Author Topic: Team Adraax:Official City Design Contest  (Read 30116 times)

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #75 on: February 21, 2008, 01:36:05 am »
I colored the different sectors from dividing by the three roads:

I think it is possible, no fourth gate needed in my opinion.

A plan is plan, simple and the buildings are symbolic - squares, rectanges, triangles. That's undestable. At this point it is posible to shape everything as needed w/o problems. In reality buildings aren't squares at all (like it is in Hydlaa - it is unreal) (unless it is manhattan, lol) Old roads are curved and buildings are built along it, tight, right near each another. Buildings often end with sharp angle at one edge (lower than 90o) near the crossroads or with angle > 90o but < 180o Look at old european cities on google maps.
Of course this doesn't exclude squarish buildings from presence, i'm only saying they should be only there where it really fits (warehouses and whatelse)
I think the city itself is at very advanced stage. It took a long time since another quarter was started outside city walls - As long as the time it took them to build 3m wide and 7m high walls (previously i said ~300 years). So they are really short with free space in the city.
Quote
Originally, I meant for the semicircles around the inside of the gate to mark off a sort of gate plaza (like in Hydlaa by Oja gate). But I think a depression in the wall would be more defendable.
The squares are still good with the new depresive gates.

thx for answering :)
« Last Edit: February 21, 2008, 01:39:12 am by Nikodemus »



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

Baldur

  • Veteran
  • *
  • Posts: 1446
  • Disillusioning since 1989
    • View Profile
    • My Deviant
Re: Team Adraax:Official City Design Contest
« Reply #76 on: February 23, 2008, 02:20:26 am »
...
« Last Edit: February 23, 2008, 02:24:51 am by Baldur »

Zweitholou

  • Hydlaa Citizen
  • *
  • Posts: 205
  • Art Department Leader
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #77 on: February 23, 2008, 03:59:53 am »
@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
...

 ???

Baldur

  • Veteran
  • *
  • Posts: 1446
  • Disillusioning since 1989
    • View Profile
    • My Deviant
Re: Team Adraax:Official City Design Contest
« Reply #78 on: February 23, 2008, 11:59:06 am »
Zweitholou, nevermind :)

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #79 on: February 23, 2008, 08:25:42 pm »
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:
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.

I will try to make some drawing, to contribute something more than words on the subject :)

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.



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #80 on: February 24, 2008, 03:44:44 pm »
No buildings yet, sorry :p

« Last Edit: February 24, 2008, 10:28:58 pm by Nikodemus »



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

Zweitholou

  • Hydlaa Citizen
  • *
  • Posts: 205
  • Art Department Leader
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #81 on: February 25, 2008, 02:27:09 am »
@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.

Baldur

  • Veteran
  • *
  • Posts: 1446
  • Disillusioning since 1989
    • View Profile
    • My Deviant
Re: Team Adraax:Official City Design Contest
« Reply #82 on: February 25, 2008, 12:44:59 pm »
Not a finished plan!

Here's the map I did. A minimalistic piece picturing my lack of inspiration right now. I wanted Zweitholou to see it before posting, mainly because he could get inspiration from this. Mind you, this is not a finished plan, this is simply an idea-sketch. Secondly, some would get the impression that this is the plan and would start working in a completely different direction. I did not want that. Zweitholou's base is what I want to develop.

As I've seen Zweitholou's making another updated version of the map with the critique included. I'll be starting to work on the buildings.

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #83 on: February 25, 2008, 03:24:52 pm »
That looks very nice. Although i liked the way how Zweitholou drew, i get the point :)
You made a "citadel" out of the city. But AFAIK these defence objects started appearing after a certain invention: Cannons.
Before that, city walls and fortifications looked a lot like Zweitholou or Rast drew, because it was the best to defend from that era weapons. Cannons have longer range and shot much more horrizontally, unlike the catapults (thats why the heaped up hill just before the walls [which don't have to be high at all] ) l Am i wrong/right ? Strikethrough the unnecessary



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

Baldur

  • Veteran
  • *
  • Posts: 1446
  • Disillusioning since 1989
    • View Profile
    • My Deviant
Re: Team Adraax:Official City Design Contest
« Reply #84 on: February 25, 2008, 11:05:04 pm »
@Nikodemus: No, none. I was inspired by one of the rennaisances architects(pseudonym Filarete) who happened to live in the eve of the 15th century. I completely see what you mean and I do propose that we stick to the straight walls. I still propose the citadel design and offer the concept of having "straight" watchtowers.

