The Reach - Western Grasslands #01 [berry]

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Scamp
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The Reach - Western Grasslands #01 [berry]

Post by Scamp »

A small patch of land between the eastern mesa and Karthwasten, south of Dragonstar. The original claim was finished, but it has occurred to us that these areas need some kind of overhaul.

Image

Details:
worsas wrote:This claim would be about exchanging most of the grass rocks with blank 04 rocks and adding many more rocks until the rock distribution and density matches the one on the mesa left.
Furthermore it would be great to have something like a minor cliff range stretching from north to south mirroring the cliffs of the mesa on the left.

All in all this area should be given a more inhospitable TES V - reach vibe. Add one or two further points of interest in this area, if there are fitting spots for them. Don't be afraid to delete the grass, if you intend to change the terrain, since grass can be generated over the terrain again. We'll do that in a separate step. Keep the Direnni Ruin and the reachmen village.

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Post by Scamp »

Wow, excuse the mess. I originally wanted to move all related posts here, but it seems that they are automatically rearranged based on the date they were posted on, hence I left them in their respective threads.

Image

So how do you connect the Reachmen village to the rest of the world, seeing how it's now surrounded by cliffs?

Other than that, I guess it does sound pretty good.

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Post by berry »

Claim completed.
  • Finished file here.
  • List of interiors here.
Thanks Scamp for creating claim topic. I've made some progress already.
Scamp wrote:So how do you connect the Reachmen village to the rest of the world, seeing how it's now surrounded by cliffs?
That's why I came up with idea of undecliff semi-secret Reachmen path, represented on my plan map by vertical red line, the one with turquoise commentary. I know I do stuff like that a lot :P but I haven't seen anything like that in Reach yet and it looks pretty wild and rough, so if should fit the area. I also think it fits Reachmen's image, with them being feral, isolated mountaineers, able to go guerrilla in defence of their severe homeland for many years, as they are the only ones knowing it's paths.
Actually I worked today on that passage and the general layout is done. I'm pleased with how it turned out (check the screens below).

I also think the cliff (on the side of direnni ruins, at least, there are lots of spare space there) will gradually turn into hill, possibly with usage of grass overgrown rocks, so it will be possible to just walk there by the cliff.

edit: spoilered first screens to make the topic smoother to read

Screenshots

Entering the path from the side of Reachmen village
Image

Path (and cliff) as seen from Reachmen village valley
Image

Passage seen from ruins, the closest Aldmeri tower got caught in the frame. The "old mesa" on the right
Image

Going closer...
Image

Entrance to the passage from ruins' side; hidden by trees and wild roots
Image

Inside the passage
Image

"Should have keept to the roads"
Image


And two pictures of new cliffs - the path is somewhere under them:
Facing "old mesa"
Image

As seen from "old mesa"
Image

That's all, for now. I hope it looks like TES V without looking like TES V, so both Worsas and Scamp can be satisfied :D

As always, looking forward to hear any feedback.
Last edited by berry on Sun Mar 08, 2015 6:40 pm, edited 3 times in total.

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Post by Yeti »

Do we want a road between Dragonstar and Karthwasten here? Otherwise, we'll have to put one on the other side of the mesa for sure. Some paths leading up to the mesa villages would be nice too, since they're basically isolated on a mesa island right now.

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Post by berry »

Yeti wrote:Some paths leading up to the mesa villages would be nice too, since they're basically isolated on a mesa island right now.
Don't know about master plans, but I can easily make road on the new cliff, joining the mesas with rope bridge. But I've no idea where that road could come from. Maybe it can be led through Vorngard forest, just like here? That would require scrubbing some cells of forest and some work to get up the cliffs, but then it is just empty plain highway to Dragonstar*

*I hope Dragonstar is to be located there where I believe it is :P If not, please ignore this post

edit: the road plan is 4 posts below now
Last edited by berry on Thu Jan 29, 2015 5:22 pm, edited 1 time in total.

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Post by Yeti »

Clearing some forest might be our only option. I understand the desire to give the Reach an untamed tribal character, but even the Ashlands on Vvardenfell had roads. Any paths you add should have an off-the-beaten-path feel to them. Just a bare dirt trail to connect backwoods settlements and give players a sense of direction. Also, if we implement it, the road cutting through the Vorndgad Forest should twist and curve a bit around rocks and other terrain features, rather than having it run straight to Dragonstar.

