Author Topic: PlaneShift City Design Contest.  (Read 10264 times)

Xillix Queen of Fools

  • Veteran
  • *
  • Posts: 1876
    • View Profile
PlaneShift City Design Contest.
« on: January 29, 2008, 08:26:51 pm »
By popular demand, and with the permission of Talad, the PlaneShift Development Team will host a City Design Contest.   \\o//

----City Design Contest----

Brought to you by: Steuben, XilliX, Ellille, Eriroley, Ulf_moose, Jeraphon, Rizin, and our Leader, Talad.

0. Executive summary.
The following are the rules and guidelines for a city design contest. The submissions can be used to accelerate the development of the graphical elements of PlaneShift. The contest will consist of two phases of two parts each. The first phase consists of generating a 2-dimensional city map and concept sketches for the major and minor buildings of the city. The second phase consists of the 3d model of the city and 3d model of the buildings.

1. Contact Points and information

The official email for the contest is here:
 
PlaneShift.CityContest@gmail.com

The official irc channel for the contest is here:

#planeshift-citycontest

Development and distribution of suitable documentation to support the second phase the contest to allow for ease of conversion of the results to a PlaneShift supported format will follow when we reach that phase of the contest.

2. Rules and Guidelines

2.1. Rules and Guidelines

2.1.1. License

Winning submission will become the property of Atomic Blue Corporation under the terms of the PlaneShift Content License. The members of the winning teams of each phase will be required to sign and return the Atomic Blue Contribution license. (http://www.atomicblue.org/docs/AB_Contribution_License_2006.11.06.pdf)
The signing of this license pertains only to assets created in relation to this contest.
Pages 4, 5 and 6 of the license must be faxed to+1-831-677-4686.

Failure to submit the signed license by close date of the contest will result in the disqualification of the team or individual.

2.1.2 Establishment of Teams

Teams are to be established at the beginning of the contest. The Idea here is that these cities are too large for one individual to create. Each team will consist of up to 6 people; exceptions can be made on a case by case basis for larger teams.  Teams need not be an established guild or organization. No member of any team may be designated WTB or higher within the PlaneShift dev team hierarchy. Each team must choose a name. The name of the team, a list of names, email addresses, and the selected city must be sent to the official e-mail address with the subject "city contest team". Examples of the names of teams the PlaneShift team might like to see are “Team Adraax”, “Team Dark Empire”, “Team Vaalnor” etc.
 
2.1.3 Choice of City

The cities for the contest are: Quintherion, Amdeneir, and Delving. Appendices 1-3 expand details on each of the three cities. Each team will choose a city to work from. One winning team will be chosen for each city in phase one as outlined below. If multiple teams choose to design and create the same city, only the best submissions, one for each of the three cities, will be chosen.
 
2.1.4. Phases of Contest
The development team reserves the right to either add or remove constraints as needed to ensure smooth operation of the contest or ease of implementation.

Phase 1:
2-D city map
- cover no more than 3 square kilometers
- incorporate the major points of interest associated with each city
- The map must by able to be simply broken down in to no more than 4 major sectors. And no more than 7 minor sectors.

Building concept art
- Designs showing each major point of interest as specified in the chosen city
- Designs showing the architectural style of the city
- Must include all city specific points of interest

Each team will submit their 2d designs for approval. The best two-dimensional designs for each city will be approved. The three teams who have made those designs, one for each city, will be considered the winners of phase one. At this point, those winning teams may opt to expand or alter their teams, by taking on skilled people from other teams to add to their chances of winning the overall contest. Teams may also choose to rename themselves to reflect the change in members. Any team whose design was not chosen at the end of phase one, may continue on to phase two using the design and concept chosen as winners of phase one. New team members and new teams not involved in phase one may also join into phase two under the same terms and conditions outlined above for participation in this contest.

Phase 2:
3-D city model
- developed using the chosen map from phase 1
 
3-D building models
- developed using the chosen concept art from phase 1

2.2 Contest flow

Phase 1, of the contest will be opened. It will run for 2 months. After that time the best submission for each of the three cities will be selected, as explained in detail above.
 