Citadels existed long before cannons. They came around somewhere along the invention of the longbow which has been around for thousands of years. If that hasn't got anything to do with the former post then that's ok :)



« Last Edit: February 26, 2008, 12:05:40 pm by Baldur »

ThomPhoenix

  • Testers
  • Forum Addict
  • *
  • Posts: 2678
  • A Phoenix, what'd you expect?
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #85 on: February 25, 2008, 11:38:37 pm »
Don't know if you guys thought of it yet, but it would be nice if the guarding towers were tall enough so that in case of an attack or emergency a Klyros guard would be able to glide straight to the Vigesimi's citadel to warn him/her.
We're not evil. We're simply amazing.

Karyuu

  • Forum Legend
  • *
  • Posts: 9341
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #86 on: February 26, 2008, 05:17:52 am »
Now -this- is city concepting. Excellent work with layouts and map preliminaries, you're working smart :]
Judge: Are you trying to show contempt for this court, Mr Smith?
Smith: No, My Lord. I am attempting to conceal it.

Baldur

  • Veteran
  • *
  • Posts: 1446
  • Disillusioning since 1989
    • View Profile
    • My Deviant
Re: Team Adraax:Official City Design Contest
« Reply #87 on: February 26, 2008, 11:11:03 am »
@ThomPhoenix: I haven't, and that's a good idea :) We could have a float section which is elevated in accordance to the city, and a lower section. Ylians could be stationed in the lower section while Klyros, who can float from the towers into the city(and float from the floating towers to the float section). Higher altitudes are also easier for Klyros to reach by foot because of their much lighter bone structure compared to the Ylians'.

@Karyuu, nice of you to drop by :)
« Last Edit: February 26, 2008, 12:06:06 pm by Baldur »

Nikodemus

  • Prospects
  • Veteran
  • *
  • Posts: 1808
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #88 on: February 26, 2008, 01:23:44 pm »
:) hey Karyuu, by your short comment, does that mean we are simply the best, or you wqre just tired? :p Just happy to see you.

Baldur, I think the headed up towers may be a good idea (like on your plan, but withough the heaped up ground at their base and not that wide.) Btw, the image you provided looks like a tower, which is part of the regular city wall ;P and not headed up before it.

The idea about high towers, so a Klyros can glide from it up to the base of Vigesimi's tower seems like an interesting idea. But there is simpler solution. A gong on some of the main towers, so Vigesimi or his/her guards can hear it and run on top of their tower (the Vigesimi house is it afterall), which is the highest point in the city and from there directly observe the situation.

And the promised drawing of Ylian style building with Klyros elements. Comment as you like.

« Last Edit: February 26, 2008, 04:32:18 pm by Nikodemus »



What you can failure tommorow, failure today.


Better click for shiny stylez Help me with images!

ThomPhoenix

  • Testers
  • Forum Addict
  • *
  • Posts: 2678
  • A Phoenix, what'd you expect?
    • View Profile
Re: Team Adraax:Official City Design Contest
« Reply #89 on: February 26, 2008, 03:20:07 pm »
I thought about using a traditional horn or something, but that's used everywhere, even in the Winch. And the issue is that when a horn or gong sounds, the Vigesimi has no idea what is wrong but only that *something* is wrong. When a Klyros guard sees a threat, he could alert the guards via a sound mechanism and then jump from his tower and glide towards the Vigesimi to immediately inform him about the threat. The only premises here is that the towers need to be high enough. As Xillix said, the Klyros planned this city. So when building the city, would the Klyros have thought "Hmm, this would be an advantage for us over other city's defences."?

But, it's up to you ;)
« Last Edit: February 26, 2008, 03:22:23 pm by ThomPhoenix »
We're not evil. We're simply amazing.