry who likes to come rest here on his free time, but also Toby, Bear, Murdoch, Emily, Barry, and later Tamara. In fact, stay tuned, as I plan an episode revolving around that for this season.

2) Magic Buffers-Oh yes, I decided this is where the Magic Buffers would be. Hidden away from the railway. I have yet to figure out what to do with them, but let's just say it's a hidden passage way into other railways. Even though Tragic Failroad is a bad movie, I did borrow some elements from it. I plan to go in depth on this soon. But let me just say this is the area where Fergus ran away to when 'Arry & Bert tried to kill him after being tricked by Diesel, and then later found by Duck & Mavis. I think putting it here would make sense, as it's hidden away in the forests, as I change my mind for it being by the mountains. I plan to go more in depth on these mysterious buffers, and how I want to play with the TATMR elements, in order for it to be faithful to the franchise, as I do want to play with the magical aspect of this.

3) Tower Windmill-Remember that windmill by that arched stone bridge over the rails from S5. Well, I decided it can be here, as I love this windmill, the set from S5, and even S6 was rather beautiful looking. And I love the idea of a windmill being placed near the Main Line, and a road bridge over it, and the windmill placed on that elevated level. This I like better than the modern era windmill for sure, especially because that windmill from the classic intro is perfect on Thomas's branchline anyway. I will say that before it, the line after Henry's Forest would descend into double track for now, just going under the bridge, then out from the other end where that bend is, that's when the line would go back into triple tracks. And I'm thinking, maybe, just maybe, the bend, canyon and small gradient from S8 can be here. But the line comes right before signal gantry at Kellsthorpe Road, where the signal and points can be set for the Kirk Ronan Branchline. It would make sense for a big signal gantry there, that's for sure. Especially because...how can engines get on to that branchline coming East, so there's gotta be a set of points. Especially in Oliver's Find (Or at least my adaptation of the episode), this is where Oliver would get lost later on, right.

4) Kellsthorpe Road Station-Now we get to Kellsthorpe Road itself, and I gotta say, I love the design of this station, I mean it. It's definitely another HIT era location that I love, especially because it's from the RWS. But regardless, it's here, and it still has the same design it did from when it was introduced. Shame Kellsthorpe Road was never in the classic series...bummer. This of course is the starting terminus of the Kirk Ronan Branchline, where Barry would exchange passengers for connecting services from the main line, and where Oliver did get lost, down the disused junction, hence how the line got rediscovered again for regular service, even before BoCo saved Barry from scrap 11 years later, but we'll get to that when we talk about the line itself.. I also changed the runaway siding at the station a little bit where Spencer crashed in, and into a snowdrift when trying to beat Edward, only for the arrogant jerk to look like the abominable snowman One thing I should get out of the way right now, is that no, the express doesn't stop here. 

5) Hawin Croka Canal-Here's Hawin Croka Canal, the canal set piece from S3, where the engines run by the little canal. I figured with it being a main line location, I'll retcon the area having three tracks, not 2. The reason I placed it here, is because A) I love the set piece, and felt bad if I didn't add it in, it's so pretty looking, and I loved looking at it, and B) Because it's called Hawin, and where I placed the sets from Haunted Henry on the Kirk Ronan branch, I had to place it here. The canal itself would be above the line where the #5 is, as the bend to Crovans Gate is up ahead, that way I can keep with continuity. Though before the line pass this canal, there isn't a bridge for the water to go under, but a drain pipe section under the rails. Something different you know. Besides, I don't wanna re-edit again after all that hard work, so I think a drain pipe would work, that way the water of the canal can access downwards to Hawin Lake (We'll get to the later).

6) Dual Gauge Tunnel-Here's the Dual Gauge Tunnel from S5. I like the idea of this tunnel where standard and narrow gauge pass by each other. Nothing about it has changed, and a shame a set like that was never used again in future seasons, as again, this idea of a dual gauge tunnel is pretty cool. I was gonna place it and the Transfer Yards after Crovans Gate, but the more I drew the map, the better the both look here. Speaking of which...

7) Slate Transfer Yards-This is a fun one, as I figured the Transfer Yards can go here. Though "Slate" in the title, that's not meant to be taken literally, as Slate is transferred on special platforms the narrow gauge tracks would stand on. Besides, would you really walk carrying heavy slate like that on the kind of platform from the Miller model era? So my Transfer Yards is a combination of the Quarry from S5 and the Miller era, just so I can make it feel more like the classic series. I plan to draw like a full map of what the Transfer Yards look like, but I definitely wanna make it unique, given this is one of the few places where goods traffic for both the standard and narrow gauge railways can be exchanged. The sheds from S5 that Boulder destroyed are still here, and they got rebuilt after the explosion. But the line from the narrow gauge track has been closed off, hence why it's colored black. But we'll talk about that line going to Boulder Quarry later when I review the Skarloey Railway map. 

