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4.0 Dwarf Capital Planning/ideas ((Ooc))

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xSPULLERx

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4.0 Dwarf Capital Planning/Ideas

((No names please))

 

The new map will soon be opening to a build server, and you know what that means, time for the new city,  This post will enable ALL dwarves to share their ideas on how to improve upon what we have failed and what we can continue.  However, we do not know who will be the dwarven representative, it's best that we agree upon what will be best for us.  Now what the staff say.  So let's get started.

 

City Type:

 

Same Old - Underground city

 

Cavern City - City with walls and such and insider a large cavern.  Remain to look natural of the cavern, and can even have farms outside the wall, but still be underground. 

 

Mountain City - City built on TOP of the mountain, though still has buildings and homes embedded into the side of the mountain.  Typical city for mountain dwarves.

 

Mix - A underground portion of the city with some outside areas and overhangs.  Can also mean an underground entrance leading to a mountain city.  Will be kind of like storms, however will maintain the mountain aspect.

 

Copy of storms -  Same idea as Storms crossing.  Copy and paste.

 

Entrance:

 

Same old - Grand entrance into the mountain like Azgoth and Mount Ire

 

Wall - A gate outside connected to a wall before entering the city.

 

Underground - After walking through an underground cavern, with bridges and such, you come across a large gate completely hidden from the outside

 

Outside - Would just be a gate for a mountain city.  Will be at top and the point between exiting and leaving the mountain top.

 

City Concept (Middle point/theme of city):

 

Trade - city centered on shops and trade

 

Roleplay - Centered around church, tavern, and other rp hubs

 

((City will like be revolved with the idea of Hammer and Anvil))

 

Others -

 

Well there are just some ideas to decipher upon, however please reply with ANY suggestions.  Here is a format to help you out.

City Type:
 
Entrance:
 
City Concept:
 
Other Suggestions:

 

Idea of a mountain city in Asulon,  Kal'Anart.

 

 

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City Type: Same old

 

City Enterance: Underground

 

City Concept: Trade / Roleplay = Kal'Azgoth for instance

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remove mountain dwarf

see khaz'rhadav, moria pls

 

And absolutely nothing resembling Storm's/Ithrun.

 

just noticed that form

 

City Type: None of the above, closest to cavern city i'd suppose?
 
Entrance: Several - main: enourmous, impressive gate (see: Azgoth), secondaries: deep roads (Dragon Age style, not filthy Anthos DR's), mountain top enterence (see endless stair from LotR again) and lastly hidden back enterence (like the  Westgate/Door of Durin from LotR)
 
City Concept: Moria, from LotR

Other Suggestions: Preferably nothing as arficial as Storm's Crossing or Kal'Azgoth, big fat chasm in the front (underground chasm) with bridge of khazad'dum
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Haha, I've never seen that video before. Good ol' Kal'Anart. Anyway...
 
City Type: Mountain Dwarf [Either Cavern or this, the big hall is efficient, but leaves little room to build and expand.]
 
Entrance: Doesn't matter
 
City Concept: Trade [We've attempted to centerize around a tavern. Truth is, no one goes.]
 
Other Suggestions: Make it small, simple and too the point. A little less pretty and a little more minecraft. Have room for people to build it for themselves, make it their own.
 
 
Edit: Give us a hole in the ground or a big hill. And then.. We build..
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Based upon what cities we've had in the past, this is just a little input from me.
 
City Type: Mostly a mountain city but with certain cave type elements. For example, if anyone's played skyrim before, think something along the lines of Markarth. Relatively small, compact to keep role play together and layered so that players aren't within such a great distance of one another at any point in time. This worked well in cities such as Kal'Anart in the past and I think would be great for a capital where our main focus is producing role play and bringing players to join the dwarves. To those who haven't played Skyrim, this is what I mean.
 
 
As you suggested Spuller, some homes and buildings could then be built into the side of the mountain so we wouldn't be losing the traditional cave dwarf design entirely. As much as great underground halls look particularly nice as you walk into them, I don't feel they've ever really been effective in keeping role play centred in one area of the city. It's also far more difficult to expand an underground city without making the design look awful.
 
