Region Planning: Solitude Forest

Post Reply
User avatar
worsas
Project Administrator
Posts: 1914
Joined: Wed Dec 31, 2014 1:23 am

Region Planning: Solitude Forest

Post by worsas » Tue Sep 19, 2017 7:48 am

Let's discuss this a little bit to get the container plants composition settled at least.

My thoughts briefly:

- There should not be extensive changes to the general region as such. It's a massive piece of work that ought to be honored as it is.

- The fact that this is far away from eastern Skyrim and Solstheim should be more reflected in the container plants composition. While the Belladonna looks nice, I would discard it here and save it for eastern skyrim, should we ever get there. The mushrooms and the holliberries can stay, however.

Possible candidates for addition are primarily Snow Berry, Bleakbell Hay, Lizard Foot. But there are also a couple of others that could fit. Some larger deposits of Widow Kiss to underline the undead theme or even Death Bell might fit aswell.

User avatar
Scamp
P:C Council Member
Posts: 360
Joined: Sat Jan 03, 2015 2:51 pm
Location: Falkheim
Contact:

Re: Region Planning: Solitude Forest

Post by Scamp » Tue Sep 19, 2017 11:53 am

I'm all for removing Belladonna for the reasons mentioned here, and Bleakball Hay is a fitting replacement, as I've also used it in my concept of the Falkar Foothills. We just have to remember to remove Belladonna from that, too.

User avatar
roerich
Project Administrator
Posts: 1485
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Re: Region Planning: Solitude Forest

Post by roerich » Tue Sep 19, 2017 3:06 pm

I agree with everything here. If at all feasible, I'd possibly like to see the forest trimmed a bit. I.e. removing some of the trees here and there, in order to make it more traversable.

User avatar
worsas
Project Administrator
Posts: 1914
Joined: Wed Dec 31, 2014 1:23 am

Re: Region Planning: Solitude Forest

Post by worsas » Tue Sep 19, 2017 4:24 pm

The result of some discussion on discord:

We realised that the forest looks very samey in most parts. Insofar it is untypical for a region and a landscape in this gameworld and generally runs into the danger of being monotonous. However, this current shape of the forest also means that it's easy to go lost in it in an amazing and unique way. This is something we should use and even expand upon.

The region currently contains very few points of interest and almost no terrain barriers. Points of interest would make exploration more worthwhile and terrain barriers would prevent a player from being able to just run in a direction to get out.

Changes to the landscape should stay minimal and only where absolutely needed. But should we have to do them, we can just aswell add some barriers to the landscape, like small cliffranges hidden below the canopy or small hidden valleys you have to walk around. In other places where landscape changes are not desirable blocking rockgroups could be used instead for that purpose.

We are also worried that the forest might not feel like an integral part of the gameworld, being very different from anything else. We could address this by ensuring that certain things remain consistent with outside areas. Currently it's very striking that the forest almost only contains some caverns and 1 or 2 castle ruins none of which are encountered outside of it. The ruins (barrows primarily) should seamlessly continue into the forest for example to address this. Maybe even have 1 or 2 reachmen huts somewhere on the outskirts.

Apart from that we want to do some playtesting in order to make us a picture of how the forest currently works, in what areas it's currently monotonous and where it's great as-is.
roerich wrote:It shouldn't be the forest of ghosts and skeletons behind every bush. Hunters warn you of straying too far from the roads., and there's lots of rumors around. But the further you venture into the forest, the more sinister it gets. More than just ominous sounds at night and the occasional barrow.
And these sounds seemed like they might be useful:
https://freesound.org/people/NaturesTem ... ds/398430/
https://freesound.org/people/swiftoid/sounds/117611/

User avatar
Ted
Forumite
Posts: 96
Joined: Fri Feb 12, 2016 4:25 pm

Re: Region Planning: Solitude Forest

Post by Ted » Wed Sep 20, 2017 8:48 am

You may add some houses into forest of crazy people who somehow survive here. Like you remember that guy from game of thrones who lived north to wall with hell lot of women slaves?

User avatar
Yeti
SHotN Jarl
Posts: 468
Joined: Mon Jan 05, 2015 11:38 pm

Re: Region Planning: Solitude Forest

Post by Yeti » Wed Sep 20, 2017 5:32 pm

The density of trees should definitely be thinned out a bit, to ease performance and navigation (we wouldn't want creatures getting caught on every tree in their path). Various ruins should be scattered around the region, including maybe a few villages that are now overgrown with trees. In lore, the War of the Red Diamond likely depopulated the region, causing the forest's growth to devour previously settled areas.

User avatar
roerich
Project Administrator
Posts: 1485
Joined: Sat Jan 03, 2015 3:10 pm
Location: Denmark

Re: Region Planning: Solitude Forest

Post by roerich » Wed Sep 20, 2017 5:50 pm

I agree that there should be some badass hermits and rangers out in the woods, and a lot of other interesting locations.

Another proposal is to hide the lair/fortress of Potema's vampire generals here. Although they are present at Thian's court, they would want a more secure location.

BTW Yeti, we've had a lot of discussion on the region and on Haafingar/Thian in general that we should probably try and summarize at some time. But not in this thread.

Post Reply

Return to “Haafingar”

Who is online

Users browsing this forum: No registered users and 2 guests