Since I neglected to say it before, your screens look very nice, Berry. 8-)

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Post by worsas »

That looks quite interesting, Berry. I love that cave passage. Judging from the screenshots this all seems to work much better than I had expected.

Weren't we going to lead the road to Dragonstar through the northern part of the western grassland? There should be no need for a road going next to Berrys claim and no need to remove parts of the forest either. I wouldn't object against a curvy beaten (possibly well-hidden) path leading up some cliffsides, though, if someone can pull it off.

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Post by Scamp »

I guess two roads leading to Dragonstar wouldn't hurt either, but I'm fine either way.

Seeing those screens, I am confident that berry will figure out the right things here. Excellent work so far, although you could probably do with some more rocks here and there in the grassy areas.

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Post by berry »

Thanks for your compliments, everyone.
Scamp wrote:although you could probably do with some more rocks here and there in the grassy areas.
I will and already had to a little, just want to get the cliffs layout first.

I have mixed feelings about the road. On one hand that location wouldn't require us to throw away any point of interest - it would lead through plain forest and hills (well there is small ruined hamlet on the way, but it will be easy to incorporate as a road attraction, were we to keep it) and it shouldn't be that hard to lead it here. On the other hand though this area looks quite wild and secluded, road joining two big cities will likely wipe that impression.

Perhaps some small path (likely with bad renown) as suggested by Worsas is good compromise here.

Regarding reaching the mesa. I think the way we should settle it depends on it's denizens. I believe there are mostly Reachmen, right? Whole neighbourhood looks quite rough, so I think they are kind of people (tough mountaineers, smugglers, heretics and so on) that don't need road per se. And the mesa can already be reached by player, as seen on overview picture below (I checked that with 1st level character). But it is up to you guys, I can make the road here.

Plan with potential road's placement (sending it again from my imgur for convenience)

Image

Current claim area overview

Image

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Post by Yeti »

Looking at the claim's layout and characteristics again, I agree the wild and secluded feeling of the area is worth preserving. We'll have to add the direct road between Dragonstar and Karthwasten to the other side of the mesa by extending our lands further west by a bit.

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Post by worsas »

@Yeti: So you were asking for a direct road between Karthwasten and Dragonstar in the first place? I have completely overlooked that part of your request above. Now I understand.

Under these circumstances I think we should preferably look into making that blue road berry suggests above. It would have sufficient distance from the secluded area, in my opinion. As long as it is possible we should strongly avoid moving into the space behind the border mesas.
I think they are kind of people (tough mountaineers, smugglers, heretics and so on) that don't need road per se.
There would certainly be some dirt tracks, though.

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Post by Scamp »

We definitely should not add anything west of the mesas, it'll only cause trouble. Mesas provide a nice natural border that players are unlikely to cross. Making a believable cut behind the mesas will be difficult and we'll only have even more exterior work coming up that can be avoided.

If a direct route is necessary, it probably only works in this place (mostly paraphrasing Worsas here).

Looking at the map, this probably shouldn't affect this claim too much as of now.

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Post by berry »

warning - lots of heavy screens ahead

Big progress update with an ocean of screenshots ahead :) I'm posting more than usual of them, as I am unlikely to make any spectacular progress in following days, having to conceptualize the layout of mesa, replace remaining grass overgrown rocks, place more rocks and so on.

edit: spoilered early overview screens
Hill side of new plateau, early concept. Karthwasten-Dragonstar road was discussed to go through these burned houses on the bottom of the screen; leaving it as it is for now

[hsimg=]http://i.imgur.com/8HElXwN.png[/hsimg]

Village overview, with new grove on the left

[hsimg=]http://i.imgur.com/ANamlzi.png[/hsimg]

Area overview

[hsimg=]http://i.imgur.com/zqS0LDv.png[/hsimg]

New cliff, with ramp up/down plateau on the left and burrow #1 inside green circle

[hsimg=]http://i.imgur.com/1uetLWV.png[/hsimg]

Cliffs separated by natural breach. Burrow #2 inside the circle

[hsimg=]http://i.imgur.com/Ncerpe0.png[/hsimg]

Remaining area of the claim, that hasn't been touched yet at all

[hsimg=]http://i.imgur.com/VHqxSjg.png[/hsimg] Passage - finished
[hsimg=][/hsimg]
As not-seen from ruins valley

[hsimg=]http://i.imgur.com/hHCCwT7.png[/hsimg]

#1

[hsimg=]http://i.imgur.com/N3DkISd.png[/hsimg]

#2

[hsimg=]http://i.imgur.com/PxJrjj1.png[/hsimg]

Shrine to Mara

[hsimg=]http://i.imgur.com/ESy1vEg.png[/hsimg] Grove hill
As seen from village

[hsimg=]http://i.imgur.com/A0iX46y.png[/hsimg]

As seen from the cliffs below

[hsimg=]http://i.imgur.com/DPcFSnt.png[/hsimg]

Creepy tree on rainy day...

