Author Topic: Team Adraax:Official City Design Contest  (Read 30041 times)

Baldur

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Re: Team Adraax:Official City Design Contest
« Reply #135 on: March 05, 2008, 12:15:11 am »

Could very well be posting this up then. This is the basic plan of the temple of Talad. The adepts have their room close to the temple hall to be able to devote themselves fully to Talad. The dining area's for fewd.

Edit: Also check out Zweitholou's plan in the post before mine!

Zweitholou

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Re: Team Adraax:Official City Design Contest
« Reply #136 on: March 05, 2008, 12:30:39 am »
Looks great! I like the layout and design, and it fits well into the map.  \\o//
For interior design, inspiration may be gleaned from the temple in Gugrontid, which I had the pleasure of locating today. Just a thought.

Thank you for pointing out my diagram. I'll finish up and post a key sooner or later.

Nikodemus

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Re: Team Adraax:Official City Design Contest
« Reply #137 on: March 05, 2008, 01:12:13 pm »
I have made an example of wall between two close buildings.



Zwei, I think buildings should be more leaning and only in few instances straight up.
I think buildings should be mostly man made. For instance, the sheel roof. How many sheels can one find in a region far away from where one can get them? Especially that the biggest sheels are probably in the bottom level. I think they would get flat stones from a quarry and make them imitate the sheels when they can't get them. Sheels on the roof, even partially would probably be a sign of wealth.
If the houses are going to be leaning, i think they need to create wooden sceleton for that, you can't use stone very well for such sceletons. But i think the bottom level can be entirely stone and the other levels have the spaces between their wooden sceleton filled with stone.
While I'd expect Klyros to use more wood in their buildings, than Ylians.
  Should we use bricks? Where is the clay mine?
Also, i think Klyros would like to have some kind of sculpture at the top of their towers/roofs. The better sculpture the bigger wealth.

And, just a thought: Should we include bath houses? - for the Klyros to keep their skin in good condition, for their skin to periodically absorb water



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Jeraphon

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Re: Team Adraax:Official City Design Contest
« Reply #138 on: March 06, 2008, 04:21:57 pm »
Quote
And, just a thought: Should we include bath houses? - for the Klyros to keep their skin in good condition, for their skin to periodically absorb water

You're welcome to do more internal things, but remember that the map must contain no more than seven "minor sectors" - to illustrate, Hydlaa's minor sectors are Kada-El's, the temple of Laanx and the library. So if you find you're getting close to that number, you'll have to start picking and choosing which to open...or, like Ojaveda, make the buildings more connected to the map itself (although admittedly, if you do that you can do less things with them like change the music or lighting.)

Nikodemus

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Re: Team Adraax:Official City Design Contest
« Reply #139 on: March 06, 2008, 04:38:47 pm »
I wasn't thinking of it as internal structure. Just a building, or in fact a few of very similiar appearence.
In future when people will be allowed to enter every single building, i think someone, maybe even we - if asked, will make the interior.
I think of it along the lines how it is done in morrowindESIII - You enter interior and the map you entered from unloads and the interior map loads. When you exit it, the outterior has to load again (or it is kept loaded all the time and only the interiors are loaded into the memory if you enter them and kept there unless you change the outterior zone).
I gues you are working on something simliar or have in plans.
Thx for answer.



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Zweitholou

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Re: Team Adraax:Official City Design Contest
« Reply #140 on: March 06, 2008, 10:56:39 pm »
I almost posted last night after I saw the new picture, but instead I decided to wait until I had more pictures of my own. Here they are:





@Nikodemus
Thx for answering about the types. I agree.
As far as the bathhouses are concerned, I think that washing dirt off with water over an aquifer would contaminate the water supply over time. If this is not a concern, then they would simply wash in the caves under the city. It is a good idea, though.

I like your sketch of the connecting wall! If the other team members don't object, I think that is the design we should use for the connecting walls in the city. The materials on the two buildings differ appropriately, but I feel that the structure and shape of the buildings is still too similar. I tried to come up with more shapes above. Please let me know what you think of the pictures.

@Jeraphon
I agree.
I think the 7 minors should be:
1.Hospital of Talad
2.Temple of Talad (If not connected to the Hospital)
3.Vigesimi's tower
4.University of Amdeneir
5.The Parting Ways tavern
6.Magic Shop?
7.Library (if it is not part of the University)

Nikodemus

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Re: Team Adraax:Official City Design Contest
« Reply #141 on: March 07, 2008, 12:38:27 am »
Tavern ideas:
You could put a huge barrels on the cellar level (one below ground level) so huge, that half of them would reach into the ground level ;) There would be balcony near them so people won't fall down.
I think the tavern needs some kitchen rooms too. Maybe in cellar (the top left stairs, 1st level). There should be also tunel to the underground.
Upper dinning room needs (couldn't find in interwebz :\) a portal without doors, ~2,5m wide and ~2m high.

I still wonder how round windows fit Klyros, while the Klyros farm has high rectangular windows. While round/high-eliptic looks very interesting, i wonder if it is ok. Hm, it will most likely end this way.

