Author Topic: Adraax: Klyro's City Project  (Read 86844 times)

Xordan

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Re: Klyro's City Project
« Reply #375 on: June 07, 2006, 01:58:27 pm »
Yes, that includes all objects in the area as well. :) The aim as Inca said is to produce a map with the smallest poly count possible while having a good quality image. Remember, the lower the poly count the better the performance. 300,000 is acceptable if that's the smallest poly count you can possibly get, because that size map would be very big, bigger than the whole hydlaa area most likely, and can be split into zones.

Baldur

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Re: Klyro's City Project
« Reply #376 on: June 07, 2006, 11:17:13 pm »
The rapeist strikes again!! ;D

Here's a cutout from my earlier concept, the Gerhana:
« Last Edit: June 07, 2006, 11:23:34 pm by Baldur »

Baldur

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Re: Klyro's City Project
« Reply #377 on: June 08, 2006, 07:06:53 pm »
*Bump* For informal purposes.

It seems as as long as Minetus and Arangol are still working on the terrain we won't get any concepts unless more join in. Please, you are welcome to show your ideas. We're always open to new points of views as the project is still in development. Right now we're in a slope so this is your big chance before it starts getting steep.

I, and I'm sure the rest of us would like to see your works and ideas cause right now we're only 5 people working on this idea and we would love to have more members join in.

ThomPhoenix

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Re: Klyro's City Project
« Reply #378 on: June 08, 2006, 07:44:00 pm »
I'd love to join, but I won't have time for about a month (exams, sigh), so I'll check on you around that time.
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Baldur

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Re: Klyro's City Project
« Reply #379 on: June 08, 2006, 08:42:09 pm »
Very good, send us your ideas when you're ready, glad to have you onboard AP
Anyone else brave enough to try their luck on new ideas?

LARAGORN

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Re: Klyro's City Project
« Reply #380 on: June 08, 2006, 08:47:06 pm »
Just an idea,
    Because of Laanx's anger at the Klyo's for not being devoted to her/him, Laanx could have thrown down a fist in anger to create the large bay.

All great truthes begin as blasphemies- SHAW
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Baldur

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Re: Klyro's City Project
« Reply #381 on: June 08, 2006, 08:58:48 pm »
Splendid idea, we will have to explain that her fistprints formed the islands, no? The first tribe that settled was discovered by Laanx and destroyed in her fury. The following tribes thereafter found a place they could call home and unite once more.

Edit: Laragorn, I would like to hear you describe how Laanx once more struck the Klyro's race but created harmony in the aftertoes, that would make a great story.
« Last Edit: June 08, 2006, 09:06:23 pm by Baldur »

LARAGORN

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Re: Klyro's City Project
« Reply #382 on: June 08, 2006, 09:07:05 pm »
Good idea.
As Laanx hit the ground large pieces of rock flew everywhere. Some created the small island in the sea, some created the reefs, but on large piece stayed in the air. This could be how the floating island came to be.

Me likes, Me likes, look below for a great idea  :thumbup:
« Last Edit: June 08, 2006, 09:15:25 pm by LARAGORN »

All great truthes begin as blasphemies- SHAW
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Baldur

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Re: Klyro's City Project
« Reply #383 on: June 08, 2006, 09:11:25 pm »
Because of the great impact, a spark of Laanx eternal power flew onto a piece of mountain which then distorted the sole matter of gravitation. Since then, people have made pilgrimages to the floating island to take part in it's curing abilities.

Arangol

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Re: Klyro's City Project
« Reply #384 on: June 09, 2006, 07:02:35 am »
Ok, now you are refering to the flying island as a "curing place". We discussed before what it should be and I think we came to that it should be like the place where all the important buildings were and you got there by some vine ranks.
Inca,Minetus, you remember or is it just me getting crazy ideas  ::| .
About the fist, good idea but I think we should hear about what Inca has to say about that, but it sound very good.
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Inca Sator

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Re: Klyro's City Project
« Reply #385 on: June 09, 2006, 10:13:10 am »
An interesting ideas... And it explained the floating island features as well...
Just show to us on the map where Laanx struck the land by her fist and how did  it changed the landscape. What was the form of this "fist"? Sphere, cone, cylinder or something else?
And don't forget the physics: if somwhere the land pressed down--> then somewhere  (in neighbor , i guess) the land come out.

Arangol

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Re: Klyro's City Project
« Reply #386 on: June 09, 2006, 10:24:48 am »
The thing that would be "COOL" would be if the bay would be shaped like a human fist with the knuckles and every detail shown in the ground. But I think that we then first would have to create a fist and then  model the bay after it.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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Baldur

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Re: Klyro's City Project
« Reply #387 on: June 09, 2006, 10:45:01 am »
I've spoken to Minetus and didn't Laanx leave them alone after she failed in converting the Klyro's. Otherwise we still can get somethign out of this idea.
« Last Edit: June 09, 2006, 10:47:10 am by Baldur »

Arangol

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Re: Klyro's City Project
« Reply #388 on: June 09, 2006, 10:55:47 am »
Yes, it can be that Laanx left them.
But we can still make it that some other thing punched the bay.
Maybe an Ulber? Not.
Maybe a giant? Somekind of demon?

Heh.
"The answer to all life's problems aren't on the bottom of a bottle, they're on TV!"-Homer Simpsons

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Baldur

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Re: Klyro's City Project
« Reply #389 on: June 09, 2006, 11:09:31 am »
What if a demon, who had hated them for eons for something they did, followed their tracks through the vortex-portals, tracked them down and with a slap of great power he destroyed the coast burrying a deep mark into the coast. We could work on the power-of-spark idea here too.
,
This feels so much like a deja vu...