(City Council » Visual Content) Exterior Castle Set |
The Old Ye Bard
Prince
Registration Date: 2006.05.25
Posts: 3,199
Location: (Trying to steal the older cat's feel-good-sugar)
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2006.09.22 05:59 |
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Gyssar
Seigneur
Registration Date: 2006.09.07
Posts: 214
Location: Moscow, Russia
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We've decided that we will be using individual models for each of the
major castles in High Rock, so if you're interested, You can texture
those, I'll even unwrap them for you.
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Originally posted by Hrafnkel
The mighty Gyssar knows all.
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2006.09.22 06:58 |
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Gyssar
Seigneur
Registration Date: 2006.09.07
Posts: 214
Location: Moscow, Russia
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Yes, most of the modelling will be done, or at least coordinated by me.
Here's a quick tower for instance.
Gyssar has attached this image (downsized version):
Gatekeep tower.jpg (65.28 KB)
__________________
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Originally posted by Hrafnkel
The mighty Gyssar knows all.
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2006.09.22 07:27 |
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Gyssar
Seigneur
Registration Date: 2006.09.07
Posts: 214
Location: Moscow, Russia
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I lost my PGE...
__________________
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Originally posted by Hrafnkel
The mighty Gyssar knows all.
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2006.09.22 11:52 |
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Arbiter
Archduke
Registration Date: 2005.10.24
Posts: 2,822
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Kodama
This picture shows some Daggerfall houses
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Umm... I'm not really sure if older games are reliable sources for
content. I mean, they were mostly only differently colored blocks back
then.
__________________ The Forgotten Ones have returned.
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2006.09.22 17:16 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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The palace designs in Daggerfall are helpful to an extent, though.
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.09.22 17:19 |
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Psychotic
Jarl of Skyrim
Registration Date: 2006.07.30
Posts: 3,774
Location: Sheogorath's Realm
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They look a lot like Leyawiin houses.
__________________ When the game is over, the King and the Pawn go back into the same box.
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2006.09.22 17:25 |
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Gyssar
Seigneur
Registration Date: 2006.09.07
Posts: 214
Location: Moscow, Russia
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Umm, I don't think that will do as a reference Kodama, the city was
planned out as a square in TES 2 for simplicity, it will look to
mundane and a bit out of place if we plan it out according to TES 2.
__________________
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Originally posted by Hrafnkel
The mighty Gyssar knows all.
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2006.09.23 14:06 |
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Durdain
Baron
Registration Date: 2006.08.15
Posts: 418
Location: Wigan, England
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2006.09.23 22:11 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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Daggerfall is going to be where it is on the current Beth map. Not where it was in Daggerfall.
How on earth would it 'not be Daggerfall' just if we didn't stick a pond in front of the castle...?
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.09.24 00:09 |
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Kodama
Shogun
Registration Date: 2006.09.02
Posts: 2,139
Location: Holland
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Hrafnkel, it would simply not look like Daggerfall, it's one of the vew
features that stands out, the people who have played Daggerfall will
feel more at home if it's included.
Also, that new map is very crude...a bit useless to see where cities
really are located, you would need to see a detailed map for that.
__________________ Akavir mod leader.
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2006.09.24 00:18 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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I was the single advocate on the core of placing Daggerfall where it
was in Daggerfall, so I don't need that lecture. However, every
official map, other than in Daggerfall, places Daggerfall opposite the
bay.
Either way, we by no means have a final layout for the city, but it's not going to be identical to the old one by any means...
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.09.24 00:20 |
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DarkAsmodeous
King of the Kittens
Registration Date: 2006.05.25
Posts: 5,338
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Arenas map has it the same place as the new map.
__________________ The soul's condition is learning to fly
Condition grounded, but determined to try
Can't keep my eyes from the circling skies
Toung-tied and twisted, just an Earth-bound misfit, I
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2006.09.24 00:23 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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Which is kinda what I just said.
Regarding every official map.
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.09.24 00:28 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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Regarding the house architecture mentioned earlier in the thread. I
fired up Arena and grabbed a couple of screenies of the houses from the
background of the Breton PC character sheet. (The cut down versions are
attached in png format to this post. Please pardon the PC's arm and leg
intruding on the shots.)
They do have a lot of stone-and-plaster look. Almost reminds me of some
of the English villages I've seen. A bit "cottage-like", withoutout the
Bruma "basement for heat" style. That could be odd considering the snow
they must get being that far north and in mountainous country as well.
I think the buildings in Chorrol and perhaps Cheydinhall come closest in style.
Braggi has attached these images (downsized versions):
Bretonhouse2.png (10.37 KB) | Bretonhouse1.png (8.11 KB)
__________________ Bard out...
"Stop hitting that key... there is no Escape."
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2006.09.24 05:06 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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Yep, that's Breton architecture for ya. But on most other matters, Arena's near-useless for lore.
