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Messages - Zweitholou

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166
Fan Art / Re: Team Adraax:Official City Design Contest
« on: March 04, 2008, 05:04:24 pm »
Here's what I have so far...


167
Fan Art / Re: Team Adraax:Official City Design Contest
« on: March 03, 2008, 10:24:08 pm »
I think we have the same idea but are describing it differently.  \\o//
The distances on the diagram aren't accurate. I was just trying to demonstrate my idea. Most of the area below the level that the map is drawn on would be saturated sand layers. And it wouldn't have to be stairs. Probably, it would be better to have tunnels on a slope without stairs.
The wells are public. They look like they aren't, but that is because I added contrast and brightness and some lines got smudged together.
The wells are not inside the houses. I did put wells in the warehouses because these, I thought, would be somewhat public, and the goujahs would need a place to get water from. The slums are less wealthy and therefore are further from wells.
I agree with all that you have said save for the artesian wells (http://en.wikipedia.org/wiki/Artesian_aquifer) which go down to the aquifer (http://en.wikipedia.org/wiki/Aquifer). The openings will have water above the sand layers for swimming. I think they should look like this: http://www.aquarticles.com/images/China3a/p46.jpg. Thx for answering!  :)

Still working on the tavern.

168
Fan Art / Re: Team Adraax:Official City Design Contest
« on: March 03, 2008, 06:45:44 pm »
Thanks Xillix. It's only a matter of time.  :)

Quote
Each house, except in the landing platforms, has a connection to the large cave that acts as the city's water supply. The landing platforms are supplied through several wells.
ok, i quote again for smplicity.
Nikodemus, I interpret that statement to mean that the Aquifer supplies the whole city. However, it can only be accessed individually by Upper and Lower residents. The landing platforms have community wells that are connected to the aquifer. They cannot enter the aquifer through these wells, but they do get water from it. Let me explain what I meant. Here are two more pictures:



Anyway.
1. There is no underground water cave in LP quarter. If there was one, I'm sure they would connect to it with tunnels, just like they did in other quarters.
I think the reason for not putting tunnels in the landing platforms is the expense, not the lack of water. Unless it is specifically stated in the text and i missed it (it's happened before), I think that the placement is up to us.

2. There is only one cave underneath the city, so no way there is another under the LP quarter.
Explained in the diagram above. There is only one cave, but the ceiling of the cave is uneven, so only pockets of air remain (openings), giving the appearance of many caves.

3. Pipes, if there is no cave, there is no real way of putting them there, unless Talad did ;P even if there was a cave, from which the holes for the pipes could be dug, there is again no way they would the pipes, which digging the wells, unless they have GPS or something.
You're right. I fixed it.

4. Wells don't need some kind of pipes to have water in their bottom. :] You either drill, dig or force the soil on the sides. Once you reach the water providing sand-layer, you stop digging, or you have to dig another well, or dig deeper to find another layer. If you dig through the layer, the water gains are miserable. A lot wrote, but conclusion is, a horizontal pipe at the end of a well doesn't make sense at all.
Also, there are several wells in the LP quarter. I wouldn't expect them inside houses, just somewhere on squares, near roads.
If it is unclear in the map, I meant for the wells to be in public places, such as on street corners. The houses are built on either side of them.

5. defense towers tunnels. Sure, they are part of the defense. Maybe they didn't even dig the underground, but dug it from ground level 3m deep and then put a roof and covered with 1m deep soil layer.
Originally, I only meant the line around the city to help give an idea of where everything is. However, the tunnels under the walls might be a good idea, as long as they don't undermine the walls.

Baldur, I like your university, but I am a little confused. Where is the entrance? A perspective view would help, I think. The glass cupola in the middle is a good idea, especially since Klyros like shiny surfaces.

Rast, the pipes are a good idea. They could be used as an alternative to magical lighting or torches.

I will soon post the layout, level by level, for the tavern. I'm almost done, but I need to add finishing touches.