Phase 2, of the contest will be opened after the winner has been chosen from phase one. It will run for 4 months. Any changes to a team must be reported and any required licenses signed and returned. After the close date the winning city will be selected. Upon selection, the process for full implementation into PlaneShift will begin.

Appendix 1: Quintherion

A1.1 Overview

Quintherion is a town situated in the middle of a large forest, populated mainly by Dermorians and near the Pterosaur Bronze Doors. It is also the seat of power of the Vigesimi Otlidi Eam.

A1.2 Description Exterior

Quintherion is surrounded by a large forest with big trees. This forest is light and does not appear dark. The forest floor is covered by grass and other plants, which provide food for animals. However, this attracts predators, which are rarely dangerous for the Dermorians. The forest is easily accessible and many roads lead in and out of it. However, as Quintherion needs to be supplied with goods, many rogues built their camps in the forest, mostly in remote areas. Here, the closeness to the Pterosaur Bronze Doors plays an important role, as the military fortification often sends guards to take care of the rogue problem. Because the Pterosaur Bronze Doors is the quietest of the seven Bronze Doors regions, the squadrons there can afford to spare guards to dispatch rogue activity.

A1.3 Description Interior

The Dermorians constructed the town of Quintherion with the involvement of the forest itself. As the trees in the forest are about twenty meters high, the majority of the housings have been built up in the trees. The town itself is a network of wooden platforms connected through bridges to each other. The wooden platforms are constructed around the trunks of the trees and the housings are built upon them. The houses consist of lianes (vines) and leaves forming the walls and the roof of the hut. A few buildings, like the vigesimi's house, are constructed of wood. On the ground level are a few houses around a small plaza used as a storage area. The settlement on the ground level is surrounded by Dermorian walls that camouflage the interior for the unsuspecting observer as a part of the forest. From the inside, you can look through these walls. The center of Quintherion is formed by an old, huge tree. A big platform is constructed around it, serving as a central plaza. On the north side of the central plaza, there is a house constructed in the top of a tree reaching up to the height of the central plaza. This is the house of the Vigesimi. In northeastern Quintherion, there is a unique type of tree serving as a water basin for the town. A few meters east of the ground level plaza, there is a clearing with a pond in the middle. There, the Dermorians cultivate vegetables for their food.

Daily Life

Once the wood is cut it is stored on the lower ground plaza, where it awaits transportation to Hydlaa. Another important industry in Quintherion along with collection of Rundraa roots, which are a major source of red dye, which are dried and crushed, is the tapping of Meltih from trees. The trees are cut and Meltih gathers on the cut, from where it can be collected. Quintherion has two smithies which make bows and weapons mainly for hunting. Another small industry of Quintherion is hunting. The forest around Quintherion has an abundant supply of animals, but since the Dermorians eat mainly fruits and vegetables, most of the meat is exported, as well as the other animal products.

Points of Interest

Ground level plaza: The ground level plaza is the newest part of Quintherion. When the town opened up for the other races, many of them felt uncomfortable living in the trees and constructed houses in the Ylian style around a small plaza on which the goods of Quintherion are stored. From the plaza, a winch leads up to the town itself.

Central plaza: The central plaza of Quintherion is a set of wooden platform constructed around a big tree. The tree itself has a radius of 7 meters, the plaza a radius of 22 meters. Ropes tied to surrounding trees stabilize the platforms. The tree itself is hollow. Inside the tree, there is an altar consecrated to Xiosia, whom the Dermorians consider their god and protector of the town. In the plaza, some merchants have their stands where they offer their goods.
 
Vigesimi's house: The vigesimi's house is one of the few wooden buildings in upper Quintherion. It is shaped like a sphere with a flat top. The entrance is a rope bridge connected to the central plaza. The entrance itself is situated at half of the height of the sphere.

Water tree: The Dermorians changed a tree with magic in such a way, that its branches reach into the air forming a chalice. Rain that falls from the ceiling is collected in it. Between the branches, the leaves connected to each other and thus prevent the water from leaking. The tree reaches high up in the air and is the highest point of Quintherion. Pipes lead away from the water tree, supplying the rest of Quintherion with water.

Vegetable gardens: The vegetable gardens are situated on the ground east of the ground level plaza. The gardens are located around a pond and surrounded by low palisades to fend off animals. Inside, several vegetable patches are situated.

