Valenwood Regions |
Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
Yeah, it's a haven for scum
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Oh, such a lovely place.
Perhaps mini-faction for players with infamy?
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05.11.2006 18:01 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Either we make a new guild, the Pirates, or we keep them nonjoinable, not inbetween
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05.11.2006 18:04 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
Either we make a new guild, the Pirates, or we keep them nonjoinable, not inbetween
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bah! You gotta leave something for the expansion/s.
I'm all for teasing the players because they prefer pirates over ninjas anyway according to this poll I saw.
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05.11.2006 18:06 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Sure we can make it an expansion, but then we are not going to make them joinable at all for the moment
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05.11.2006 18:08 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
Sure we can make it an expansion, but then we are not going to make them joinable at all for the moment
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Why not as mini-faction with 2-4 quests?
>>OFF TOPIC<<
Seems my dear MSN is dead for good. reg clean time and getting fresh install-
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05.11.2006 18:10 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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SUre you could do a few quests for pirates, but not as a giuldmember
Btw good luck with your MSN. I'll leave in 3 mins to go eat at my dads place.
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05.11.2006 18:13 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Ok lets have a little lecture and update about tropical regions. I'm
not an expert but I did my fair share of Far Cry and I was awake during
geography. Ok first thing, mountains. Mountains for a tropical region
are easily created. Just create your mountain/hill the ad the slope
areas add rocks.
Sorry for the poor quality, it's a shitty background video
But look at the mountain at the background.
Ok jungle, well I'll just add a screen, says more then a thousend words
Just check how they added the feeling of closure. Hmm not much more to say for now, anyway hope this helps.
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19.11.2006 12:49 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,318
Location: where my heart is
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Lets keep away from other games as much as possible - better to find a wicky, and assemble our stuff from basics ...
quote: |
quote: |
"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. |
Dance in the Fire is about a new Imperial intiative by the Building
Commission that succeeds - whoever wrote the above may or may not have
actually read th eLore, but we should be judicious in our acceptance.
Maybe the pirate supporters have be putting out propaganda to harm
trade via the Colovians?
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19.11.2006 13:00 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Hmm good idea for adding some tension between north and south. Maybe
even that some clans dislike imperials as a race. About keeping away
from other games, Far Cry as it landscape was created as natural ass
posible so I think it's a good example how a tropical region looks
like, I agree we shouldn't try to adept other gamestyle unique designs,
but this is just landscape, that is made to look realistic.
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19.11.2006 13:08 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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I guess the main question, or at least one part of it, is are we going for Fantasy jungle or more realistic one?
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19.11.2006 17:55 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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I say we add some fantsy plants, but to make that realistic you need to
understand what makes a reallife jungle look like a jungle. What are
the sybols if you wish.
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19.11.2006 17:58 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 2,633
Location: Croatia the Nether-Bringer
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quote: |
Originally posted by Mormacil
I say we add some fantsy plants, but to make that realistic you need to
understand what makes a reallife jungle look like a jungle. What are
the sybols if you wish. |
I think that small misc. stuff makes jungle what it is; a place easy to get lost in.
It's about that fine line between fantasy and realism. What kind of fantasy plants did you have in mind Mormacil?
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19.11.2006 18:01 |
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raggidman
Prince
Registration Date: 06.01.2006
Posts: 3,318
Location: where my heart is
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Big ones, sneaky ones, ones that look like RL jungle plants, and ones that look realy beleivably weird...
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24.11.2006 12:06 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Yeah, I missed Arbiters post
I want some freaky plants and flowers, but also ones that look real.
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24.11.2006 12:40 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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New region idea:
A forest of huge mushroom(trees). Some bright colors, some not to bright
It will be pretty big, and you have areas were you can move from mushroom top to mushroom top
I think the Bosmer there do the same, maybe life on the Mushrooms.
Idea: for small settlements 1 huge mushroom where houses hang on the edge like pods, I'll draw it tomorrow
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24.01.2007 19:18 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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The mushrooms would seem awfully similar to the Morrowind ones, there could be some originality issues here.
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25.01.2007 12:55 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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I want to make them taller and with more bright colors, so that's a
huge difference. Further I want to added the housepods etc, let me draw
it
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25.01.2007 14:10 |
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cruxvader
Seigneur
Registration Date: 17.05.2006
Posts: 178
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quote: |
Originally posted
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. |
Does it matter if you set it in stone or not? Far be it from truth if
the case is that your inspiration is controlled by another's
imagination |
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18.02.2007 13:45 |
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blackshark64
Warder
Registration Date: 31.03.2006
Posts: 33
Location: MN, USA
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Ok to be honest I'm just skimming the past posts, but I think I got a
idea that may go very well into Valenwood. I was thinking of a town
near the waters that had buildings mostly made with bone support
systems and fur/scales. I am not sure if it fits more with colovians or
a larger pirate port. It could have a main building made from a hydra's
remains. It would be very tribal/barberic of a town. I hope you guys
got something to add, because it would be fun to do a few concepts if
it works in the lore. |
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14.03.2007 17:50 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Perhaps near the Western ocean? Just after you descended the mountains
there. I imaging it quite misty, like Syeda Neen/Bittercoast Region.