169
Fan Art / Re: Team Adraax:Official City Design Contest
« on: March 02, 2008, 02:07:46 pm »
If no one objects, I will.  :)

170
That happened to me too.

171
Fan Art / Re: Team Adraax:Official City Design Contest
« on: March 01, 2008, 05:24:44 pm »
I think it would work better to extend the reservoir and simply have vertical wells. The only reason I can think of for pipes is that the burial well is in the landing platforms, so bodies too near the reservoir would contaminate the water supply.  :) Sorry for cutting a bit off. I wa hurring an mae a mstake.  ;D Any other problems?

172
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 29, 2008, 10:09:38 pm »
The lines that are under the landing platforms are pipes that feed the wells. They cannot be entered.

173
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 29, 2008, 05:26:10 pm »
Here are the corrected maps:



@Baldur
Looks great!

174
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 28, 2008, 11:04:26 pm »
The "tunnels" in landing platform are actually piping to supply community wells. And I agree that we ca use cave shape to explain city shape.

I will redraw the road.  :) Not that you did not warp it well, only warping makes building shapes less precise.   :sweatdrop:

175
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 28, 2008, 06:53:01 pm »

This is a very rough beginning for the underground map. I just thought I would go ahead and get it started. I feel that there are too many corridors. I drew it with a tracing sheet, starting by adding a stairwell to each building or public stairwells in the landing platforms. Then I drew openings for water to rise up through and connected the stairwells to the openings, and the openings to each other.

@Baldur
I think the tower is terrific!  \\o// I really like the design. Unfortunately, I must agree with Nikodemus that stone should be used as that is the primary resource and the amount of iron needed would be tremendous. The spikes are well placed too.

@Nikodemus
I am glad to have your criticism as long as it is precise and constructive, which this was.  :) Without such criticism, I can't correct it.
I had not forgotten why you curved it. I was simply taking your approach of realism. Realisticly, roads covering long distances would be as straight as possible, because it is more efficient. However, from the perspective of a game developer, the road should be curved to avoid reducing FPS. I am fine if you warp if it only affects the immediate surroundings. Otherwise, I might redraw (I'm a perfectionist).

I thought the sketch looked fishy...  :P
I agree that not so many spikes are needed. Perhaps spikes could be placed like in Baldur's tower. I meant the wall sketch as a demonstration that spikes would only be located towards the top of the wall.

176
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 28, 2008, 05:08:21 pm »
@Nikodemus
You're right. I was confused, so now I've changed it.


I hope that we can all agree that this is the final. If the main road is somewhat straighter than it was, remember that the quickest way between two point is a straight line. We need to begin the underground map and more extensive concept art. As Nikodemus pointed out, we only have a month left. Also, if someone is good at textures, then I suppose they might could begin on textures if textures are considered part of the 2D contribution.

@ThomPhoenix
In the middle ages it was common to use attack towers to ride up against the walls of a besieged city. The technology in Yliakum is at least at that level, looking at the Winch. So perhaps attacking Klyros would carry a tower with them to glide over or onto the city walls?
Spikes keep the siege tower from latching on to the wall, and archers remove any gliders.

Maybe a silly question by someone who is not following this very much, but why would Klyros attack a Klyros city, in a peaceful world such as Yliakum?
I agree with Baldur, but I'm not sure if the Devs do. If it is not used against attacking Klyros, then, as Under the Moon mentioned, it may be used against flying beasts. Some Carkarasses have been spotted in the level, and also, if tame pterosaurs and megaras exist, then I suppose they would have wild counterparts. ie. dogs and wolves, pigs and boars, etc.

177
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 27, 2008, 05:31:16 pm »
@Baldur
Of course! That's teamwork. The spikes would also defend against attacking Klyros.
Is this what you mean by the walls?

The cross is the window, because it allows an archer to move the bow many directions without leaving a big opening through which other things can get in. The bottom floor is filled in with rubble, and stairs are in the guard towers connected to the walls.

@Nikodemus
Your Ylian building inspired me to do a Kllyros take on the same building shape. Maybe this will help to compare architectural styles.