Appendix 2: Amdeneir

A2.1 Overview

The city of Amdeneir is famous for its export of wood and stone. It is located in the center of three stone quarries, one to its northeast, one to its northwest, and one to its southwest. It is known for being a city inhabited primarily by the Klyros people, and some commoners in fact refer to it as “Klyros City.”

A2.2 Description

The city itself is divided into three parts: the landing platforms, the lower quarter and the upper quarter. A large city wall, about 7 meters high and 3 meters wide, runs around the city. Smaller walls, of about 5 meters height and 3 meters width, separate the city's quarters from each other. 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.

A2.3 Exterior

Rockcliff: The Rockcliff quarry is the smallest of all of Amdeneir's quarries; however it’s stone is the most famous. Its opening is of circular shape and the quarry itself is about 150 meters deep. The width is about 500 meters. A giant glass dome is built across the opening, in order to prevent water from entering. Several engineers regularly check the dome for possible leaks and faults. A metal framework keeps the glass plates in their place. Some of the plates can be opened in order to ventilate the mine. A huge metal door serves as the entrance. Usually, the door is wide open, as the quarries are worked in constantly. In the center of the dome, there are several winches on a round platform. The platform is placed on a column that is stabilized by huge metal chains tied to the crater wall. Small stone quarries are carved into the crater wall at medium height. Cable railways run slightly downwards towards the center column. The major part of the quarry is located on the bottom, where workers keep digging and extending the quarry. The rocks are put on one of the winches, brought upwards and transported on caravans to the landing platforms, where megaras transport the stone into all of Yliakum.

Blackhole: The Blackhole quarry is the biggest of the three quarries of Amdeneir. Its surface, with a width of about 300 meters and a length of 700 meters, is shaped like a crescent. Due to its large and irregular surface, the engineers have not been able to construct a dome over it and water keeps being washed into the quarry. Huge drainage pumps, powered by magic, pump the water continuously into a big natural cave a few hundred meters to the north. Part of the water seeps down into the soil and part of it, in the back of the cave, where all the impurities have fallen to the lake bed, is used as a water supply for the city. Several winches on the surface run downwards and transport the huge amounts of rock from the bottom upwards. The quarry is about 300 meters deep and most of the quarry is covered in a constant twilight.

Wetsoil: The Wetsoil quarry is the oldest quarry in the region near Amdeneir. Some scientists state that it has likely been in use by the ancient dwarven settlements already. Nowadays, the quarry is in a desolate state and only few workers maintain the winches and pipes. Mostly, the quarry is roamed by several adventurers who hope to find fragments of the ancient dwarves or miners, who seek new resources. Many artificial caves have been dug deep into the soil; many of them have not been left uninhabited by different kinds of creatures.

A2.4 Interior

Lower quarter: The lower quarter is the place where most of the city's business is conducted. In contrast to the upper quarter, the architecture of the lower quarter is only partly Klyros. Many of the old Klyros buildings have been torn down over time and replaced by Ylian architecture. The few Klyros buildings that are left are about twice the height of the other buildings and are mostly built of wood. Every Klyros building has several stories; a small terrace on each serves as an alternative entrance for those that arrive through the air. One or two rectangular towers, which are used as an exit, are situated on each of the Klyros buildings. These towers enable Klyros to reach any location within the lower quarter with ease. The lower quarter is divided into different sectors by three major roads, the main road, the road to the upper quarter, and a road from the south gate to the landing platforms. Along these roads, several crafters have set up their shops. The lower quarter offers a wide selection of crafters, including stonemasons, woodcutters, bowyers, carpenters, and engineers. In the lower quarter, in the southwest corner, next to the main road, there is a small hospital run by followers of Talad.

Upper quarter: The upper quarter is where the city's government and the social elite of Amdeneir reside. All of the buildings in the upper quarter are typically Klyros, as only few foreigners had the chance to purchase a building. It has no connection to the landing platforms, only a single gate to the lower quarter. In the middle of the quarter, at the end of the road connecting the upper quarter to the lower quarter, there is a larger plaza. In the middle of the plaza, there is a park filled with plants and trees from both the Dome and the Barn. At the north end of the plaza, there is the vigesimi's tower. At the sides of the plaza, clockwise from the vigesimi's tower, there is the university. Small roads lead away from the plaza. There is a market in the plaza, around the park, where booths sell various items.

