Concept Art - Castle Wayrest |
Tabber42
Knight
Registration Date: 2008.06.22
Posts: 81
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2008.09.29 01:13 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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2008.09.29 03:33 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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... and here are the rest of the shots of Wayrest Castle.
a) Facing South part 3
b) Overview of the castle grounds (from the TES2 in-game automap)
c) Entryway detail (Note the grand pillars and the shrubs)
d) Hedge Maze East 01
e) Hedge Maze East 02
f) Hedge Maze West (Note the various staues and other features scattered through all of the maze.)
Wayrest City
As for the city itself, I could post a laboriously pieced together
screen shot of the auto map, however a few words will suffice to detail
it.
- The city is one large square (as are all walled cities within TES2).
- There is a grand drive lined with trees, running up to the main entrance of the castle grounds.
- Various guilds are scattered around at different points. (Unlike
TES4, the guilds in TES2 were placed randomly throughout the town or
city they appeared in, rather then bunched up in a group.)
- Several mercantile areas,
each with at least one or more inns close by, were set at random points .
- Commercial areas usually contained up to four shops of the following
types: a smithy, an armorer, a general store, a clothing store, a book
store, an alchemist, a pawn shop. Of the mentioned types alchemists and
books stores are the least frequent, with pawn shops and clothing store
next in line. smithies, armorers and general stores are the most
frequent.
- Inns are always two or three story buildings.
Design Points to Ponder
- Rather then stick blindly to the TES2 layout, which still relied
heavily on random generation to create, I would suggest a thorough
review and polishing of the developed material on Wayrest from the mod
design document.
- Feel free to re-arrange the castle's facing (it currently faces
southwards as does the castle in Daggerfall City.) As long as the
castle and it's grounds are as true as possible to the original (within
TES4 design limits), things should be just fine.
Hope that helps!
Braggi has attached these images (downsized versions):
This post has been edited 1 time(s), it was last edited by Braggi: 2008.09.29 07:39.
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2008.09.29 07:36 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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Reminds me enormously of Hampton Court (the country residence of the
Kings of England). I think the landscaped gardens would be a nice touch
to include in the final design. |
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2008.09.29 10:51 |
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Lady Nerevar
Marquise
Registration Date: 2006.01.04
Posts: 1,362
Location: Not in hiding anymore
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wow, I'm quite surprised by the quality of its design. one could probably model directly off that.
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2008.09.29 17:25 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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Castler Daggerfall was also pretty well put together, as was Orsinium.
Considering that the basic designs came out in 1996, I agree the work
was pretty good.
Some of the dungeon interiors were quite good too - for instance
Privateeer's Hold (the dungeon the player starts in) had an excellent
great hall, with a throne that acted as an elevator when a lever beside
it was pulled. Ditto, with several of the random dungeons - many had
exterior outer works that were nicely detailed and had multiple
entrances and details such as catapults and ruined towers.
__________________
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2008.09.29 20:39 |
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Tabber42
Knight
Registration Date: 2008.06.22
Posts: 81
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Wonderful! Glad too see that, makes my ideas fit a bit better.
I am working on the layout as a whole, have a few concepts (which I can
alter and decide which is best when I see the screenshots). Will have
them up in a week I am hoping. Busy schedule, though it has slown down
a bit (good thing too, brain was ready to implode).
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2008.09.29 21:41 |
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