Author Topic: Team Adraax:Official City Design Contest  (Read 29993 times)

Nikodemus

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Re: Official City Design Contest:Team Adraax
« Reply #30 on: February 08, 2008, 05:11:24 pm »
Have you thought about making actual streets flat? Stairs here and there aren't a bad idea, but if on the towns main road there are stairs, this is going to be problematic for carts and similiar. Though i don't know if there will be carts in Yliakum.
Just a thought, great work with all the drawings.



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Xordan

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Re: Official City Design Contest:Team Adraax
« Reply #31 on: February 08, 2008, 06:08:51 pm »
A little tip when designing the layout. The complexity (polycount) and size of the city doesn't really matter. What matters is how well it's split up and how much can be viewed on screen at any one time. Games which have some beautiful cities are designed carefully so that you don't have too much in view (which would bring down performance), and so that you don't have too much loaded in memory.

Zweitholou

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Re: Official City Design Contest:Team Adraax
« Reply #32 on: February 09, 2008, 12:37:18 am »
@Jeraphon
I understand about the airships and other aspects as well. I did not mean that the port would be used. I meant for it to serve as an architectural reference to a previous style I had presented.

@Baldur
I agree that the buildings should not be as organic as some I have drawn. Also, I agree that we should include architectural elements from Inca's picture, while using other ideas as well. I think the houses should be lofty and arcing while also fluid and practical, reflecting the Klyros' nature.

@rast
The map looks good thus far! I am a little confused by some of the shapes, but no doubt the key will help me to understand. Keep up the good work.

@Nikodemus
I didn't include stairs for that very reason.

@Xordan
I built a rough model in sketch up to get a feel for the city and see what it looks like from within. I seems fairly cozy and interesting so far. Fences would be strategically placed between buildings to separate areas and keep less in view. The concave curving outside walls help create a sense of intrigue as one must peer around them to see more. However, their presence can be logically explained. A concave curve in the wall would allow defenders to attack enemies along the wall with greater ease.

Here is an attempt at the surroundings of the city. The lowest areas are near water, while the highest are near the edges of the map.


Also, if the sectors apply only to the area within the walled city, here are the divisions into three major sectors.


If the sectors apply to the surroundings, then the 4 major sectors would be 1 for each quarry and their road to it, and another for the walled city and the land immediately surrounding it. Then the sectors in the map above would be minor sectors.

Nikodemus

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Re: Official City Design Contest:Team Adraax
« Reply #33 on: February 09, 2008, 12:50:47 am »
I meant rast plan, your's is just great.



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Eriroley

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Re: Team Adraax:Official City Design Contest
« Reply #34 on: February 09, 2008, 03:10:18 am »
This may seem to be  :offtopic: but please remember to e-mail planeshift.citycontest the official Team Adraax roster

 :sorcerer:

Xordan

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Re: Team Adraax:Official City Design Contest
« Reply #35 on: February 09, 2008, 03:15:01 am »
Zweitholou: That looks great :)

Baldur

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Re: Team Adraax:Official City Design Contest
« Reply #36 on: February 09, 2008, 12:42:25 pm »
This may seem to be  :offtopic: but please remember to e-mail planeshift.citycontest the official Team Adraax roster

 :sorcerer:
Already done.

rast

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Re: Team Adraax:Official City Design Contest
« Reply #37 on: February 10, 2008, 10:27:20 pm »
Cheers for the pointers :) Map drawing isn't my strong point, as is noticeable :-\

I would be perfectly happy to go with Zweitholou's map, but it depends on whether we need to get a range of ideas. Perhaps we could move 1 or 2 of the quarries in so that they fit in the curves of the outer wall (if you see what i mean). Kinda like i attempted to do on my map.

Cheers all,
Rast
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Baldur

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Re: Team Adraax:Official City Design Contest
« Reply #38 on: February 11, 2008, 11:52:57 am »
Let's go with Zweitholou's map and focus on giving pointers and feedback to how it can be improved or changed :) My personal opinion is the city didn't grow into what it is today directly but grew from the business/housing Lower Quarter then built the Upper Quarter and Landing Platforms as the city became more specialized, like this:


Some pointers to how I see the city
-Before the others were built the Lower Quarter had had some time to grow. As well as being the oldest part it is also the most permanently populated part because of it's housing. Due to the commerce in the Lower Quarter district it is tightly knit up to the Landing Platforms which it is dependant upon for import and export of trading products.

-Due to the housing being held in most parts of the Lower Quarter, the Upper Quarter is as well dependant on the Lower Quarter, but not as much linked as the Lower Quarter and Landing Platforms are due to the Upper Quarter's lack of commerce.
The Upper Quarter's also only loosely connected to the Landing Platforms because of the rising crime rate in the district which the Upper Quarter does not want to get infected by.

-Due to the current situation in the Landing Platforms the Upper Quarters have built reinforced walls facing the district. The Lower Quarter have similar walls towards the Landing Platforms but not as strong due to echonomical differences in the Upper- and Lower Quarter and because of the Lower Quarter's vaster stretch of walls.

