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Final Inputs Of 4.0

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Building of 4.0 will soon begin as our builders, xSPULLERx, Kowaman, and xxDukesterxx will be constructing the city.  Now, in the picture, this is what we are planning on doing.  The grey shaded areas are where I'd like to add peaks, or mountains as must of the land around them will be lowered.  If there is anything you'd like to add/ change, please do so quickly.  Remember, the city is built most above ground regarding, homes, throne, and mining/mushroom area.  We are using the Mar'karth design from skyrim in case you do not know yet.  Also we need the blocks we wish to use, I would suggest some darker wools, mostly stone, spruce wood, and perhaps Quartz/Netherbrick.

 

jywnxmm.png

https://www.youtube.com/watch?v=VI-d6_0kZUE

2012-06-07_00001.jpg

 

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ima tnt yo asses 

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Don't hesitate to post some things regarding architecture and designs for me to use, as I'm more then open to seeing new designs.

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No quartz, or netherbrick. Makes the place look rather evil, or just bad blocks to work with in general.

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No quartz, or netherbrick. Makes the place look rather evil, or just bad blocks to work with in general.

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      I'm not a Dwarf but I'd suggest having more of a central point where all the Dwarves would have the availability of RP. Pretty much like how Salvus had markets surrounding one area with the statue, and people were more bound to that area to RP because it felt right. The way I see it right now things might seem too spread out RP won't be too easy to be centralized.

 

     Maybe in the shops are the markets could be surrounding a sort of center point where people can RP. Generally the smithing, shop, and clergy area look like they could progress from this; or at least have such places. Just my two cents.

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A few concerns.

-Everything seems rather stretched out, more often then not that seems to cause issues of activity for us.

-How much activity will the clergy area have? In my experience the clergy is difficult to keep active.

-We didn't use the mushroom area all too much in Kal'Azgoth, why not just stick to the farms alone.

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      I'm not a Dwarf but I'd suggest having more of a central point where all the Dwarves would have the availability of RP. Pretty much like how Salvus had markets surrounding one area with the statue, and people were more bound to that area to RP because it felt right. The way I see it right now things might seem too spread out RP won't be too easy to be centralized.

 

     Maybe in the shops are the markets could be surrounding a sort of center point where people can RP. Generally the smithing, shop, and clergy area look like they could progress from this; or at least have such places. Just my two cents.

Agreed

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Valley leading to the city, dont have the city on top of the mountain. Fix the government, fix the roleplay, remove the trolling. Do it or youll loose the players that you just got back.

 

7cc43a2cbbadbeea7488baad605138d7.png

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Fix the government, fix the roleplay, remove the trolling. Do it or youll loose the players that you just got back.

+1.

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There are three very serious problems I see arising if we don't tackle them with the outlining of the city...

 

(1) There's absolutely must be a way to start a private guild, shop, etc. within the city without jumping through several hoops. In some cases, you can't even start a guild in our current city because there are no specified spaces available. If the buildings are there, they will come. If not, we're going to become stagnant as we were for several months.

 

(2) There must be easy access to the mines. They need to be maintained and the care-taking needs to be done actively.

 

(3) There's must be central meeting place that has 2-3 primary activity zones within 30-40 blocks. Salvus, for example, had a fountain with a bakery, two shops, a guard house, and a few stalls. Once the shop plugin kicked the bucket and the city was closed down, it has a hard time getting back up on it's feet. Abresi has a town square, several shops, and a main road. It has 2-3 activity zones that are fairly close. The gate, the main square, and the tavern. Looking back to old Abresi, the docks were e least successful because it's a big city and because it's the farthest from the gate. The most serious problem with our past capital cities is that Dwarven city has no center and no activity zones that remain active.  All cities need something similar to this or they will fail. Plain and simple.

 

Edit: Hiebe also has a point. Force players to travel to far and they'll try to build settlements along the way or simply go elsewhere.

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First of all, you should get rid of the snow. It just looks bland, boring, and there's really not much possibility to it, in terms of details. Also something to take into consideration, is that the running water will freeze. I instead propose a craggy tundra-like area, with a few boulders littered around, and a minimum amount of trees. Keep the peaks snow-covered. (Think Desolation of Smaug, or whiterun-ish.) Looks a lot more interesting that a blanket of snow. If you need any help related to such details, and nature in general, don't hesitate to ask!

 

As for the city itself, I suggest to make the area as of whole slightly smaller, and more compact. You can use the mountain side to incorporate and carve out homes and hovels as well. I am skeptical about the usage of netherbrick/quartz, as well as pine, which should be kept to a minimum. Cobble and stonebrick in general is a better way to go, as long as you're able to incorporate details into the builds, for atmospheric value. Don't forget that in 1.8, there'll be a wider arrange of stone blocks to use, and these look awesome, and easily slide right into existing stonebrick/cobble builds. Overall, I'd love to see a main hub, a square of some sort, and leading from it, various alleyways closely knit together, ascending upwards towards the King's Palace (which should be like the underhold in Markarth, perhaps an alcove in the mountain for entrance.). Also, the peak areas that have been grayed out: I strongly recommend you add a wall to the front, instead of a hill or mountain range. Make a dwarfy, fortified and big wall with towers (a la markarth), and make a bridge spanning over the gap, going directly into the gatehouse. If you make the wall thick enough, you may even make a fort out of it, which means you can add bunks, armory etc inside the walls.

 

In order to maintain a steady flow of new dwarves, I suggest you make the mines a direct responsibility of Yemekar's Workforce. New dwarves are automatically enlisted into the force, and required to work for at least a week or so, while also being in possession of a free worker's hovel as long as he stays in the force. Any excess ore or stone he digs up (incorporate a mandatory quota of ore each week that goes to the kingdom), he can sell or do whatever with it as he sees fit, and eventually he'll earn enough minas to purchase a home and sustain himself. This will keep the new dwarf busy and engaged, while also giving him time to settle in with the playerbase, learn mechanics, and perhaps join a clan. Same system can also be done in regards to other resources, such as woodcutting or farming. 

 

I do have a few designs I've previously showed on the other thread, and I'm currently working on some more, which you are free to incorporate, change or w/e. 

 

T4MLUFC.png

Something like this. More here: http://imgur.com/a/pe6H2

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When mentioning water freezing over, it isn't a problem, because of region flags being able to deny that.

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First of all, you should get rid of the snow. It just looks bland, boring, and there's really not much possibility to it, in terms of details. Also something to take into consideration, is that the running water will freeze. I instead propose a craggy tundra-like area, with a few boulders littered around, and a minimum amount of trees. Keep the peaks snow-covered. (Think Desolation of Smaug, or whiterun-ish.) Looks a lot more interesting that a blanket of snow. If you need any help related to such details, and nature in general, don't hesitate to ask!

 

I agree with pretty much everything Hobolympic said but this in particular. While snow is fine at the very peaks of mountains, I think it needs to limited to that alone. Too much snow gets a little old at times.  Like you say, a craggy tundra sort of area would look far more varied and interesting than just pure snow.

 

Also like I said in the original idea, keep it compact. I can't tell exactly how large it is from this map but it does seem quite expansive. Maybe I'll get a better idea when I see the screenshots of the city. Also, as a number of people have said, the area immediately after the entrance needs to be designed as a central hub for role play. Make sure there's something there that denotes it as a place for people to gather.

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