Gold Coast Exterior: GC_02 [berry]

Claimed work is Reviewed here before being marked as Complete
Post Reply
User avatar
Infragris
Project Administrator
Posts: 1130
Joined: Fri Jan 02, 2015 7:51 pm

Gold Coast Exterior: GC_02 [berry]

Post by Infragris » Wed May 10, 2017 9:35 pm

A strip of land between Anvil and Brina Cross. the area should feature two, maybe three farm houses with orchards and fields. The cells adjacent to Brina Cross could also feature fields, but without farmhouses. The southern part of the claim should also feature an old Imperial fortress. Remember to use Imperial Highway meshes and textures for the road (see worsas' latest Anvil claim for how these should be used)
release area 2-3 - Gold Coast_0.12_claims.jpg

User avatar
berry
PT Modder
Posts: 646
Joined: Fri Jan 16, 2015 4:16 pm

Re: Gold Coast Exterior: GC_02 [Unclaimed]

Post by berry » Sat May 13, 2017 8:48 pm

Claim!

Just to be certain, that's the last file from griff we know about, correct?
viewtopic.php?style=8&p=7098#p7098

worsas
Project Administrator
Posts: 1845
Joined: Wed Dec 31, 2014 1:23 am

Re: Gold Coast Exterior: GC_02 [Unclaimed]

Post by worsas » Sun May 14, 2017 11:29 am

I think so. I will be as bold as moving this to claimed now. :D

User avatar
berry
PT Modder
Posts: 646
Joined: Fri Jan 16, 2015 4:16 pm

Re: Gold Coast Exterior: GC_02 [berry]

Post by berry » Mon May 15, 2017 9:08 pm

First update. Not too much is here to see, I'd wager, but please, check if I'm heading in the right direction with this. I can't say I fully feel the Gold Coast. :)

Added the ruin in -118,-51, revised griff's cliffs per Scamp's suggestion, added cliff, pond etc in -118,-50 and outlined basic layout for the "highway cells"

Let me if it's ok to proceed with this, or should I change something and so on
Attachments
PC_xGC_02_15-05.esp
(1.17 MiB) Downloaded 11 times

User avatar
Infragris
Project Administrator
Posts: 1130
Joined: Fri Jan 02, 2015 7:51 pm

Re: Gold Coast Exterior: GC_02 [berry]

Post by Infragris » Mon May 15, 2017 11:58 pm

The ruin and the southern cells look fine. I really like the use of the wayside shrine. Not an expert on the highway stuff, but you might have to make it a little more broad to fit with worsas' template - don't feel constrained by the way the road is drawn on the concept maps.

This topic gives up-to-date info on what the GC is supposed to be about. I think, so far, you're on the right track in terms of mood, although this area should be a little more agricultural than the wild coast in other claims.

The size and layout of the farmhouses is fine, but their fields are way too small: this is the local breadbasket, important for food and the production of Aliyew, the local liquor. Remember that Cyrodiil is much more densely populated than any other povrince, so the agricultural infrastructure should be much bigger too. As an example, the fields surrounding the house at -118, -49 should imho be as wide as the cell and stretch all the way up to the highway. In relation to this house: please don't use pumkins here, the pumpkin meshes are of really bad quality and don't fit the region profile. Agricultural crops for the region are apple trees and spike rice. You could also use the static olive trees to make an orchard. Other options for fields are large pastures with cows or goats. Also, some fields could just be left empty: not every field has its produce ripe at the same time.

worsas
Project Administrator
Posts: 1845
Joined: Wed Dec 31, 2014 1:23 am

Re: Gold Coast Exterior: GC_02 [berry]

Post by worsas » Tue May 16, 2017 5:16 pm

I like this whole claim. In fact it feels spot-on to me. The highway is between mostly 2 and sometimes even just 1 texture tile wide in my claim. So the width in this claim here should be alright.

User avatar
roerich
Project Administrator
Posts: 1352
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Re: Gold Coast Exterior: GC_02 [berry]

Post by roerich » Wed May 17, 2017 10:38 am

Agreed, this is looking good!