I did not have many windows because yes, I forgot. They were quick sketches.
I meant to fix the map, and I am confused as to what I forgot. Please compare:
Here are the main and landing platforms roads:

Green is the Main road and red is the Landing platforms road.
I colored the different sectors from dividing by the three roads:

I think it is possible, no fourth gate needed in my opinion.
I realize that the road is not a gentle curve. I have reasons for that. I believe some planning of the city (including roads) was involved, especially in the Landing platforms. Therefore, IMO the road would not be quite so directly curved, if you understand. Also, IMO while buildings are built to fit in the land and on roads, the layout design would not include places between roads that are so narrow that buildings cannot be realistically built. For the landing platforms road, I think it would need to go further into the landing platforms to effectively improve transportation between all parts of the city. The wall curves in by the landing platforms because the platforms are dangerous and noisy, IMO scaring away potential residents. The highlighted roads have some angles because I highlighted them with a straight line tool.
I agree with the tower levels. I realize that half of our time is gone. As soon as we agree on a city plan, I will start working on the underground layout. Thx for the comment.  :)

@rast
I see you posted below me. Glad to know you're still here.  :P I agree about the questionable nature of spikes. They were just an idea.

178
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 26, 2008, 04:48:53 pm »
Hello all!
Sorry to have been out for a bit. I had to climb a mountain this weekend.  \\o// I still drew when I had the chance.

@ThomPhoenix
Your excellent idea prompted me to do a sketch of a short, and then another taller, tower. (below) As far as sound signals I agree. However, could flags or other visual signals be used? The message would be relayed around the wall to the tower next to the vigesimi's house, where a guard would fly to tell the vigesimi? Or perhaps messengers could fly from tower to tower? Just an idea that might make the necessary height more realistic.

@Karyuu
Thank you!

@Nikodemus
Your building looks great! The perspective is good, and the architectural elements fit very well. Just a thought: Perhaps the expanded upper level should be a primarily Klyron characteristic due to their affinity for heights and Inca's earlier concept art.

@Baldur
I've tried to incorporate concepts from your map into my new one.  :)

Here is the new map:

Here are the main and landing platforms roads:

Green is the Main road and red is the Landing platforms road.

Also, here are some sketches:

Top is the shorter tower, bottom left is a possible city seal, bottom right is just a concept building.


Top left is a rough magic shop sketch, top right is the taller tower, and bottom is an (unfinished) wall concept.

179
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 24, 2008, 08:27:09 pm »
@Baldur
 :) Sorry to bother you, then.

@Nikodemus
Just my personal opinion. The ylian style buildings in Hydlaa are square, because that was very easy to make. You make few and then diplicate them all around. making it in realistic way is harder, because you have to make more building models and you can't make that much duplicating:
I agree.

Check out this. It's a google map of few Paris streets. It's how buildings look in cities. No matter what style, people want to use every little piece of land, which is available.
Another example.
This picture is a google map of Piccadilly Circus in London. I understand that buildings are shaped in said way, and I would prefer that we would do it that way too. I just wanted to make sure that it would be accepted by the Dev. team.

Btw, about the gates, you can place them as you want Zweitholou, i have just gave my opinion. I'm only more definite about main streets shape (no sharp turnings) and city walls shape like they are around upper quarter.

Thank you, and I respect your opinion. Also, thank you for clarifying which part you wanted me to keep that I kept leaving out. I misunderstood and thought you were just indicating the basic direction of the roads. I understand now.

180
Fan Art / Re: Team Adraax:Official City Design Contest
« on: February 22, 2008, 09:59:53 pm »
@Nikodemus
I'm working on a new map that reflects this...
As far as square buildings are concerned, I made them square because the Ylian architecture in Hydlaa, which was designed by the dev team, is square. Therefore, these Ylian buildings must be square at least for now to be consistent with the architectural style already established. This is my opinion.

I'm more than happy to answer!   :)

@Baldur
...

 ???

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