Author Topic: Adraax: Klyro's City Project  (Read 86683 times)

Arangol

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Re: Klyro's City Project
« Reply #405 on: June 10, 2006, 01:58:43 pm »
Thanks...but I don't like 3ds so much, I use Blender and I'll buy Maya, but I'll test gmax.
"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 #406 on: June 10, 2006, 06:03:19 pm »
Quote
<Hmmm, that's the old story about demons, why not try something new? Like the demon has 2 minds ín it, one obeys the god's one obeys it self? Ying, Yang, lol.

GOLLUM! doesn't like his fishes fried, GOLLUM!
That would fit to the crazed demon story but wouldn't the gods have destroyed an unstable entity. I mean with it's powers it poses a certain threat to the gods. I think they would've seen it as it's failed their bidding and set it on fire already.

If the split-personality and curse of humbleness doesn't work we could simply say "during eons the twisted mind of the gods infected their servants through their close contact. They became vile, foul creatures and obeyed none but their masters."

minetus

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Re: Klyro's City Project
« Reply #407 on: June 10, 2006, 06:10:54 pm »
map update, still working in it :


what about we just  use basic landscape created by erasion over time...

Baldur

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Re: Klyro's City Project
« Reply #408 on: June 10, 2006, 06:16:30 pm »
At least we need rusty swords and some trampled ground. Aha! And there's were Inundium comes in ;D The demon was defeated there and since then nothing has been able to grow there.

We'll need words and shields halfdugs into the ground, that can Arangol or Rast fix. Inundium was already decided to exist so that'll either be Minetus or Arangol on it. Do we need sign that the demon's been there once, maybe a couple of elephant tusk-horns and some scattered bones. How about that?

And I know, this is just an idea. Minetus, Arangol you go on with your work, it's time will come.
« Last Edit: June 10, 2006, 06:23:02 pm by Baldur »

Arangol

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Re: Klyro's City Project
« Reply #409 on: June 10, 2006, 06:36:41 pm »
Baldur, got already the rusty swords and half shields finished. I can make the graveyard if minetus now does alone the map.
Minetus, you seem to be working much on my side of the map but no problem, what about this, you work on whole map while I make the graveyard and the you give it to me for refinement and to place the graveyard?
"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 #410 on: June 10, 2006, 06:40:44 pm »
Easy there, boy ;)
Let's first see how the rest like it. I've had too much of an experience getting my ideas remade after assigning people.
« Last Edit: June 10, 2006, 06:50:38 pm by Baldur »

minetus

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Re: Klyro's City Project
« Reply #411 on: June 10, 2006, 06:55:53 pm »
ok... i do the map...
i only jumped over because the other side was done n ready for poly reduction, and you showed no improvements at all (understoodable because you were away from this for a while), and i decided to give a hand ;).  but if you still want to help with the map, i believe we can get to a midle point..

Arangol

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Re: Klyro's City Project
« Reply #412 on: June 10, 2006, 07:03:11 pm »
I've made some small improvements, had problem with the poly count, small problems getting blender to work but now alll fixed. I got the poly count down to about 4k.
But you take it now. But please give it to me just before you start texturing and I can make the last few modifications, ok?
And btw, I've made the basic mesh for the graveyard. Can I add crosses for it?
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Inca Sator

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Re: Klyro's City Project
« Reply #413 on: June 10, 2006, 07:38:27 pm »
About graveyard in PlanShift. Check this url http://www.planeshift.it/setting_overview.html - section "Waste" at the bottom.
There are no any graveyards or cemeteries in Yiliakim, the dead bodies are throw down (with special ceremony) into the Burial wells. So, Arangol, i suggest you to project Klyros Burial well location. It can be surrounded by number of tombstones and obelisks.

Baldur

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Re: Klyro's City Project
« Reply #414 on: June 10, 2006, 08:03:15 pm »
Once again, excuse me for not being thorough enough we'll of course skip the horns and weapons, though...
Once the demon was killed it's body was sent back to its homerealm, many still feel a chill everytime they enter as a could hand touched them. It's said that the Demon's severed soul still haunt the landscapes in it's twisted hatred against all living beings that dare to enter the grounds. The area is a dark and arid place and many do not even wish to dream about them, nor would they enter. Something seems to be lurking under the surface...
What if something happened, what if none dared to enter the grounds after the Demon had been sent back to where they belong, WHAT if the people we're scared enough to leave the grounds before they could clean up, I mean, is there a special cleaning squad? Either way we could make that an easter egg^^

*Here lies Ms Blossom, may she rest in peace.*

LARAGORN

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Re: Klyro's City Project
« Reply #415 on: June 10, 2006, 08:15:01 pm »
I was thinking along the same lines Baldur. It could be a Huanted area with the dead souls of the fierce battle. If one dares to enter this place, they may see an occational Spirit(ghost), or even be attacted by one  ::|


Another idea;
     Is it possible to have an area on the floating island for a breeding ground for the "Pterosaurs". This would be the perfect Habitat for these creatures.

3.2.8. Flying Animals
3.2.8.1. Pterosaurs

The Pterosaurs are reptiles with organs adapted to flight, such as their membranous wings and long tails, which they use as a rudder. The Pterosaurs' dimensions vary from three to six meters, not including their tails, and their wingspan is directly proportionate to their bodies. From the moment they are born, Pterosaurs begin training to carry a person sitting in a saddle buckled between the animal's shoulder blades. Pterosaurs must be at least three years old and fully trained before they can actually carry a person, which makes them precious, coveted, and very expensive to keep. Only extremely wealthy people can afford these lizards, but no matter how wealthy a family is they may only legally own a single Pterosaur. The law forbids owning more than one of these animals in order to avoid dangerously crowding the limited air space.
« Last Edit: June 10, 2006, 08:49:08 pm by LARAGORN »

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Arangol

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Re: Klyro's City Project
« Reply #416 on: June 10, 2006, 09:03:31 pm »
Ok, I stopped the graveyard and I'm starting to make the "well". I will make 2, one who is under the river and one who is the one the Klyros use now.

Baldur: You mean that for the whole landscape, if so then I'm against it. I picture this more like a little happy fisher town with great history and great ancient kings, no a horror town of evil. But if it's just, say the place near the river with the death place then it's ok.

Inca (Maybe everyone): I'll make the Burial Well under water to be very grand and a bit darkness-like, with big obelisks and statues. And the one on ground will be more plain.
« Last Edit: June 10, 2006, 09:12:23 pm by Arangol »
"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 #417 on: June 10, 2006, 09:07:56 pm »
Nope, i'm not, Arangol. Dang it, I must learn how to cover it all up. I spoke of inundium, didn't I?
« Last Edit: June 10, 2006, 09:09:53 pm by Baldur »

Arangol

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Re: Klyro's City Project
« Reply #418 on: June 10, 2006, 09:11:01 pm »
Heh, tought so, I just wanted to go sure so you don't go around and mess it up.  ;D
Ok for me.
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Baldur

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Re: Klyro's City Project
« Reply #419 on: June 10, 2006, 09:14:24 pm »
Yep, I keep messing it up, don't I.
« Last Edit: June 10, 2006, 09:19:53 pm by Baldur »