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FLESH
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Hello Everyone,

I had an idea a couple of days ago. It is as follows:

We have gotten many architectural (and cultural) concepts over the last couple of weeks. But not all of them fit together. My idea was to divide Valenwood into 4 or so cultural regions, and group the architecture off, and develop the customs.

This will make things generally more organised, and help with planning. I thought I would run this by the team and get your opinions.

If you are for the idea, try to think up names for 4 regions (the four regions are North, East, West, and South). And make some grouping examples with the architecture in this thread: http://www.elderscrolls.com/forums/index...howtopic=569167

The bonsai type architecture would go with itselfs, and perhaps suited for the western type Architecture. But I want to hear what you think, it's a keep or drop idea, so no harm done if it does not work out.

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Mormacil
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Good idea. North I think should be most like Cyrodill, it?s hilly and has mountains so I would suggest we make it not to hot. The bonsai trees and pinetrees would fit there.
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quote:
Originally posted by Mormacil
Good idea. North I think should be most like Cyrodill, it?s hilly and has mountains so I would suggest we make it not to hot. The bonsai trees and pinetrees would fit there.


Thanks =) What should it be called? The Camoran Highlands is what I can come up with. This is the perfect place (if we go with the name) to put Chrissloes swords.
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I like the idea but do you think four regions is enough? The far south could be 'something' coast for example and the far east could be referred to as the 'borderlands'.

Camoran Highlands sounds good to me too, I didn't even realise the northern area was hilly/mountainous Tongue
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FLESH
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quote:
Originally posted by Durdain
I like the idea but do you think four regions is enough? The far south could be 'something' coast for example and the far east could be referred to as the 'borderlands'.

Camoran Highlands sounds good to me too, I didn't even realise the northern area was hilly/mountainous Tongue


Four is not set in stone, as I said "Four or so". We can have more, but not too much or else we may find ourselfs stuck for inspiration.

I'm glad you like the Camoran Highlands idea.
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ah good stuff. *Must read OP more throrourghly in future* :)
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stil on school and my post was unfinished... post more later, very busy right now.
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quote:
Originally posted by Mormacil
stil on school and my post was unfinished... post more later, very busy right now.


Ah ok, looking forward to it.
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Mormacil
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off topic: I'm hungry Frown
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It would probably be easier to name regions if we had more info on them.

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quote:
Originally posted by Arbiter
It would probably be easier to name regions if we had more info on them.


I'm pretty sure there are no regions in Valenwood (atleast not described in lore). But this helps creativity, and it means we have complete creative freedom :D
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Got a quick map done in the train, got 4 regions, 3 besides the Camoran Highlands. regions will be Canopy, Jungle and tropical, Anyway I'm very freaking tired, it's 23:22 now, I got home 10 mins ago and didn't eat between 13:00 adn 22:00, just ate a burger at 22:00 Tongue Anyways, I got new Igma clubs and a map, now I'm off to bed. Need to get up in 6 and a half hour Wink wish me luck tomorrow with presentation, hmm tss is offtopic I really need to get some sleep...
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quote:
Originally posted by Mormacil
Got a quick map done in the train, got 4 regions, 3 besides the Camoran Highlands. regions will be Canopy, Jungle and tropical, Anyway I'm very freaking tired, it's 23:22 now, I got home 10 mins ago and didn't eat between 13:00 adn 22:00, just ate a burger at 22:00 Tongue Anyways, I got new Igma clubs and a map, now I'm off to bed. Need to get up in 6 and a half hour Wink wish me luck tomorrow with presentation, hmm tss is offtopic I really need to get some sleep...


Hehe, can't wait to see it tomorrow and good luck with that. Good job!

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Think the tropical would be the Coastlands? Anyone know what the Pirates call themselves - that might provide a name.

Must say I like the name canopy.

Got to hunt up the maps again - there are a lot of cities that we have not talked about on one map - and that might provide another name.

