Returning regions of ST: Oblivion
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05-05-2005, 03:41 AM,
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Very nice RW. I like the map a lot. I thought that crossroads was below Reich Parkeep though.... hmmm...
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05-05-2005, 10:07 AM,
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Quote:Originally posted by NoRemorse Thankyou You're right, of course. Crossroads was south of Reich Parkeep in Silgrad Tower: Morrowind. When I laid it out I used the old map from Tamriel Rebuilt as inspiration, seeing as our landmass draws so much from it already. On that map, the crossing of the roads were north of RP, so I thought it made sense to reflect that on the map I did. Moving Crossroads with it seemed to make sense as well. Should I delete Maar Mok and move Crossroads south again?
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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05-05-2005, 10:33 AM,
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Nope, definitely not. I really like the layout as it is and in a way it makes more sense with the Crossroads more to the north.
Greetings Quentin
That's what a ship is, you know. It's not just a keel and a hull and a deck and sails, that's what a ship needs, but what a ship is - what the Black Pearl really is - is freedom.
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05-05-2005, 11:59 AM,
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You wanted my input so here it comes hehe.
I like the layout as it is right now actually.. I dont want to step on anyones toes.. but a desert looks kind of out of place in the middle of a green and lush area. The only plausable reason you could have is that some sort of disaster had occured there like a giant fire etc.. and something that kept from having the forrest "renew" itself. But before we make maps etc.. shouldnt we wait a bit to see what kind of landscapes are used for the game.. so that we can actually use it?.. The screenies show alot of green and lush (like the RP hills region) screenies.. dont you think we should focus on that more then getting alot of styles in one map?.. Further more I think a small fishing town to the south east isnt a bad idea at all.. but I think we should stick to lore closer then last time. (hehe a bad word I know.. ) The cities used now work perfectly for us.. I am sure of that.. but some of the more exotic creations.. perhaps we shouldnt stick with that... my few cents tho. I see on some of the screenies that they stole my mine idea hehe.. so I think we should defenitely have something like that in the game (pats own shoulder) -D- |
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05-05-2005, 12:40 PM,
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Quote:Originally posted by Deus I always do, old friend. =) Quote:Originally posted by Deus Right now as in TES3 or right now as in the current version of the concept map? I understand your concerns about the desert, and I'm not sure I want to keep it either, but I've always had a thing for deserts and would love to mod one. Here is the draft I wrote about the Kogal desert for version 1.0 of the map (also here): This unnatural desert started forming thousands of years ago, seemingly out of nowhere. It began with the soil corroding and being swept away by the wind, leaving nothing but the rock underneath. Poisonous, billowing clouds of gas started erupting all over the area and soon ate away the rock. The rubble and sand constantly shift, and gargantuan gas-inflated hills rise slowly from the ground. The air is poisonous and eventually kill anyone exposed to it for too long (a percent chance each hour to become poisoned; regenerating is impossible while in Kogal). The landscape is dominated by bulging holes, reminiscent of miniature volcanos, that constantly spew out gases. Sight is usually limited to only a few dozen metres. The massive gas bubbles that inflate the hills also exist much more commonly in smaller cases, and are lethal threats to anyone foolhardy enough to venture into the desert since they collapse under your feet. (In-game it would be presented as sheets with the same texture as the ground, which are disabled when the player steps on them) The Kogal desert, with its many perils, is completely devoid of life except for the daredevil criminals who seek its shelter from the law. As guards don't enter it, the thugs can live there in relative safety, although the poison wind and gas traps makes sure few of them return. The desert borders the Velothi Mountains to the west, while the rest of the border transitions to an infertile strip of plain. So, it would be kindof a bizarre natural phenomenon. I didn't see the desert as a natural desert, like Sahara, which has blistering heat. It'd be more like Death Valley in the US, I imagine. Quote:Originally posted by Deus I think it's better to determine what we as a team want to do, then afterwards revise it to what we can do. At the moment there is just one problem I can see: trees. One can't just make a tree model in 3DSM anymore, as they'll have complex animation... but I'm sure we'll get to see retextured trees coming out of the community, which can be used for the Forgotten Forest et cetera. But as for anything else I can think of, it can be modded. Oh, and take the textures I used on the map with a grain of salt =) Quote:Originally posted by Deus I'm sorry but I disagree with you. I don't see anything exotic with a Hla Oad-style fishing village. Quite the contrary, why wouldn't the Dunmer take advantage of the fishing waters there? And as for lore, lore doesn't substantiate Crossroads, Steadhelm or Ebbedin either, but that doesn't mean we won't have them.
¤ How to add images or files to your post ¤ Silgrad's UBBCode
My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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05-05-2005, 02:51 PM,
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Towns are different then natural formations. It seems out of place to have a desert there.
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