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Final Inputs Of 4.0

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Its actually quite small

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Its actually quite small

Yep, I'll get some screenies of it later. But the thing with 4.0 is that it's a lot smaller than we thought. It's good in some ways, bad in others. For example the small island of sorts, that it's the middle of the ravine is barely five blocks wide. But on the map, you think you can put a small tower on it. Which I would argue that little island would need work first before we do that. 

 

Going back to topic here, I agree we need a central lobby. I would argue similar to how Al'Khazar had it. A central area, with the shops nearby. Then housing further back in the city. The "Outer" area doesn't really need to be massively defensible, but the inner yes. We've got to remember this cities in two parts, the inner and outer. I would argue most things would be in the outer, with the inner (Cavern) area reserved for palace and some other things. Maybe houses if we people really want to live indoors. Although the key thing is that it's wholly defensible.

 

Moving on, that area for a farm, I would argue only has enough space for maybe crops and a small shack. The tree farm, needs could be near the entrance to the path up. The problem we have here is that the GM's and Dev's have develop the new map. But we don't have an updated version. The map displayed on our threads are outdated from what I've learned, due to GM's voxelling.So we can only come down with a format, although we do (well some of us) have access to a world download of an old unxolled version of our area. Which is a really good help, as we have discovered it's smaller area than we thought. 

 

Here are some "big helps" I feel.

 

- Our builders get a updated  worldownload of our area in 4.0 ( if possible)

-Build Server to test out ideas and design (If someone is willing)

- Updated map of our area? Similar to the ones Shifts posted.

- A google doc for everything. Ideas our current plans (This thread will become cluttered so it's better to have it all in one place, nice and neat)

- More emphasise on being easy to change around.

 

Now I'll write a small paragraph on the last point since I feel not many people have gotten what I've meant in the past. What I mean, is that have it so that it's easy enough to build in the city, and move things around. In case certain areas are unneeded, or if the use of things change. For example what if we need to expand the housing area? Unused decorative area? Just tear it down and move more houses into it. One of the main problems with Kal'Azgoth and Storms Crossing is I don't feel I can build in those cities. I feel like I'm destroying it's perfection, hence why the smithing guild area is taking ages to build (Sorry guys!). They're built in a way, that when you build you risk destroying the city. It's a problem to do mainly with space and building quality. Kal'Azgoth, it was almost taboo to build in that city. When there was building there was either unfairness in what was there for example Grandaxe Clan Hall ( there's a lot of things wrong with that, but I'm going to leave it at that). Massive hall, at least triple the size of all the others. Or the fact they were horrible and unused, in this case the engineering area under the Crafting District.  There was too much empty space in that city, it looked great but wasn't functional. 

 

Kal'Ithrun, now this city is built for a small amount of players. But again, the problem is space. Areas beginning to hit into each other, as well as it being within a limited confines. Not to mention it lacks a centralized area,  well to say the least a "good" centralized area.  Small, with shops next to it sure. But it feels more like a crossroads in a maze to me, rather than a place to hang out. Again though, that's just me personally. It's a great city in it's own way, yet I feel that it wouldn't be in our best interest to go along with the something. Now easy to develop, is to have some empty areas for our players to build into if need be. In the meantime we can make this farm areas, or simply small plaza's that can be build on in the future.  Changeable is also builds that look good but area easy to follow the pattern and style of it. Sure we can make it look nicer in some areas, but if we have a theme. I mean people who aren't so good at building are properly going to be building as well (like myself). Our "good" builders I find often are doing other things or don't have time to help with most builds. But that's just me, at any rate I'll write a more well formatted post later. 

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Our builders have already gotten on the build server, and I have voxel. The mountains are looking a lot better already, and tbh the path to our city is actually really short. Also, snow accumulation and water freezing can be turned off, but I want it actually snowing everywhere.

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Our builders have already gotten on the build server, and I have voxel. The mountains are looking a lot better already, and tbh the path to our city is actually really short. Also, snow accumulation and water freezing can be turned off, but I want it actually snowing everywhere.

 

Why have it snowing everywhere? As two people have mentioned, it's bland, and they have posed better ideas. I'd listen if I was you, because their ideas are rather good.

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An idea that just popped into my head. How about we make the city a tundra area as people stated. And have another mountain terroformed to be even higher with snow, making it a religious grounds of sort. Similar to High Hrothgar off Skyrim. I mean it could be useless at first, but as it goes on it if doesn't serve it's purpose we can change it for something else.

 

ltR6H.jpg

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As for centralization it looks like the shops and entrance is what will be the RP hot spot which is a good thing in my opinion. Might help promote trade RP.

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Kal Anart 

 

 

 

 

Litterally, cut off the top of the mountains and live there, terrace.

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Erm, how about an alchemy area? I mean, its been a pretty big part of dwarven culture, seeing that we use alchemists fire frequently now. It'd be nice to have a small cave or a separate building to do our business in. You could put it across the Farms on the outside of the city, just a tiny little district/building dedicated to botanical research and alchemy. It could provide some pretty good rp, as alchemy tends to attract people with its mysterious ways. 

 

What I was imagining for us was a 2-4 building district, in which there is included a building for dormitories, a botanical research facility, a laboratory, and a teaching section. We could have giant plants growing out of the botanical place like so:

 

UEohXjW.png

 

 

The buildings could be of a more fantasy, far fetched style. Overhanging roofs of ridiculous curves and strange, physics-defying towers could add to the /mystical/ feel of he place. I'll provide a screenie of this as well later.

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Don't build large sections for guilds if they're going to end up vacant like the engineering guild. I suggest the blank canvas approach of general looking buildings that can be adapted to guild halls or other community buildings later, It will save us a lot of grief. I'm not opposed to having a nice area that looks somewhat alchemy suited though, with strange plants growing all around and such. 

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I should be done with major terraforming in a few days, and I am taking all of your opinions into consideration. I will post screnies soon to see what you guys think.

Edit: As for snow, I meant that snow will not build up anywhere, as rain is annoying, and snow is cool. The city part will not be snow covered, but rather like a tundra. I want it to feel cold, but not frozen.

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I should be done with major terraforming in a few days, and I am taking all of your opinions into consideration. I will post screnies soon to see what you guys think.

Edit: As for snow, I meant that snow will not build up anywhere, as rain is annoying, and snow is cool. The city part will not be snow covered, but rather like a tundra. I want it to feel cold, but not frozen.

Would indeed be very cool if we could do that. Permafrosted grassy highlands, with a light drizzle of snow occasionally falling, yet not sticking.

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Here's a tip from a halfling who has aided in the creation of the new vale (which is much more active than old Len). 

 

Downsize. From my experience Kal'Azgoth just felt big. What you gotta do is keep houses from becoming too many houses and keep one central area for shops and rp and the rest for other things and leave a small section for housing.

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I like the area dedicated to the clergy, we definitely need to become a large part of dwarven RP again. As for Dave's "High Hrothgar" idea, I completely agree. The clergy need more RP, and a place of pilgrimage (or even an area where you can undertake some sort of trial to please the Brathmordakin? Just putting that idea out there) would be a major help.

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Clan Halls?

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