Landing platforms: The landing platforms are the trading center of Amdeneir. Most of the goods imported into Amdeneir arrive through the air. The landing platforms are the least secure area of Amdeneir as well. The huge storehouses of several trading companies attract thieves. The landing platforms themselves are located in the upper left corner of the quarter, next to the road that connects the two exits towards the quarries. On the south end of the quarter are many small shacks owned by day labourers and those that can not afford other housing.   These shacks have been the cause of trouble between the local social elite and the government, as they fear for their safety, especially due to the easy outbreak of disease in the dense housing area. Like in the upper quarter, a market is held on the small plaza of the landing platforms quarter. Stables for flying creatures can be found right besides the landing platforms. A large market hall is situated next to the quarter's plaza. Inside, several merchants set up their business and sell their goods on a daily basis.

The three major roads, especially the main road and the landing platforms road, are filled with caravans transporting goods. Even the airspace of the roads is filled by Klyros gliding to their destination. Next to the gates connecting the quarters, are two holes on each side allowing air traffic.

A2.5 Points of Interest

Hospital of Talad: The hospital takes care of adventurers and travelers passing through Amdeneir. Adjacent to the hospital is a small chapel consecrated to Talad.

Vigesimi's tower: The vigesimi's tower is a large tower that rises about 100 meters into the air. A cupola forms its base. Two smaller towers that are connected through bridges in regular intervals to the main tower are located left and right of the main tower. The two towers go up to a height of 40 meters. At a height of 50 meters, the main tower has a cavity of about 20 meters in diameter. On top of it, there is another cavity, shaped like an upside down pyramid, on top of his tower. A platform finishes the tower. Inside the tower, the Vigesimi has her offices. The lower cupola is used for public announcements or official events.

Plaza Park: In the middle of the plaza will be a park containing trees and plants from both the Barn and the Dome.

University of Amdeneir: The university is a broad building whose roof consists of seven roofs, which taper off, that are connected together. The outer roofs are decorated by two towers each, the middle one by a tower of about 20m in height. The building houses the Amdeneir university, a university famous for its teachings in engineering. This university provides the best engineering education outside of the City of Stars.

The Parting Ways tavern: The Parting Ways is one of the most infamous taverns in the region around Amdeneir. Workers, cutthroats and adventurers gather there on their way to work. Due to its closeness to the landing platforms quarter, the Parting Ways is able to offer a broad selection of drinks and food. The tavern is a known meeting point for the local thieves, though several raids by the guards have not delivered enough information to prove anything.

Appendix 3: Delving

A3.1 Overview

Araloth kel'Maren (commonly referred to as “Delving”) is the city with two faces. One face, known as Outer Delving, is a modest town nuzzled between three hills as seen by the casual observer. The other is that of Dark Delving, an enormous expanse of homes, meeting halls, and businesses beneath the soil, hewn from the living rock of a depleted mine. It extends massively beyond Outer Delving’s meager topside boundaries both in depth and distance. As the dwarves carved their homes out of the former mine, they stumbled across a natural tunnel on the lowest level that led them into previously unknown and untapped veins of riches. The mine's tunnels are both natural and dwarf made, with new veins of minerals continuously being discovered. Currently, there is no comparable exporter of finely masoned stonework, exquisitely pure gold, brilliant copper or abundant coal. The Quanach lake, which is located in a cavern about sixty meters below the surface, provides the dwarves with the ability to sustain life deep into Delving where no other could by powering their machinery and quenching their thirst. Sporting one of the few grain mills in the area, it attracts many farmers, as well as merchants eagerly after Delving's mining bounty. Because of their remote location, the inhabitants of Delving have reluctantly forged relationships with nearby towns and races for trade. Still, they look upon outsiders with a certain amount of disdain, preferring to toil in their mines.

A3.2 Description

There are two sides to Delving, one being Outer Delving, which comprises the Eastern two-thirds of the town's boundaries, the rest is occupied by Dark Delving. Although Dark Delving seemingly has smaller surface area, it is important to note that the vast majority of Dark Delving is far underground.