[hsimg=]http://i.imgur.com/5cJ0e8q.png[/hsimg]

...and by night

[hsimg=]http://i.imgur.com/EppAxLx.png[/hsimg]

Village as seen from the hill

[hsimg=]http://i.imgur.com/ZDg1QAy.png[/hsimg] Bridge
[hsimg=]http://i.imgur.com/wVxKYTO.png[/hsimg]

Long fall down

[hsimg=]http://i.imgur.com/e1kWfm8.png[/hsimg]

Long fly up

[hsimg=]http://i.imgur.com/XgPnzFo.png[/hsimg] Burrow #1 - highwayman's hideout?
Approaching

[hsimg=]http://i.imgur.com/ZuQkR05.png[/hsimg]

Comfy inside

[hsimg=]http://i.imgur.com/9pAXgQV.png[/hsimg]

31 Burrow #2 - possibly will turn it into bear lair or something
Overview

[hsimg=]http://i.imgur.com/Z3B0qC4.png[/hsimg]

Inside

[hsimg=]http://i.imgur.com/MAE0QJj.png[/hsimg] Few concerns:
  1. I decided to make a road on the plateau leading up to mesa, but I will try to make it look not obvious, wild and half deserted. It will end somewhere down the hill, probably in the burned hamlet. Is everyone okay with that?
  2. What gridsnap do you use for large cliff meshes? I can't find proper one, sometimes it looks like 32 is fine, other time 25 does the trick, and so on.
  3. I am curious whether the Reachmen places of worship are fine in form presented here. I believe underground shrine to Mara is welcome, but what about the creepy tree with candles?
phew. Actually I believe I will take a break now, before moving to plateau :D feel like I need it
Last edited by berry on Wed Feb 04, 2015 10:07 pm, edited 1 time in total.

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Post by roerich »

You must've been busy! Damned good job. Reachmen altar looks fine, not too sure about the tree though. Try removing the baskets and place a statue in front of it instead, or hang some bones and skulls from the tree with ropes.
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Post by Luxray »

Excellent work berry, good to see your hands have not been idle!

One thing I would mention: The direnni ruin is very close to one cliff face, I think it would benefit from moving it sideward towards a more central position? (It would only be a minor shuffle)
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Post by worsas »

I decided to make a road on the plateau leading up to mesa, but I will try to make it look not obvious, wild and half deserted. It will end somewhere down the hill, probably in the burned hamlet. Is everyone okay with that?
Try it out.
What gridsnap do you use for large cliff meshes? I can't find proper one, sometimes it looks like 32 is fine, other time 25 does the trick, and so on.
Unfortunately some cliff meshes are simply offgrid and it's too late to fix them. As far as I'm considered we'll only keep using them for the reachy lanscapes. But for the time being you will have to adjust many cliff pieces by directly manipulating the coordinates in the object window.

I like it all. I'm only not fond of Burrow #2, as you have used the trunk of a tree that doesn't grow in the Region. Look if you can make a suitable substitute with a rock bridge or one of the other trunks. I would also make the ceiling of the hole rock instead of dirt. Maybe cut down on the roots seen in Burrow #1 a bit.
Remaining area of the claim, that hasn't been touched yet at all
I wouldn't make an additional subdivision in that rest area. Possibly just add some bigger rocks apart from adjusting the rocks overall.