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14.03.2007 18:55 |
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blackshark64
Warder
Registration Date: 31.03.2006
Posts: 33
Location: MN, USA
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Syeda Neen/Bittercoast Region sounds about right. It could even be a
similar feel of town. Not very important, but in the sense that it's
usually one of the first you see it is important. Probably a mix of
mostly Nord and Bosmer? |
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14.03.2007 19:00 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Sooner Redguard/Breton since those are between Skyrim and VW. ANd Redguards and Nords don't get along so well
So I say Redguards since they're also not to bad at sailing.
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14.03.2007 19:06 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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I like the idea but the reguard influence to me seems a little out of place.
I realise Redguards are very good sailors but to have a
Bosmeri-Redguard influenced port on the western shore would stand out
like a sore thumb. I can see it, I'm just not sure it is right.
Actually the more I think of it the more I think of Anvil and Stirk and
their respective positioning, could have the town on the opposing side
of the Strid estuary? Some wealthy redguard nobles decided to build a
mini colony? That sounds more believable to me at least seeing as how
further down the coast I'm pretty sure the Dominion would of taken
hold.
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14.03.2007 19:47 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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Very good point. Hmm perhaps no Redgurad then eh? I see the village
really as a poor fisherman village. Cheap houses, furniture, outside
cooking (Bosmer thing)
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14.03.2007 20:11 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Possibly one Reguard manor (if it was to be on the estuary area that
is) and then shacks and outside cooking stuff like a fishermans village
would fit nicely I think
The redguard noble having fascinated enough of the wood elves to have them working for him could be quite realistic.
Further down the coast it would be pretty much all Altmer-Bosmeri and a
fusing of the architecture somehow, I'd love to see some concepts of
stuff from that area.
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14.03.2007 20:38 |
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blackshark64
Warder
Registration Date: 31.03.2006
Posts: 33
Location: MN, USA
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So fishing village with outside cooking units and such, huts
structurally made of bone/scale with fur covering the outside, and of
course a rich Redguard manor of some sort. The village is small and
full of about 15 or so Bosmer. Should the manor be of regular Redguard
wood and stone archetecture or have a tint of the surrounding tent
material creating the manor as well as traditional stone and wood?
Probably a single semi-large dock with the Redguards vessel and two
small canoes as well. The town would be ran as the Bosmer are the
shipmates and workers. The Redguard is the leader and does all
financial so the Bosmer allow it. Sound believable? |
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14.03.2007 21:31 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Yeh that sounds good to me though I think for the manor we could get
away with using the anvil tileset. For the huts and such some nice bone
+ fur concepts would be great
Though it does remind me a little of the ashlander camps in Morrowind,
of course I'm sure your imagination can come up with something uniquely
bosmeri
The thing is as well, while I'm loving this kind of stuff we have yet
to get any real concrete concepts on inland town architecture, I think
that will be the stuff to really draw in the modellers.
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14.03.2007 21:43 |
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Lord Skorm
First Knight
Registration Date: 12.04.2007
Posts: 116
Location: Wastes of Exilius
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quote: |
Originally posted by Lord Skorm
I've been researching on Valenwood for quite some time. I was going to
create Valenwood by my own, but I saw that the Silgrad team is creating
the province. Also, the architecture is awesome for Felinesti.
Well, Valenwood, this is what I know, has a few regions called; The
Cape Coast (region where Felinesti is located; From the Xylo River to
Diss) The Silvenar Grove (region south of the city of Silvenar; from
Silvenar to the Elden Grove) The Strident Coast (region that covers
most of the southern coast of Valenwood) and The Lympan March (region
east of the Elden Grove). Though, I still don't know if The Elden Grove
is a region or the ruins of an underground castle, who knows... it
could be both. I am posting this because I didn't see any postings that
said anything about the regions. If you have any questions, just post
them here, don't e-mail me 'cause I don't get around to check my e-mail
daily. |
Mormacil wanted me to post this here quite a while ago, but I just didn't get the chance to get to it, but here it is.
This is the breakdown of the regions in Valenwood according to lore.
Though I don't know if there are more regions than this (but I'm sure
there are), but here is a breakdown of the names of the regions.