8) Crovans Gate Station-Speaking of Skarloey, here's the connecting service for both the Standard & Narrow Gauge, Crovans Gate. I love this station to, and you can bet I had a great big grin on my face when they brought it back in S18. Even though I plan to do a layout map of the station, it will have it's S4 look, that's for certain. But one thing you can bet, this is one of the express's required stops. After all, the Skarloey Railway is so important to Sodor's history, that surely Gordon would stop with the express for people that want to see the Skarloey engines anyway. We also pass by Crovans Gate Yards where trucks are arranged, and where the sheds of the Skarloey engines are. Here's a combo of the RWS and TV series, as the sheds and yards will have its S4 look, but the NG tracks are on elevated platforms like in the RWS, which I think makes a lot of sense. It would make sense I did a layout for it, but I thought I'd tell you all now. The goods sheds are beside here to, though for them having elevated platforms, I'll have to think about it, but the area where the NG sheds, definitely they will be elevated. Something I will question from S4, is that on that layout, they had Tidmouth Shed's model next to it for some reason, which I can only assume must be the repair yards for both railways. So instead of that roundhouse, this is where the Steamworks can be. Which is exactly what we'll get into right now.

9) Sodor Steamworks-Here is where the Steamworks would be. There's a set of points before the yards at Crovans Gate, that divert into the Steamworks, one of my favorite CGI locations. I love this place, and I definitely plan to do my own layout for it, but it remains unphased at least. The tracks inside are mostly dual gauge, as I like the idea of the NG engines coming in their by themselves, hence why I drew their tracks going in there. I imagine a dual gauge crossing would be there in front. It makes sense once I do my layout map for it, but it is where both Marlin & Victor live, handling repairs to both standard and narrow gauge. Now one thing I want to bring up, especially because of the flaw the CGI series made, it's a repair yard for not just both standard and narrow gauge, but also for steam and "diesels". Yeah, that's right, the words "Steamworks" is not meant to be taken literally. As both steam and diesels can be repaired here. I mean, Marlin is a diesel, so that would make sense. I don't like the idea of steam and diesel having separate repair yards, as that's racist. But for a diesel repair yard, we'll get to that later in the last part of the main line maps. So yeah, this is where repairs for all the engines of Sodor, both steam and diesel, standard and narrow gauge, roiling stock, and even road vehicles occasionally would be, as this is an awesome and industrial complex that helps making the engines feeling as good as new, and with professional engines like Marlin, Victor, and even Harvey on occasions running it. 

10) Narrow-Gauge Bridge-Not really marked I know, but I figured a rail bridge running over the Main Line, where it's narrow gauge I should mention, would be pretty cool here. This where the lines of the narrow-gauge track divert away from the loop you see here where the sheds, yard, and Crovans Gate Station are, and would go down, pass this dual-gauge crossing, over to the Wharf, which we'll get to later. The section of the main line there is still part of the yards for sure, and for a while branches of into 6 tracks, as there are points and sidings of course. Something I got from Trainz, but the bridge is narrow gauge. It'll make sense in a future layout picture. But at least you know it's here, and one of the few entrances for the Skarloey engines to get to the Wharf.

So that about covers part 3 of the main line from Killdane to Crovans Gate, and we only got one more part for it going all the way to Barrow n' Furness. I really do have a lot of fun with this, even sometimes it's a struggle sometimes to figure out what to write about each location on Sodor. But I do hope you enjoy this. Next part, I will be taking a break from the Main Line a little bit, and go back to the west of Sodor, and talk about everyone's favorite Little Western. Take care guys!

Thomas the Tank Engine is owned by HIT Entertainment/Mattel.
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Comments: 4

JurassicSteamRacer13 [2022-05-11 15:31:27 +0000 UTC]

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MikeD57s In reply to JurassicSteamRacer13 [2022-05-11 15:43:41 +0000 UTC]

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JurassicSteamRacer13 In reply to MikeD57s [2022-05-11 16:49:00 +0000 UTC]

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MikeD57s In reply to JurassicSteamRacer13 [2022-05-11 16:54:59 +0000 UTC]

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