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Post by berry »

Thanks for suggestions, everyone. They are all valid points.
Reachmen altar looks fine, not too sure about the tree though. Try removing the baskets and place a statue in front of it instead, or hang some bones and skulls from the tree with ropes.
I admit having taken easy route here :P I will amend the tree the way you suggested once it is settles it is here to stay. Thanks.
One thing I would mention: The direnni ruin is very close to one cliff face, I think it would benefit from moving it sideward towards a more central position? (It would only be a minor shuffle)
Damn, actually I feared whether someone will notice that as well, as I realised yesterday it would make little sense to build a keep here like this and was reluctant to undertake makeover of the ruins as they look pretty neat already and well, it would be massive job. You are absolutely right, though, they looked off, thank you. But as for now I just tried to move the ruins a bit further into valley and rotate it a little. I think final outcome looks good and it makes lot of sense tactical-wise. That way we can also keep the landscape and grass around the ruins mostly untouched.

Image

I think I will place a little direnni watchtower on the hill as well, it will make sense now.
Unfortunately some cliff meshes are simply off-grid and it's too late to fix them. As far as I'm considered we'll only keep using them for the reachy landscapes. But for the time being you will have to adjust many cliff pieces by directly manipulating the coordinates in the object window.
That's some bad news. I can work around it, but it would help a lot.
I like it all. I'm only not fond of Burrow #2, as you have used the trunk of a tree that doesn't grow in the Region. Look if you can make a suitable substitute with a rock bridge or one of the other trunks. I would also make the ceiling of the hole rock instead of dirt. Maybe cut down on the roots seen in Burrow #1 a bit.
Good points, will take care of that when I'm back at working on the claim. Thanks.
I wouldn't make an additional subdivision in that rest area. Possibly just add some bigger rocks apart from adjusting the rocks overall.
My thoughts exactly. There is already quite a number of eye catchers in claim area ++ we don't want to distract approaching player from perceiving the ruins. I will play it cool. :)

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Post by Scamp »

To be honest, I'd prefer if you rearranged the ruin so that it's either on top of the cliffs or harmonizes with them in a better way. Somehow it does look sort of out-of-place when put into this different context.

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Post by berry »

Scamp wrote:To be honest, (...)
Always appreciate that :)
Scamp wrote:(...) I'd prefer if you rearranged the ruin so that it's either on top of the cliffs or harmonizes with them in a better way. Somehow it does look sort of out-of-place when put into this different context.
Sure, I'm trying to get it look right. Tried few concepts already and I think I will go with something similiar to #3, possibly with making the walls more impressive, almost the size of the cliffs (using terrace meshes, maybe?), turning tower in left bottom corner into bigger outpost ruins and making the other cliff ruins seen here more flat, less verticaly oriented, so they won't mess up the composition.

I am not sure about moving the ruins on the top of the cliffs for few reasons:
  1. there isn't that much space up there and they might look out of place
  2. there will be too much eyecatchers in the closest area...
  3. ...especially given the lack of anything interesting in the valley then
#1
[hsimg=]http://i.imgur.com/z3bAiC5.png[/hsimg]

#2
[hsimg=]http://i.imgur.com/5fJli5o.png[/hsimg]

#3
[hsimg=]http://i.imgur.com/bOA1gwo.png[/hsimg] Suggestions, opinions? :)
Last edited by berry on Wed Feb 04, 2015 10:07 pm, edited 1 time in total.

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Post by Scamp »

I like #1 best, really. After that it'd be #3 without the towers on the cliffs. I see your point about the valley being quite empty if the fortress in on top of the cliffs.

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Post by Lord Berandas »

Now that passes judgement on our yesterday discussion, I also think the first one is the best solution, it just need some more proper pathway to access the castle (at the time they built it, they probably didn't use the rope bridge).

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Post by berry »

Yesterday I took some MGE screens of how #3 would look like (linking to album on my imgur profile), already with more massive walls (smuggled some other stuff screens as well :P ). Please note the hill here will look less inviting when it is filled with trees rocks and so on. TBH I'm fine with placing the ruins on the clifftop as well, I believe it's neat concept, though as I stated before I think it will make the valley look way too blank.

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Post by Scamp »

I see you're trying to persuade us with spiffy screens already :D

It looks better now that you moved it even closer to the cliffs, but now the valley's empty no matter if you leave it like that or move the ruin up top. The latter would make more sense in a strategic sense, too. If you really are fine with putting it on top of the cliffs, I don't think it would make much of a difference regarding the valley being too blank anymore now. You may consider creating a camp of some sort down in the valley, where it would be safe from wind and weather, perhaps. Or some natural rock formations that are interesting for the player to look at. I'm sure there's a lot of options.