Entrance: A wall entrance, something quite grand and imposing to those who first walk up to it. Guard RP for new players in Kal'Urguan was great and I'd quite like to see this come back in the new map. This would only work if we have an actual wall however. Beyond the gate, I would recommend something along the lines of a market place of some sort, with a tavern and guard house fairly close by. Keep it all compact so that role play is focused within a very specific area.
 
City Concept: The design, a mix between Markarth from Skyrim, Kal'Anart and perhaps to some extent, Kal'Dwain. As for a theme, I believe the main focus should be upon role play with trade coming in as a secondary thought. Obviously the two can be integrated together however.
 
Other Suggestions: Make the designs look good but not impossible to expand from. This is much easier to do with a city that isn't underground but should be considered regardless of what type of city we decide to go with. The most important thing is, the design needs to be compact. Being realistic, we don't have the same number of players  as we once did and going for something as large as Kal'Azgoth for example, would only limit us further. Go for role play and something that works well in practise, not necessarily something that is just built for looks.
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If we are to build a city again for 4.0 it cannot e large like all the cities I've built with the previous teams.

This time we must keep in mind that the city construction if built for a small amount of Dwarves. Thus building a cavern city would be a bad idea as they often pose to be too large.

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That super thin Khazad Dum LotR bridge idea of Bael's actually works really well in Minecraft. Arrows have knockback.

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That super thin Khazad Dum LotR bridge idea of Bael's actually works really well in Minecraft. Arrows have knockback.

 

Very well, we did a staged attack in Khaz'Rhadav and the attackers (outnumbering the defenders 3 to 1) got slaughtered.

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I agree with Zezimus. Something similar to Markarth would be a good change for us. A nice mix of cave, mountain, and cavern. We could if we wish, copy the layout exactly and modify it for our own use. The waterfalls will also be a good change for us. Btw the market and mines are nicely connected.

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If we are to build a city again for 4.0 it cannot be large like all the cities I've built with the previous teams.

This time we must keep in mind that the city construction if built for a small amount of Dwarves. Thus building a cavern city would be a bad idea as they often pose to be too large.

 

 

If we are to build a city again for 4.0 it cannot be large like all the cities I've built with the previous teams.

 

 

cannot be large 

 

 

 

runUFdE.jpg

 

Added some rock and snow, let me know what ya thinks dwarves!

 

Also, it really doesn't matter what you give us shift. We can easily adapt our building to landscape, just as long as our planning remains small and compact AND communal. Meaning its not just a few people building, ITS EVERYONE.

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I believe the layout is nice. We won't be using the entire range of course! And the ravine is a definite plus. If we are to do the Markarth design then the mountain where the road leads wouldn't work. If we are todo the classic design it's work perfectly. However building exterior defenses will be complex.

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So it looks we are a bit split.  Perhaps we can start a list of pros and cons between a mountain city and the traditional underground city.

 

I'll start it:

 

Mountain City:

Pros -

Can layer and make the city smaller

Perhaps easier to construct in survival

Can expand Easier

Potential positive change from our normal city

Cons -

Weaker defenses

Discrepancy amongst cave dwarves

Absence of our grand halls

 

Underground City:

Pros -

Keep the recognition of our beautiful underground cities

Easier to protect, basically not able to be sieged

Prevents scaring of our mountains

Harder for enemies to enter for raids

Cons-

Causes the need for wings the make rp spread out

Absence of a centered area for rp

Harder to construct and expand upon

Usage of fire and lava as a light source causes mega lag

 

"What else?"

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I like the more use of water. It gives our area more a serene feel rather than the immense amount of lava which makes it feel more like industry completely. Like the waterfall enterance in Aegis, I always liked that effect.

 

I love this whole idea of having our city modeled off of Markharth. It gives us plenty of room to build our own look and design for the buildings. Hopefully, most of the building will be done in game rather than prebuilt, but the best part about this design is that it is easily changeable rather than a completely underground city.

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