1:: The Cape Coast (region where Felinesti is located; From the Xylo River to Diss)
2:: The Silvenar Grove (region south of the city of Silvenar; from Silvenar to the Elden Grove)
3:: The Strident Coast (region that covers most of the southern coast of Valenwood)
4:: The Lympan March (region east of the Elden Grove)
Good Luck!!!
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21.05.2007 17:57 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 639
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quote: |
Originally posted by Lord Skorm
quote: |
Originally posted by Lord Skorm
I've been researching on Valenwood for quite some time. I was going to
create Valenwood by my own, but I saw that the Silgrad team is creating
the province. Also, the architecture is awesome for Felinesti.
Well, Valenwood, this is what I know, has a few regions called; The
Cape Coast (region where Felinesti is located; From the Xylo River to
Diss) The Silvenar Grove (region south of the city of Silvenar; from
Silvenar to the Elden Grove) The Strident Coast (region that covers
most of the southern coast of Valenwood) and The Lympan March (region
east of the Elden Grove). Though, I still don't know if The Elden Grove
is a region or the ruins of an underground castle, who knows... it
could be both. I am posting this because I didn't see any postings that
said anything about the regions. If you have any questions, just post
them here, don't e-mail me 'cause I don't get around to check my e-mail
daily. |
Mormacil wanted me to post this here quite a while ago, but I just didn't get the chance to get to it, but here it is.
This is the breakdown of the regions in Valenwood according to lore.
Though I don't know if there are more regions than this (but I'm sure
there are), but here is a breakdown of the names of the regions.
1:: The Cape Coast (region where Felinesti is located; From the Xylo River to Diss)
2:: The Silvenar Grove (region south of the city of Silvenar; from Silvenar to the Elden Grove)
3:: The Strident Coast (region that covers most of the southern coast of Valenwood)
4:: The Lympan March (region east of the Elden Grove)
Good Luck!!!
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Very useful just what we need! Have you got any details on the the flora and fauna of the regions?
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06.06.2007 11:30 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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I imagined:
north is pines and bonzai like trees. A bit of a misty region, very
mysterius. It has mountains with mountainlakes. I think in the south
the "magic" tribe rules.
In the south of there you got a dencer forest and it begins getting a
real jungle, not just a forest. It's a huge jungle near Elden Grove.
Near the coast, mostly the south of VW you got a trpical region. Lots
of white beaches and high cliffs. Most trees will be palmtrees but also
some normal canopy. It's a dence region, well like your islands. It's
also the region with remnants of the Aldmeri Dominion, but that's not
flora
In the east we got less tropical but more normal jungle up north and
east/south we got a little more palmtrees (near the border with Elsewyr)
From Southpoint to Torval(Elsewyr) the region is has lots of cliffs you
don't want to fall of. Near the cliffs you got less trees and more
bushes and ferns.
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06.06.2007 12:42 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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I'm making one but it's going slow this week
I got a topdown shot from the heightmap for that. But it's a nice attempt.
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22.06.2007 13:22 |
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Durdain
Baron
Registration Date: 15.08.2006
Posts: 400
Location: Wigan, England
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Nice attempt? Its fantastic! Exactly what was needed to go forward.
To put all the minor details in I think we would have to have new maps
of each region, blown up to a bigger size obviously and then we can
brainstorm some locations in. The first region map would be which area
we are doing next of course. Maybe the Southern coast? Arenthia?
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22.06.2007 13:29 |
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windsurfer
Seigneur
Registration Date: 03.10.2006
Posts: 639
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Yer thats what I thought, we now split the regions up inter more
details. First though we need the new heightmap so that cells can be
placed onto the regions. This was they can be placed in the Cs ready
for generting.
The area around arenthia will be easy, the top section can almost use
the same region as the south of cyrodill just with a few new species so
that the player realises he has entered valenwood. We could also do
some of the south coast as all we need is a completed region using the
resources from the island. Although these will also need variation as
the coast is a lareg area.
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22.06.2007 13:35 |
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Mormacil
Herma-Mora the Woodland Man
Registration Date: 15.08.2006
Posts: 2,252
Location: Netherlands
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I ment visually it's a nice attempt
But well it's a great tool.
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22.06.2007 13:46 |
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FLESH
Archduke
Registration Date: 23.06.2006
Posts: 2,824
Location: Ireland
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Thats great windsurfer! Great work
Now that we have divided them into regions we need to decided what
geography is in each region, and I'm going to need to some more tree
projects, concepts of trees + their names are welcome (Morm, this
doesn't apply to you, stay on that map for Vality
).
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22.06.2007 14:03 |
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