A3.3 Exterior

Outer Delving could more accurately be called “above ground Delving,” as that is its key feature. Ornate stone buildings with multicolored shingled roofs make up the majority of the structures of Outer Delving.  The architecture of Outer Delving remains a testament to the stonebreakers that constructed it. Decadent columns and magnificent archways are very common, as are elaborate fountains and statues. All stone used in these buildings came from Dark Delving, as the homes and businesses there contained were hewn from the rock itself.

Outer Delving measures roughly two hundred meters north gate to south gate, and about one hundred fifty meters from the east gate to the Stoneway Lifts. It is separated into north and south halves by the road traveling west to east. Outer Delving borders Dark Delving on the west, between which runs the north/south road. The majority of non-dwarf races tend to be concentrated in Outer Delving. Many of the non-dwarfs are self-employed, selling their wares along the roads in stalls made from the wood cut from the nearby forest.

A3.4 Interior

Dark Delving is the land of perpetual shadow. Located west of Outer Delving, the opening into the ancient mine is a ninety meter wide, one hundred forty meter long rough oval shaft which has a cavernous roof dotted with stalactites jutting over it from the adjoining hill. This overhang blocks the vast majority of light emanated by the Azure Sun. Even during the brilliant daylight hours, twilight reigns in Dark Delving. In order to provide illumination, although the stonebreakers have such acute vision they require almost none, a series of five meter wide rock bowls have been hung through a system of chains and winches from the cavern's ceiling. Called Fire Bowls, they are filled with the very coal mined in Dark Delving and they produce most of the light along the fifty meter descent of the main shaft. The Fire Bowls are placed every ten meters or so, with each one lower than the last in a stepwise fashion along the entire Stoneway Road
 
The Stoneway Road begins at the left side of the Stoneway Lifts and is just over six meters wide. It is paved with cobble stone and fixed with mortar to reduce wear. It descends in a gentle slope along the perimeter of the shaft from left to right, eventually coming to the bottom level just to the right of the Stoneway Lifts.

Along the left side of the Stoneway Road at every ten meters of descent is a short hall that opens into a concourse and the true face of Dark Delving. These concourses lead to houses, businesses, and other points of interest. Arched windows have been cut through the concourse walls and the merry burning of torches shines through, further lighting the Stoneway Road. Along the right side of the road at eight meter intervals are magnificent pillars with exquisitely carved foot and capstones engineered to support the weight above.

There are four concourses, one on the lowest level (five), and ones also on levels four, three, and two, with roughly a meter or two of dense rock between them. From floor to the highest point a concourse generally measures eight meters. Each concourse has connecting halls with magnificent, arched ceilings designed to support the weight of the rock. Down these hallways are doors leading into houses, businesses, and pathways to various staircases that allow quick access between levels. The level five concourse mainly has housing (as do all other concourses), but also one of two large cisterns of water held in reserve, and the highly prized grain mill. Level four is similar, containing the second cistern, but also the Quartz Garden. The third level sports Tridik's, housing, and the Courtyard of Proclamation. The concourse on level two, besides housing, has the major recreational area of Dark Delving, the Kor Velan Bathhouse. On the first level, there is no concourse or housing, but the Stoneway lifts, the Mine Office, goujah pen, and mine entrances.

A3.5 Points of Interest

Lazy Goujah Inn
Used by surface dwellers and merchants, it is a very large, three-story structure in Outer Delving. It boasts an excellently stocked bar and tremendous food at a reasonable price, not to mention comfortable beds and very good security.

Kironak’s Storehouse: Located in Outer Delving, stone is processed, finished, stored, and exported from this giant warehouse.

Stoneway Road: This road leads from the top of Dark Delving to the bottom, roughly fifty meters from the surface.

Stoneway Lifts: These lifts travel from the surface to the bottom only, but do so rather quickly. The lifts are built around a system of counter weights and water pressure from Quanach Lake.

Vigesimi Courthouse: Because of the remote location of Delving and the surrounding areas, one of the previously wealthy merchant’s mansions was converted into a courthouse and residence for the governing Vigesimi. Cases from the Pterosaur Bronze Doors, Dwarven Towers, and Quintherion, that could not be settled locally, are heard here. The courthouse is located in Outer Delving.