Also the altmeri invaded, did they leave names do you think?

manyana - tomorrow peeps gnight all

This post has been edited 1 time(s), it was last edited by raggidman: 19.10.2006 00:37.

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quote:
Originally posted by FLESH
Four is not set in stone, as I said "Four or so". We can have more, but not too much or else we may find ourselfs stuck for inspiration.

Burned Forests FTW!!!

What about some kind of area on the coasts where the forest floor is flooded?

What about a forests with meadows scattered throughout them where butterflies glide, cute furry animals play, and Fargoth skips and frolics :D

How about forests of huge old gnarled Oak Trees?

This post has been edited 1 time(s), it was last edited by Siegfried: 19.10.2006 01:15.

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I think the oak trees should be reserved more for the Cyrodiil border. Near Arenthia would be best if you ask me. If you turn your borders off in OB you can actually get to where Arenthia should be. Lets take some ingame shots. FLESH, would you do that for me? I'm too busy. Plz and Thx.
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Mormacil
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quote:
Originally posted by Siegfried
quote:
Originally posted by FLESH
Four is not set in stone, as I said "Four or so". We can have more, but not too much or else we may find ourselfs stuck for inspiration.

What about a forests with meadows scattered throughout them where butterflies glide, cute furry animals play, and Fargoth skips and frolics :D

How about forests of huge old gnarled Oak Trees?


What do you think the Canopy region looks like? It will have oaks etc. The southern coast area could have some bays, but lets make it as much forest/jungle as we can. It's Valenwood not Hammerfell Tongue I think the region could be a mix of Old Altmer stuff and pirates. Maybe some ruins of Altmer settlements?
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Yeah, totally, but when we are practically in Cyrodiil (Arenthia) lets keep away from dence jungle climates and setting. We'll have that setting creep in on the player as they venture out into the core of Valenwood, untill they are fully emmersed in this tropical woodland with a scenery to die for. I'm not talking generating objects through the region editor, with this level of detail we'll do a lot by hand. Hand makes perfect. UL poved that over Beths attempts to use the region editor. The only thing we should use the region editor for is to layout our blank slate. The rest we need to perfect by hand. Then we will have this awsome FarCry kind of jungle we imagine. But keep in mind that Graht-Oaks and other tall trees. It's not all the same... Variation will be key...
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FLESH
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quote:
Originally posted by Siegfried
quote:
Originally posted by FLESH
Four is not set in stone, as I said "Four or so". We can have more, but not too much or else we may find ourselfs stuck for inspiration.



How about forests of huge old gnarled Oak Trees?


Two words. Elden Grove :D Thats the most mysterious place in Valenwood, it was there at the start of time.

Mormacil: Can't wait to see it! Sounds like some great ideas.

Raggidman: Hmm, yes pirates will have strong presense in Valenwood, afterall thats where most of the trade comes from.

The Grey Wizard: I would. Are you talking about shots of Arenthia? Or shots of the Landmass? Yes we will use the Region editor to fill up the land, then we do it by hand. I like that combination and I think it will work (incase I'm misunderstood, thats what I think too GW).
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I suggest rivaling groups of pirates, Khajiit vs. Bosmer. This tropical region should be like FarCry, not the jungle, since FarCry is tropical not jungle. try Boiling Point for the jungle. I imaging this region to have loads of small bays and rivers, small islands filled with forests. Above the trees some Altmer towers, used to guard the area. Lots of sun and parrots/birds. Yeah I think we should add some low poly birds to the game, they'll fly fast so you wouldn't notice the low polies. I thinks this region would also require loads of handwork, but hey that 's okay :D
About Cyrodill border region, it should be normal forests like in Cyrodill, slowly mixing with bonzai en pinetrees. This will be a misty/mysteriuos region, no jungle, just fog and trees. What's lurking outsie your view? :D
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quote:
Originally posted by Mormacil
I suggest rivaling groups of pirates, Khajiit vs. Bosmer. This tropical region should be like FarCry, not the jungle, since FarCry is tropical not jungle. try Boiling Point for the jungle. I imaging this region to have loads of small bays and rivers, small islands filled with forests. Above the trees some Altmer towers, used to guard the area. Lots of sun and parrots/birds. Yeah I think we should add some low poly birds to the game, they'll fly fast so you wouldn't notice the low polies. I thinks this region would also require loads of handwork, but hey that 's okay :D
About Cyrodill border region, it should be normal forests like in Cyrodill, slowly mixing with bonzai en pinetrees. This will be a misty/mysteriuos region, no jungle, just fog and trees. What's lurking outsie your view? :D