- The wilderness cells are spot on.
- The pumpkins should go, yeah. And the fields could be larger. It would also be nice to have some more husbandry in general.
- Perhaps add one or two more farms near the current roads
- The Reman tower's placement is a bit curious. It's almost at the lowest point in the landscape, next to several hilltops which would be where you would expect to find such a tower. I figure it wouldn't be the hardest thing to move though.. Or raise the landscape. And btw, currently the door leads directly into a wall, there should be a cliff or something behind it, or maybe move the door more towards the inner tower.
- I'd swap the dungeon-specific loot in the bandit camp (Welkynd stone, barrow clutter, Ayleid coins) with more generic bandit loot like weapons, gold and drugs. I still think these kinds of items should be mostly unique to their dungeon types, in order to make the dungeon experience more memorable. If we want to portray grave robbers and Ayleid ruin looters, it should be done next to or within the ruins IMO.
- I'd probably use a non-rippled sand texture for the inland lakes. T_Cyr_TerrMudRiverGC_01 would be a good choice.

User avatar
berry
PT Modder
Posts: 646
Joined: Fri Jan 16, 2015 4:16 pm

Re: Gold Coast Exterior: GC_02 [berry]

Post by berry » Sat May 20, 2017 1:42 pm

Thanks guys, I took your suggestions into account.

Another update is here, I believe we are halfway done now. I took the "local breadbasket" idea to heart; another principle I tried to follow was to start some subtle transistion towards Sutch region here, as it begins two cells from -118,-47 already. This area is slightly more rocky and hillish than the Brina Cross's part thus, but hopefuly not in a striking way.

I fiddled with the layout of some GC_04 claim cells too for future inspiration; I think a canyon would fit in great there.

It might be a good idea to throw in 1-2 extra houses to each farmstead, but I'm not entirely sold on it, I don't want to generate too much interior work.
Attachments
PC_xGC_02_20-05.esp
(1.34 MiB) Downloaded 10 times

User avatar
Infragris
Project Administrator
Posts: 1130
Joined: Fri Jan 02, 2015 7:51 pm

Re: Gold Coast Exterior: GC_02 [berry]

Post by Infragris » Sat May 20, 2017 2:06 pm

Looks great! I don't think more houses are needed: most people who work here can live in Brina Cross (which otherwise has no notable means of employment). I might edit the existing GC around Brina Cross to be more in line with this claim, actually.

User avatar
berry
PT Modder
Posts: 646
Joined: Fri Jan 16, 2015 4:16 pm

Re: Gold Coast Exterior: GC_02 [berry]

Post by berry » Mon Jun 05, 2017 11:52 am

Thanks for the input! :) I eventually added two more houses, simply because these farmsteads feel rather big and rich as far as Colovian standards are concerned (I imagine the area between Anvil and Kvatch to be the richest and the safest part of Colovia myself) and they looked like they could use some more workpower. There's plenty fields to work on/herds to herd for people of Brina Cross as well; the poorest folks from the town could own a row or two of the crops on the "communal field" -116, -47.

Alright, unless someone has some more suggestions/requests, I'd wager this can be considered finished now. The border areas are somewhat undetailed on purpose, so it would be easier to merge this with Gilded Hills/Brina Cross files. Likewise, there is no grass as for yet - I imagined we should eliminate the land tearings between this and Anvil/Brina Cross files first at the very least.

There are some dummy NPC schmucks here already, with IDs starting with _GC_02_; as always, feel free to remove/alter those. I also had an idea for a simple egg-hunt quest for the farm in -117, -47, where the player would have to discover all hidden empty skooma vials and denounce one of the residents as a skooma dooer (the ID for the vial is PC_xGC02_vial), but it would be trivial enough to remove those vials if that idea ends up unimplemented.

The file is clean, so it works fine with the Brina Cross and Anvil files, at least as long as it's below them in the load order.

Enjoy!
Attachments
PC_xGC_02_05_06.esp
Gold Coast exterior claim 02 finished
(841.9 KiB) Downloaded 20 times

worsas
Project Administrator
Posts: 1845
Joined: Wed Dec 31, 2014 1:23 am

Re: Gold Coast Exterior: GC_02 [berry]

Post by worsas » Mon Jun 05, 2017 12:33 pm

This claim is amazing and just how it should look like. Nice work, berry!

User avatar
roerich
Project Administrator
Posts: 1352
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Re: Gold Coast Exterior: GC_02 [berry]

Post by roerich » Mon Jun 05, 2017 1:37 pm

Agreed, this is looking magnificent. Great job on this!

Post Reply

Return to “Reviewing”

Who is online

Users browsing this forum: No registered users and 1 guest