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Post by berry »

Glad that's settled :) and I have to admit my mistake. Transfering the ruins to the cliff top was a good move.
Scamp wrote:I'm sure there's a lot of options.
As it turns out, there was :D . I really like how it is turning out:

Ruins & the valley
[hsimg=]http://i.imgur.com/lRwPL7o.png[/hsimg][hsimg=]http://i.imgur.com/cIK6fbf.png[/hsimg][hsimg=]http://i.imgur.com/8LMLx18.png[/hsimg][hsimg=]http://i.imgur.com/Iht43k2.png[/hsimg][hsimg=]http://i.imgur.com/i6Gfx36.png[/hsimg][hsimg=]http://i.imgur.com/vm65sTS.png[/hsimg][hsimg=]http://i.imgur.com/HixjQ2N.png[/hsimg][hsimg=]http://i.imgur.com/crpF2Ws.png[/hsimg][hsimg=]http://i.imgur.com/rBV8VOG.png[/hsimg][hsimg=]http://i.imgur.com/Jistlky.png[/hsimg][hsimg=]http://i.imgur.com/XVtqfTg.png[/hsimg][hsimg=]http://i.imgur.com/Y5vzXBF.png[/hsimg][hsimg=]http://i.imgur.com/fR923qV.png[/hsimg][hsimg=]http://i.imgur.com/VoiNm8R.png[/hsimg][hsimg=]http://i.imgur.com/uaMD9Jz.png[/hsimg][hsimg=]http://i.imgur.com/zBssLIx.png[/hsimg][hsimg=]http://i.imgur.com/9rLtxdU.png[/hsimg] As seen from mesa
[hsimg=]http://i.imgur.com/vqkLYHl.png[/hsimg][hsimg=]http://i.imgur.com/UTsRtq4.png[/hsimg][hsimg=]http://i.imgur.com/8YdUrCJ.png[/hsimg] As seen from Karthwasten (view distance 7 cells)
[hsimg=]http://i.imgur.com/oQzD2Wk.png[/hsimg][hsimg=]http://i.imgur.com/c9rN2Mp.png[/hsimg][hsimg=]http://i.imgur.com/BDDZadZ.png[/hsimg][hsimg=]http://i.imgur.com/hlLn5PS.png[/hsimg] Were I to maintain that rate of work (and I should, as I am still forced to stay indoors most of the time) I think I should be done with this claim by the end of coming week, more or less.

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Post by Scamp »

berry wrote:I have to admit my mistake.
Not really a mistake, since it all comes down to personal preference. I'm glad we could come to an agreement we're all ultimately happy with, though. I agree it looks great, and very much the way I imagined.

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Post by berry »

Posting more progress screens, this time with Reachy foggy feeling, but more importantly I'd like to ask for team's feedback on few matters. Please forgive the typos & grammatical errors, not feeling bad and really should have laid down already.
  1. As it can be seen on these and on earlier screens, my claim's nature forced me to alter adjacent cells as well. I haven't changed there much, never more than necessary for things to look good & natural, but I just hope no-one is currently working on them, for the sake of merging ease
  2. Regarding road discussion taking place on boards: road pictured here leads from burned village (just north of my claim area) to old mesa. It can be easily walked by player, though I'm afraid he might have to jump here and then, so it may be tough to go there with a follower. The mesa can be easily reached with follower the other way, so were we to create escort quest in the area (though I advise against that, I bet nobody likes them that much :D ) we should include in dialogues something like "they say there is a path somewhere there, but I wouldn't take it were I you. It's hard even for lone wanderer. You two may have more luck even were you to go by cliffs" etc
  3. I created neat hidden tunnel in the cliff inside the valley (you can see it in lower spoiler). As for now I made it secret Reachmen loot stash, but I think we should go with something cooler for this, so I would like to hear suggestions/requests from interior modders/project leaders, but if any of you have anything in mind please do tell. :) I had an idea myself to place Direnni escape tunnel exit here, TES V style, maybe with grate opened only from inside? It seems like a convenient spot for one.
Overview
Image

Going up
Image

Uninviting landscape
Image

Not your usual road
Image

Far from convenient indeed
Image

Creeping ruins
Image

Not your usual bridge
Image

Finally up there
Image

Watching out for mino
Image

Close encounter
Image

Overview
Image

Ready to go down
Image

Going down
Image
Misty valley

ImageImage

You can reach the tunnel by climbing up the stone arch on the left side of the valley, as seen below

Image

ImageImageImage

As always, I'd love to hear any other feedback as well.