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.09.24 05:28 |
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Ebonyknight
Seigneur
Registration Date: 2006.02.04
Posts: 962
Location: Canada, Ontario
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Breton Architecture revolves around Western Europe. France Germany and
Britain pretty much to me High Rock is Europe and Cyrodill is the US
and so forth
__________________ Some say I'm here, Others say I'm there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to
take your mind off things for a moment then I strike without hesitation
and leave no trail
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2006.09.24 05:37 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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I agree, regarding Arena and Lore. A lot of the stuff that got fully
fleshed out in later games was pretty much embryonic in Arena.
E.G. Kynareth was referred to as a "spirit" and not as a deity in the
various blurbs for the Lord's Mail quest, Daedra didn't exist and the
closest thing was the "fire daemon".
However, I suspect that there could be some use in adapting the various
major city intros, so long as Daggerfall and later TES canon is
respected. Possibly for mottoes and the like?
You could also perhaps use some of the incidental information from the
main quest dungeon intros. Fer instance, Labyrinthian was also
mentioned as "Shalidor's testing ground". The spell "Shalidor's Mirror"
in DF and MW (along with the various other "Shalidor" spells) likely
came from references to that particular personage. It's just a matter
of mining for nuggets and getting them in line with the later TES
canon. I've always enjoyed that kind of speculation.
(Dang it, my age is showing here... mumble grumble...
)
__________________ Bard out...
"Stop hitting that key... there is no Escape."
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2006.09.24 05:42 |
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gravedigger84
First Knight
Registration Date: 2006.03.31
Posts: 151
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I actually dont get it why its always said first 2 games would be less
true to lore than MW and OB.. I would see them more correct to the
original meaning while MW and OB mightve twisted the original lore to
another direction. Thats one way to see it.
Ofcourse on another hand OB is the newest offering and closest to
current timeline. But I dont think old games lore should be overlooked
in any other case than baring in mind graphics werent evolved enought
to present everything good as needed. And that Arena was originally
ment to be another kind of game Daggerfall was built to be already what
it was ment to be. In Daggerfall houses are kinda similar cause its
involved in smaller area.. they propably could had presented different
looking houses at that time if area was big as Arena's map. And
afterall Daggerfall is only of the series really based on High Rock so
id assume it'd give deeper info of that than any other game. Ofcourse
it's propably dated compared to what the series have involved but also
more original, wouldn't hurt at least not to overlook it
Just my opinion though
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2006.09.24 11:11 |
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Hrafnkel
Count
Registration Date: 2006.08.01
Posts: 861
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...Who's saying anything about the 'first two games?' We were saying
Arena isn't good for lore in general because almost everything has
changed since then, and Arena was a very stereotypical D&D-esque
world. Nobody said not to look at Daggerfall for lore... Just not so
much for absolute layouts of cities/house styles because they were
simplified for gameplay purposes...
__________________ Your monkeys dance on the Tower and the stars change and you do not remember.
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2006.09.24 18:57 |
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Braggi
First Knight
Registration Date: 2006.09.23
Posts: 170
Location: B.C. Canada
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Frankly, I think you both have some good points in the two previous
posts. Arena and DF were designed using a lot of randomization (Arena
especially so, but DF had it's share too.) Randomization of great for
variety, but not so good for specific details.
As the series has progressed, the world has become more focused and
specific - greater detail and thus greater uniqueness in each area
covered. MW and OB are perhaps the most detailed fantasy worlds ever
created on a computer game. (I have played a number of them over the
years, since collecting CRPG's is a major hobby.)
Of course, that means that the less specific a game is, the more it is
going to need adjusting to get in line with new developments. I did
note some nice touches in Oblivion, as visual homages to the two
earliest games.
Examples:
1. The battle mages that patrol the Arcane University look very
much like the battlemages from DF (it's the blue hood that really does
it.)
2. As I noted earlier in the thread, the some of the house architecture hearkens back to Arena.
3. The trolls look like an updated version of those shown in Arena, minus the spiked club and plus an extra eye of course.
4. The colouration of the houses and landscape for the Gold Coast certainly reminds me of Hammerfell from DF.
5. MW did it too. Fer instance the goblins introduced in Tribunal had a very strong resemblance to those first shown in Arena.
However, the main thing that has drastically changed is lore. Let's
face it, DF had six seperate endings, each with unique consequences.
Great for replayability, but how the heck do you account for every one
of them in a static timeline? You can't, so you have to pick one and
use it instead.
Because the series has explored the ending of the Septim line and the
third age, as hinted at in Arena and fully introduced in DF, I suspect
the designers decided to keep the imperial theme. This set them up for
ending it as they have in OB. I'll be most curious to see where the
heck they go from here, now that the emperor is gone.
And, you have to allow for changes, new ideas, characters and themes
that get introduced as the gameworld evolves. P+p role playing is the
same - no fanstasy world ever winds up being exactly what it was when
it's designer first concieved of it, whether it is designed by someone
at home or a professional writer at his office word processor. The best
loved worlds will retain their flavor and will keep strong contact with
their roots.
So, mine the older games for snippets and then update them to the
current world and engine, while leaving tons of room for new ideas and
creativity. Lots of fun that way.
__________________ Bard out...
"Stop hitting that key... there is no Escape."
This post has been edited 1 time(s), it was last edited by Braggi: 2006.09.24 20:59.
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2006.09.24 20:57 |
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