stones
Four hundred monuments in the field either side of the avenue: headstones (round-headed, gothic, shouldered and plain, each with a sunk panel so a raking flash finds an edge), chest tombs, obelisks, wheel crosses, pedestal urns and railed enclosures — plus one weeping angel bowed…
stones
Four hundred monuments in the field either side of the avenue: headstones (round-headed, gothic, shouldered and plain, each with a sunk panel so a raking flash finds an edge), chest tombs, obelisks, wheel crosses, pedestal urns and railed enclosures — plus one weeping angel bowed over a pedestal on the avenue's west side, and the chest tomb shot 3's dolly passes, placed rather than scattered so the sheet of water off its lid has something to come off.
The film's whole contrast structure is bone limestone against wet ragstone, so the field is deliberately mixed: forty-six per cent limestone, eleven per cent lichen-stained, the rest ragstone. A stroke raking across it lights the dressings and leaves the ragstone where it was.
Exports
stones.plan()— the field as a deterministic list of placements, fromfilm.randalone.stones.mint(force)/stones.spawn(parent)stones.ANGEL,stones.TOMB— the two placed monuments, for anything that needs to find them.
Notes
Everything merges into four meshes by material plus the angel's own, so the field is five draws. Placement keeps the path corridor and the chapel platform clear, thins outward from the avenue, and leans about one stone in six.
Scoped to this part · feeds back into the world's score.