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Post by worsas »

Your exterior work is extremely interesting. There are many nice spots to be seen on your screenshots above.

A few points of critizism:
1. In some areas the way the rocks are used appears strange to me. One of those examples are on the last screen of your first spoiler. The little rockarch in the background and some of the rocks attached to the cliffs on the left. Also, there is a certain 04 rock with sharp edges you seemingly have been using in your claim. That particular rock should never be used, because it breaks up the look of everything. In fact, there are a couple of 04 rocks I'd happily never see used.

Also, certain rock combinations don't play well with each other. If two rocks with very much differing shape and differently aligned texture and lightness are placed right next to each other (the creases of the one rock are vertical while they are horizontal for the other one, for example), it will look wrong to me and probably other people aswell. Always try to combine your rocks in a way that they feel as natural as possible with each other. To a degree our landscape and the cliffs and rocks will always feel constructed, but we should try to minimize that feeling as much as we can.

2. As for your little creek, either smooth the terrain and have the creek a bit broader or try to cover the edges with some dirt rocks.

3. Do not use the king bolete. Instead use the blackspore cap. The king bolete does not grow in the Reach

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Post by roerich »

berry wrote:I created neat hidden tunnel in the cliff inside the valley (you can see it in lower spoiler). As for now I made it secret Reachmen loot stash, but I think we should go with something cooler for this, so I would like to hear suggestions/requests from interior modders/project leaders, but if any of you have anything in mind please do tell. :) I had an idea myself to place Direnni escape tunnel exit here, TES V style, maybe with grate opened only from inside? It seems like a convenient spot for one.
- Hagraven cave - we are going to need some of those.
- Forgotten cave with barrow elements
- Your suggestion, Direnni exit

I'm mostly for a hagraven cave or another Reachman cave in that style. But I think the nearby Reachman village is A. too small and B. too "civilized" (only houses) in order to be ruled by a hagraven, or even be considered a seperate tribe. In fact, I'd like to see more tribal villages mostly consisting of huts strewn about like ashlander camps in vanilla, though this can be added later. I'd at least like to see one north of this claim.
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worsas
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Post by worsas »

Berry, you are basically working on a prototype of Druadach Highlands A now. We should try to use your claim to establish the design of the region and how cliffs, rocks and plants will be used in the rest part of Druadach Highlands A.

Maybe you could draft up a description of what you are working on and how it should be continued in the rest area here.


Edit: In my opinion, it would be a good idea to take orientation on how the rocks are used around the two mesas Northwest of your claim (Druadach Highlands B, except that the covered rocks should only be used as terrain edges) and have a similar rock style and usage everywhere across the complete Druadach Highlands.

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berry
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Post by berry »

worsas wrote:Berry, you are basically working on a prototype of Druadach Highlands A now. We should try to use your claim to establish the design of the region and how cliffs, rocks and plants will be used in the rest part of Druadach Highlands A.

Maybe you could draft up a description of what you are working on and how it should be continued in the rest area here.

Edit: In my opinion, it would be a good idea to take orientation on how the rocks are used around the two mesas Northwest of your claim (Druadach Highlands B, except that the covered rocks should only be used as terrain edges) and have a similar rock style and usage everywhere across the complete Druadach Highlands.
With pleasure. I've already written down some of my thoughts on that, will post it soon when it's done. I will focus on that for now.
roerich wrote:- Hagraven cave - we are going to need some of those.
- Forgotten cave with barrow elements
- Your suggestion, Direnni exit

I'm mostly for a hagraven cave or another Reachman cave in that style. But I think the nearby Reachman village is A. too small and B. too "civilized" (only houses) in order to be ruled by a hagraven, or even be considered a seperate tribe. In fact, I'd like to see more tribal villages mostly consisting of huts strewn about like ashlander camps in vanilla, though this can be added later. I'd at least like to see one north of this claim.
Hagraven cavern is good idea, I think. They don't necessarily have to be ruling over nearby Reachmen - at least not yet - but it may be good hideout for their plots and dark intrigues. Also I've already placed some eerie Reachmen stuff in the area that could hint local villagers are of nothing good.

I support the idea of locating another Reachmen village north of this claim.

Worsas, could you please confirm I got it right with making the rocks look more natural & improving the creek? Did you have something like that in mind? Thanks for notice about sharp edged rocks btw, some of them really can look out of place indeed.

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