I'd say either the roads from the Quarries all lead into the Landing Platforms or into the Lower Quarter.
« Last Edit: February 11, 2008, 11:57:05 am by Baldur »

Zweitholou

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Re: Team Adraax:Official City Design Contest
« Reply #39 on: February 12, 2008, 01:06:12 am »
Thanks for the pointers. :)  As it happens, I feel quite the contrary.  ::) The oldest section would be upper district.  As I understood:
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. [more klyros buildings therefore older part of city?] 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.
It seems that the upper district contains the older, klyros houses.  The sense of arrogant nobility that is held by some upper district dwellers may have developed because:
a) upper district is older
b) upper district dwellers have lived there longer, securing better jobs and having more time to move up in society
c) heightened crime in landing platforms due to occasionally hard life
Also, the oldest quarry is wetsoil, which is (on my map) connected to upper.  Originally, stone from quarries would have been used to build the city itself before trade became the major focus.  Then, as more jobs opened up for mining and trade, individuals with less money would move in seeking better job and better life.  Upon moving in, they wouldn't have enough money to buy a proper house and would resort to a smaller abode amid the trading facilities (smaller commute too  ;))  Upper would be more specialized because it has had more time to specialize.  Some buildings that have specific purposes now may not have been built for their present purpose.  For example, the university foundation could have been built as a warehouse, only to burn down later.  Since the city had changed, the old warehouse remains were turned into a university because one was needed and this spot was ideally located. The crafting shops would have already been located outside the walls because the nobles and government officials wanted to make sure their land was protected first, and they had the money so they got their way.  Later, as crafters advanced in proficiency and status, they decided to wall off their portion of the city.  However, they still did not provide funding for a wall around the landing platforms.  Later, this issue was tackled by the government, seeking economic reform for it's citizens.

I may be wrong, but is it not true that the "down town" area is generally the oldest part of the city?

@rast- the mines can certainly change, as I designated them on a whim.  :D However, I don't think Rockcliff or Blackhole should be too near the city. Otherwise, they would have been discovered earlier. However, Wetsoil might be a logical candidate to be nearer to the city (just not too close :sweatdrop:). One reason against it being too close is that it could poison the water supply under the city with ores and other mine related chemicals. Also, a big hole in the ground next to the city could prove a disadvantage in a battle (hiding place), as well as render the wall unsound.

A possible cultural element of the city shape-
If you turn it so that the main road is vertical, with the Blackhole entrance on top, it looks somewhat like a fish.  :P

Baldur

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Re: Team Adraax:Official City Design Contest
« Reply #40 on: February 12, 2008, 09:35:59 am »
I totally didn't know any of this was in the description :)

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. [more klyros buildings therefore older part of city?] 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.

As a counterfeit I'm quite adamant:
a)That text doesn't give any pointer to which part of the city that's older. It only states that the Klyros buildings who were once in the Lower Quarter were torn down,mayhaps, when more and more Ylian traders challenged the Klyros trading monopoly(as Amdeneir is a trading town much is centered around trading).

b) The Klyros may never have been challenged to make room for other races in the upper district and have therefore never been forced to tear down their buildings.

c) I'm not against you on that :)

 I'd say the landing Platforms were manufactured just to be able to meet the demand on import and export. Like a harbour connected to a coast city. Harbours had quite a high crime rate in Medieval times as well.

Edit: Pondering on harbour cities. The Landing Platforms could've been built at the same time as trading was put to action, fairly early that is. The parts could've been intertwined in the earlier stages before they both specialized in their own ways.

As the city grew richer it's importance grew larger. That could've been the reason to why the region's centre of power(Upper Quarter with the Vigesimi-dome) was established.
« Last Edit: February 12, 2008, 12:29:07 pm by Baldur »

Xillix Queen of Fools

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Re: Team Adraax:Official City Design Contest
« Reply #41 on: February 12, 2008, 07:07:46 pm »
Great progress, keep it up all.  :thumbup:

Zweitholou

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Re: Team Adraax:Official City Design Contest
« Reply #42 on: February 12, 2008, 11:08:54 pm »
I hope I didn't sound rude or arrogant.  :( Confidence was my intention.
a) I meant that I saw no clear explanation, and thought that my version of the history was best supported by the text.  :)

b) I hadn't thought of that...  I suppose I viewed the older (in my opinion), higher class upper district property as more desirable.  That assumption would have led me to expect challenges.  Not to mention that
only [a] few foreigners had the chance to purchase a building.
, implying that some foreigners did have a chance and succeeded.

c) \\o//

Also, what importance will the decision on which part is oldest have for the design?  I'm sure there is a good reason that I just haven't thought of yet.  ;)

Here are some new concept sketches of buildings.  Their foundations should match those on the map.

The arrows on the tavern indicate entrances and exits.




rast

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Re: Team Adraax:Official City Design Contest
« Reply #43 on: February 12, 2008, 11:31:12 pm »
Wow - awesome ideas guys - sorry i haven't made many sugestions for a couple of days. I'll make a proper post tomorrow having read through all this.

I'll kick scorpio back into action when i next see him too ;)

Zweitholou, those pics look great :)
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Baldur

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Re: Team Adraax:Official City Design Contest
« Reply #44 on: February 13, 2008, 09:33:40 am »
Sometimes you did sound arrogant, but you did quite well :)

I hope I didn't sound rude or arrogant.  :( Confidence was my intention.
a) I meant that I saw no clear explanation, and thought that my version of the history was best supported by the text.  :)

b) I hadn't thought of that...  I suppose I viewed the older (in my opinion), higher class upper district property as more desirable.  That assumption would have led me to expect challenges.  Not to mention that
only [a] few foreigners had the chance to purchase a building.
, implying that some foreigners did have a chance and succeeded.

c) \\o//

Also, what importance will the decision on which part is oldest have for the design?  I'm sure there is a good reason that I just haven't thought of yet.  ;)


The growing rate of mercantile cities made a plan almost impossible to be pushed through. I know merchantile cities often grew faster than other cities because of the money flowing in which also attracted more inhabitants. Medieval towns often grew in a circular or elliptical pattern outwards. Your town map looks way too planned in advance. If we come to a conclusion which part is the oldest we can track the city's growing pattern and make it look more natural.