Sounds good to me, but what would the cause of the mist be? I think the mist may be better suited for Elden Grove. It's a place with an eerie beauty. I wanted to get another Speed Tree library as that has some bonsai trees, and we could develop them from there, but right now I have to idea where to get it.

I will make the trees around Arenthia mostly Pine then, and as soon as we have some bonsai that will be the next thing there.

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hmm around the mountain, the mountains cause it. And every dence forests knows mist though... We could use lakes if you want.
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quote:
Originally posted by Mormacil
hmm around the mountain, the mountains cause it. And every dence forests knows mist though... We could use lakes if you want.


We should script it, so in the morning the mist shows up, then later through the day it disappears. And the next day the cycle repeats itself.
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Yes, exactly. Here is a small map. I think with some hard work you can figure this one out Wink


This post has been edited 1 time(s), it was last edited by Mormacil: 19.10.2006 19:38.

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quote:
this fits greatly with my regions idea. I thought that having regions in Valenwood would help organise things and be creative, and each region would have a certain type of architecture.

What you have just suggested is perfect for it, so why not post it in the Stickied Valenwood Regions thread?
-FLESH


From a PM to Flesh:
quote:
from raggidman: Subject: how to improve Architecture?

Been thinkin' about how to get the variety of Architecture we need... especially as I am often uncomfortable trying to get people to change their designs, and I came up with this-

"This is Applicable to both Concept Art and Modelling

Architectural Styles

- Imperial - the basic
- Imperial Bosmer - (by Imperials who are trying to include Green elements)

- Ancient Remains and Pre Green Pact;

- Other races in Valenwood to be decided as they come up;
- Altmer (in the Southwest - Altmeri Dominion);

- Bosmer Anti-Green Rebel - Living or not uses logged timber, and the living tree may have been hand crafted, carved, etc;
- Bosmer Relaxed - living Plant with fallen deadwood etc and any other materials except cut or logged timber;
- True Green Bosmer - Living Plant with non-plant materials, animal or stone materials, used in such a way that the living plant is undisturbed."

If you can improve on this please do asap...

The basic concept is to define the essential differences in terms of both Green Pact and Factions... without getting too complicated.

re-edited to adjust for Mormacil's comments below ... still open to adjustment

This post has been edited 2 time(s), it was last edited by raggidman: 22.10.2006 20:59.

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Architectural Styles

- Imperial - the basic
- Imperial Bosmer - (by Imperials who are trying to include organic elements)

- Ancient Remains and Pre Green Pact;

- Other races in Valenwood, not sure about this, well maybe some very of track dunmer with shellhouses.
- Altmer: More south, in the tropical area I mean. Some old towers.

- Bosmer Anti-Green Rebel - Living or not uses logged timber, and the living tree may have been hand crafted, carved, etc
- Bosmer Relaxed - living Plant with fallen deadwood etc and any other materials except cut or logged timber
- True Green Bosmer - Living Plant with non-plant materials, animal or stone materials, used in such a way that the living plant is undisturbed."

I editted it a bit
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Hope you like my re-edit - want to make Altmeri old towers and specific other race stuff more open for you and the other modders to address in Concept and Modelling threads - the real focus in this thread is actually an effort to try to clarify the Green Pact Positions because that is so tricky?

K?