I like the last image building.
All are fine, various - it is what we need (?) The two building on the right side of road looks like they lack 1-2 first levels. But it is fine. Doing 3D versions, we probabaly mix a lot anyway ;)




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Zweitholou

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Re: Team Adraax:Official City Design Contest
« Reply #142 on: March 07, 2008, 05:37:19 am »
Thx for answering

There is no cellar level. The staircase in the upper left-hand corner leads to the tunnels. Sorry for not labeling it. Also, the kitchen is on the 2nd floor, next to storage and across from the upper dining room. I do not understand why a doorless entrance is needed, but the door doesn't have to be there
What purpose do the barrels serve? Maybe I missed something. :)
The rounded windows are just a personal preference of mine for Klyros windows. I feel that Inca's excellent concept is a general guide. I don't think that if something is in his drawing it must be in ours. Also, the setting of his building is different. It is a rural farm, whereas our buildings will be urban. Therefore, while most of the basic architectural elements of our Klyros buildings should reflect his, they needn't be mirror images. If so, why do they need us for concept art? It is quite possible that this opinion is incorrect. I do not know. However, that is my point of view.  :)
Thx. I want to give some credit to an earlier boat sketch in the Adraax thread by Gentaur, which inspired me on this one.  \\o//
I did not explain, but I intended for some of the building to continue underground. If there are extensive tunnels beneath the city, why not have basements on the buildings. Just an idea.
 :)

Nikodemus

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Re: Team Adraax:Official City Design Contest
« Reply #143 on: March 07, 2008, 12:15:06 pm »
No doors, becaue it is simpler to move in a game when the entrances are big and doorless, so i think it is a good idea to take advantage of that where we can.
What purpose do the barrels serve? are you really asking? ;P
* Nikodemus can't imagine a tavern without huge amounts of beverages.
It is exactly for that purpose!

Cellars, basements - also for the tavern.
I was going to write about them before but forgot. It would be interesting if each building in the city had its own cellar, later on when we can enter each building, these basements will create even more interesting labirynth of rooms/corridors than the corridors to the lake.
So we can start from places, which we can enter - taverns. A ground like this under the city, with natural caves and alike is good for digging.

As far as the bathhouses are concerned, I think that washing dirt off with water over an aquifer would contaminate the water supply over time. If this is not a concern, then they would simply wash in the caves under the city. It is a good idea, though.
Caves under the city have ice-cold water I doubt anyone enjoy taking a bath there :o
I don't think they are really concerned about contaminating their water supply ;)
Quote from:  Wetsoil
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.
Though this can be explained in different ways, it can also explain why there are epidemies in LP quarter often enough, that the upper quarter is  worried about epidemies coming from there ;)
Of course the wetsoil lake may be connected with the lake underground the city and by the time the impurities reach the city lake, they will be left somewhere in the soil. And that is why the wetsoil water is refered as city water supply.
I have no good idea what setting devs meant by the above quote.
« Last Edit: March 08, 2008, 07:19:00 pm by Nikodemus »



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Nikodemus

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Re: Team Adraax:Official City Design Contest
« Reply #144 on: March 08, 2008, 12:59:15 am »
An image for show off

It isn't complete construction, but it is more or less how the dome will look like in my execution.
The stone bearers will shrink above the dome and ropes/wire ropes/steel rods will be attached from its top to different dome elements.
I'm pretty much sure that if they know how to build bridge with 500m long span, they can produce steel ropes too.

Maybe Team Echidna will consider designing proper foundries for the above ? :)
« Last Edit: March 08, 2008, 01:02:12 am by Nikodemus »



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Baldur

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Re: Team Adraax:Official City Design Contest
« Reply #145 on: March 08, 2008, 11:56:09 am »

So. Hrrmm. I'm going to start working on the hospital!

Nikodemus

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Re: Team Adraax:Official City Design Contest
« Reply #146 on: March 10, 2008, 06:21:16 pm »
What about we have Klyros windows like this:

?

Btw, for the todays meeting, i would like that we discuss the differences beetwen how the city is described and how it looks on out map.
it is:
road from vegesimi tower to park plaza
The connection of oniversity to the park plaza
marketplace around the park plaza
marketplace plaza in LP quarter
how will we design the LP+stables combo

and as Jeraphon gave his approval for the possible bath houses maybe Zwei place some on the map (Btw, it would be nice if the map had clear legend, likely on the same image. )
Maybe i manage to draw some. outdoor style. If we wont have time, i gues we dont have to model inside.



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Zweitholou

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Re: Team Adraax:Official City Design Contest
« Reply #147 on: March 10, 2008, 11:25:36 pm »
New map:

and hospital


Nikodemus

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Re: Team Adraax:Official City Design Contest
« Reply #148 on: March 11, 2008, 02:26:21 am »


+  Overground and underground plans of the city



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Zweitholou

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Re: Team Adraax:Official City Design Contest
« Reply #149 on: March 11, 2008, 02:31:20 am »
Oh. About the stables. I thought they could make up the lower floors of the platforms.
I will post corrected map and new Vigesimi's tower pictures soon.