Quartz Garden: It is located on level four. A cavern was found measuring twenty meters by sixteen, with a roof over eleven meters tall. Gorgeous formations of quartz of varying colors have naturally formed in amazing crystalline patterns.

Quanach Lake: Using the pressure of water, natural gradients, and ingeniously placed pipes, the dwarves have engineered a subterranean aqueduct that guides controlled amounts of water from the underground lake into the cisterns of Dark Delving. From there the water flows into the homes businesses of residents. This water is also directed to massive wheels that, through sophisticated gears and levers, power the lifts and the mill. Sixty meters below the surface, a tunnel on the ground floor of Dark Delving eventually corkscrews its way into a massive cavern that houses the lake. Due to the importance of the water to the survival of Dark Delving, this tunnel is heavily guarded.

Kor Velan Bathhouse: One of the many pleasures of the second level is the bathhouse. Residents can enjoy soothing soaks in naturally warmed water that was tapped by dwarven engineers. Some even claim that the waters have healing properties.

Tridik's: Located on level three, anything and everything that can be bought and sold is handled by Tridik. He boasts a very wide selection, including a few things he really should not have.

Goujah Pen: On the ground (highest) floor of Dark Delving, this pen is where the goujah used in the mine are kept, fed, and watered with the runoff from the city above.

Mine Office: Also on the ground floor of Dark Delving, these offices regulate all miners and access to the mines. Anyone attempting to enter a mine without a permit, for any reason, will be stopped. Further violators are dealt with harshly. Permits for mine entry may be purchased or otherwise bargained for at this location.

Mine Entrances: There are three main mining tunnel entrances, each supplied with a guard to monitor who comes and goes. Located on the ground floor of Dark Delving, each tunnel leads to areas where specific ores are mined. From these main tunnels other, smaller branches break off.

Burial Well: On the ground floor of Dark Delving, among all the mining tunnels, there is one far to the left that is not guarded. If one were to travel down that tunnel they would find themselves faced with a large stone head with an open mouth and a seemingly un-ending pit therein. This is the Delving burial well.

Courtyard of Proclamation: Whether by some strange magic from the gods or natural erosion, the Courtyard of Proclamation is a true marvel. Just off the third level concourse, it is a five by five meter room where speaking in even a hushed voice will result in a booming resound that is heard from across Delving. As such, it is guarded to prevent abuse and used when general announcements by the Vigesimi must be made.

Grain Mill: Nestled on the fifth and lowest level between the cistern and several houses, the millstone crushes wheat and other grains with untiring driving force. A water wheel has been harnessed through several gears that propel the mill.

Brenik's Smelting: Between a few residential houses in Outer Delving is the towering smokestack that is the metallurgists' hallmark. Whisking away the deadly fumes, Brenik's safely refines and purifies gold and copper.
« Last Edit: January 29, 2008, 08:41:03 pm by Xillix Queen of Fools »

Under the moon

  • Forum Addict
  • *
  • Posts: 2335
  • Writer extraordinaire.
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #1 on: January 31, 2008, 06:28:36 am »
Now we just need a Pirates team and a Ninja team, and we are all set for a rumble!

ThomPhoenix

  • Testers
  • Forum Addict
  • *
  • Posts: 2678
  • A Phoenix, what'd you expect?
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #2 on: January 31, 2008, 08:36:06 pm »
Incredibly nice. I'm looking forward to the contributions! :D
We're not evil. We're simply amazing.

neko kyouran

  • Guest
Re: PlaneShift City Design Contest.
« Reply #3 on: January 31, 2008, 08:43:57 pm »
stickied for "easier" finding

Xillix Queen of Fools

  • Veteran
  • *
  • Posts: 1876
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #4 on: February 03, 2008, 07:17:17 pm »
http://www.gryc.ws/autorealm.htm <-- good OS map editor for conceptual works, only good on some platforms though. If you dl it then go to the webring you can find many more free icons etc.