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That wooden tree architecture would be good for relaxed bosmer and needs to be used near the Cyrodiil border. The imperials probably influnece the idea of using wood. Therefore I think Arenthia would be good to have the redwood archtecture with the wooden tree house architecture in the biggest trees. The extreamists should have no affiliation with wood or plant architecture and should be hostile towords the PC. The traditionals should be more tribal, using bone and fur arhitecture, magically grown flora arhictecture, stone, marble, and any other larger varitity. The should be peacfull, but frown upon the use of plant material. This would enable us to have tons of diversity for tons of diffrent cultures and cities. So in essence, I agree Good job!
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Great work here everyone. Arenthia uses redwood for it's housing, or were you saying that you know it does? I'm almost finished importing everything, then I can relese an Alpha for the modders here. Then I get to work on Arenthia.

About the map: Looking good, I understand it. But perhaps we can use better names than Canopy, and Jungle?

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duh, but my english is limited. So you guys can come up with some.
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If you guys are handplacing most everything, do you have any plans to set trees up in such a way that the player can climb up into them and run through the branches, like bosmer do in lore?
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That totally depends on the amount of scripting, if we can even make it look right. We do want to add Khajiit that jump out of trees like in the lore.
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I'd guess that these interactive trees would have to be added by hand, yes.

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That is something we cannot get to work right now. The Khajiit is however. The problem with trees is that the collision is only for the trunk of the tree, not the branches.
23.10.2006 13:37 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
Mormacil
Herma-Mora the Woodland Man


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"While they once depended entirely on the annual Stridmeet caravans of the Colovian West, the Wood Elves now rely entirely on the sea piracy of the Dominion for whatever they require from the outside world."

Ok this confirms my idea of pirates.I also came up with and idea for a small town. It's (one of the) biggest pirateports. It's also build around an old Altmer settlement, the tower is used as an outpost and lighthouse. Around it you'll find houses and Altmer ruines transformed into houses. Most of the building is done by Nords. And yes I think the population shoudl be 50% bosmer, 35% Nord, 15% other. Usually Redguard I think. The town will have a great market with lots of traders, who will buy your stolen goods.

This post has been edited 1 time(s), it was last edited by Mormacil: 05.11.2006 11:01.

05.11.2006 10:58 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
Siegfried
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quote:
Originally posted by FLESH
That is something we cannot get to work right now. The Khajiit is however. The problem with trees is that the collision is only for the trunk of the tree, not the branches.

Collision boxes?
05.11.2006 15:09 Siegfried is offline Search for Posts by Siegfried Add Siegfried to your Buddy List
FLESH
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quote:
Originally posted by Siegfried
quote:
Originally posted by FLESH
That is something we cannot get to work right now. The Khajiit is however. The problem with trees is that the collision is only for the trunk of the tree, not the branches.

Collision boxes?


Indeed.

Mormacil: Nice idea, most of the towns in Valenwood are ports, so it's only natural that there is a lot of Piracy. The town could perhaps be a safe Haven for all the criminals, pirates etc. The type of place thats teeming with lowlifes. What do you think?

05.11.2006 17:08 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
Danmako
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Dont know if this will help, but there is a tree village mod called 'solace' that has tree bridges etc.

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05.11.2006 17:35 Danmako is offline Send an Email to Danmako Search for Posts by Danmako Add Danmako to your Buddy List
FLESH
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It's been out for a while now. But thank you for trying to help.
05.11.2006 17:38 FLESH is offline Send an Email to FLESH Search for Posts by FLESH Add FLESH to your Buddy List AIM Screen Name of FLESH: ArthurMotruk View the MSN Profile for FLESH
Mormacil
Herma-Mora the Woodland Man


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Yeah, it's a haven for scum :)
05.11.2006 18:00 Mormacil is offline Send an Email to Mormacil Search for Posts by Mormacil Add Mormacil to your Buddy List View the MSN Profile for Mormacil
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