Eriroley

  • Traveller
  • *
  • Posts: 40
  • Go North!
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #5 on: February 04, 2008, 07:04:18 am »
We'd just like to remind everybody that they should register their teams by sending an e-mail to PlaneShift.CityContest@gmail.com

Quote
2.1.2 Establishment of Teams

Teams are to be established at the beginning of the contest. The Idea here is that these cities are too large for one individual to create. Each team will consist of up to 6 people; exceptions can be made on a case by case basis for larger teams.  Teams need not be an established guild or organization. No member of any team may be designated WTB or higher within the PlaneShift dev team hierarchy. Each team must choose a name. The name of the team, a list of names, email addresses, and the selected city must be sent to the official e-mail address with the subject "city contest team". Examples of the names of teams the PlaneShift team might like to see are “Team Adraax”, “Team Dark Empire”, “Team Vaalnor” etc.

We're beginning to see the team registrations trickling in, and we know there must be more of you out there that are interested
 :sorcerer:

Xillix Queen of Fools

  • Veteran
  • *
  • Posts: 1876
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #6 on: February 05, 2008, 05:20:40 pm »
It is import that all teams register officially and follow all directions.

Also it is important that the teams participating establish a forum thread so we can see who is doing what.

It will benefit all to see where the other teams are.

steuben

  • Veteran
  • *
  • Posts: 1834
    • View Profile
    • Myspace
Re: PlaneShift City Design Contest.
« Reply #7 on: April 03, 2008, 03:16:08 am »
thank you to everybody who participated in phase 1 of the city design contest.

the winning submission shall be selelcted and posted soon.

the choice will be a difficult one for the team. we hope the results of the second phase shall be even more so.

watch this space for more information.
may laanx frighten the shadow from my path.
hardly because the shadow built the lexx.
the shadow will frighten laanx from my path.

Millian

  • Hydlaa Resident
  • *
  • Posts: 60
  • Be neutral.....be free...
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #8 on: April 21, 2008, 11:38:44 am »
....From the klyros city now this well nay way do your best :D
Calmness in the air

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #9 on: April 23, 2008, 10:38:26 pm »
What's the progress, should I be worried?



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

steuben

  • Veteran
  • *
  • Posts: 1834
    • View Profile
    • Myspace
Re: PlaneShift City Design Contest.
« Reply #10 on: May 06, 2008, 11:20:51 pm »
Thank you for pateince.
Phase 2 will begin shortly...

*bing*
Thank you for your patience. We have made the selection for phase 2 of the city contest. The submission dead line is September 30th 11:59 EST.

Your design package is available here http://viscosa.dyndns.org/phase_2.pdf.
may laanx frighten the shadow from my path.
hardly because the shadow built the lexx.
the shadow will frighten laanx from my path.

milidh

  • Wayfarer
  • *
  • Posts: 9
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #11 on: December 19, 2010, 12:43:29 am »
Now that Amdeneir's first quarter is done (a big congratulations to the team who created Amdeneir \\o// \\o//) will this be reopened to new teams for the other cities. Or am i being too optamistic  ;D. Or is it possible for smaller community projects to be done i.e like a small village or 2.

LigH

  • Forum Legend
  • *
  • Posts: 7096
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #12 on: December 19, 2010, 08:52:17 am »
Very probably yes. Small villages will surely be welcome ... no matter when they may be used. But the road between Hydlaa and Amdeneir is long, well possible that small villages can be found there.

Gag Harmond
Knight and Ambassador
The Royal House of Purrty

Earowo

  • Veteran
  • *
  • Posts: 1463
    • View Profile
    • Guild Site
Re: PlaneShift City Design Contest.
« Reply #13 on: December 19, 2010, 08:06:03 pm »
Sombody should make a trepor cave
Dohmo: Please clean up your language immediately.
Me: as i just said, what i said, fits in the guidlines of rated PG, i was just explaining to the G guy
Dohmo: Sorry I tried to e nice
Dohmo: and i'm telling you to clean it up. last warning
Dohmo: now just do it
Dohmo: No more warnings

Abuse?

Catlemur

  • Hydlaa Citizen
  • *
  • Posts: 424
  • Death or Glory
    • View Profile
Re: PlaneShift City Design Contest.
« Reply #14 on: December 25, 2010, 08:24:02 pm »