Author Topic: Team Xiosia [City Design]  (Read 16161 times)

Liadan

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Re: Team Xiosia [City Design]
« Reply #75 on: February 29, 2008, 02:33:36 am »
to reach second levels wouldnt be a problem, just have stairs or a ladder added within.
about claustrophobia, i just may have taken that 3km² too serious, which would require every hut and house to be rather small, or only a very limited number of them, or trees to be packed densely.

but however now:
whats the status quo?
is the map finished and ready to be used as a solid base?
- space used efficiently, while having defined free areas?
- fitting the requirements and the setting?
- would the considered to be finished map needed to be divided into loading zones? if so, how and where to design the borders/loading zones? (that point's prolly unnecessary with a 3km² map lol)

i would really suggest to have the map finished before proceeding with anything =x

What exactly do you mean by status quo?

The city could be closely packed, if i remember correctly the description of the town said that it's surrounded by dense forest, so, that would imply that the city is still dense, but not as dense as the surrounding forest....but that's my interpretation of it. 

I'm not sure of your other questions...perhaps a settings dev can answer.

Earl_Listbard

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Re: Team Xiosia [City Design]
« Reply #76 on: February 29, 2008, 02:36:24 am »
to reach second levels wouldnt be a problem, just have stairs or a ladder added within.
about claustrophobia, i just may have taken that 3km² too serious, which would require every hut and house to be rather small, or only a very limited number of them, or trees to be packed densely.

but however now:
whats the status quo?
is the map finished and ready to be used as a solid base?
- space used efficiently, while having defined free areas?
- fitting the requirements and the setting?
- would the considered to be finished map needed to be divided into loading zones? if so, how and where to design the borders/loading zones? (that point's prolly unnecessary with a 3km² map lol)

i would really suggest to have the map finished before proceeding with anything =x

What exactly do you mean by status quo?

The city could be closely packed, if i remember correctly the description of the town said that it's surrounded by dense forest, so, that would imply that the city is still dense, but not as dense as the surrounding forest....but that's my interpretation of it. 

I'm not sure of your other questions...perhaps a settings dev can answer.

Really, would the city itself have to be dense, or just the area around it, sure its a tree city, but you would think much of the trees on the forest floor would have been cleared... just a guess though...

Homik

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Re: Team Xiosia [City Design]
« Reply #77 on: February 29, 2008, 03:33:26 am »
ok, heres a semi completed vigi's house:



This time i didn't mess up the link  :P

zorbels

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Re: Team Xiosia [City Design]
« Reply #78 on: February 29, 2008, 03:38:23 am »
Quote from: Homik
This time i didn't mess up the link  :P

Awwwww! Now all meaning to my life has been taken away! I have no links to fix! :P

 :) Nice work Homik. Looking forward to seeing the finish product.

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Liadan

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Re: Team Xiosia [City Design]
« Reply #79 on: February 29, 2008, 05:57:07 am »
to reach second levels wouldnt be a problem, just have stairs or a ladder added within.
about claustrophobia, i just may have taken that 3km² too serious, which would require every hut and house to be rather small, or only a very limited number of them, or trees to be packed densely.

but however now:
whats the status quo?
is the map finished and ready to be used as a solid base?
- space used efficiently, while having defined free areas?
- fitting the requirements and the setting?
- would the considered to be finished map needed to be divided into loading zones? if so, how and where to design the borders/loading zones? (that point's prolly unnecessary with a 3km² map lol)

i would really suggest to have the map finished before proceeding with anything =x

What exactly do you mean by status quo?

The city could be closely packed, if i remember correctly the description of the town said that it's surrounded by dense forest, so, that would imply that the city is still dense, but not as dense as the surrounding forest....but that's my interpretation of it. 

I'm not sure of your other questions...perhaps a settings dev can answer.

Really, would the city itself have to be dense, or just the area around it, sure its a tree city, but you would think much of the trees on the forest floor would have been cleared... just a guess though...


that's why i said it wouldn't be as dense as teh surrounding forest...you still have to create paths and clear spaces for the vegetable garden and the ground buildings, but you wouldn't clear-cut a space 55 m by 55 m just to do that. Think of it as a selective-deforestation...only certain trees go, making it not as dense as the surrounding forest, but there still is a certain closeness of the trees. Wish i could more accurately describe it, but i'm running low on vocabulary that isn't theologically related right now.
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Jeraphon

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Re: Team Xiosia [City Design]
« Reply #80 on: February 29, 2008, 07:30:35 am »
Please note a measurement change:

The map size should not be 3000m^2, but rather 1km^2 (or 1,000,000m^2.)

We apologize for the inconvenience.

Homik

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Re: Team Xiosia [City Design]
« Reply #81 on: March 01, 2008, 01:22:31 am »
This is probably a silly question, but it's still worth asking:

Is the 1km^2 restriction for the city itself, or does it apply to the surrounding area as well?

Dihenis

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Re: Team Xiosia [City Design]
« Reply #82 on: March 01, 2008, 04:13:59 am »
What I have been doing in my boredom but utmost excitement about steel blue:






Its the Crooked Tree!!! or at least the interior. The upper floor has rooms and the wine. the "ground" floor has an empty floor to be used for entertainment, like dancing and music and such :) The bar is against the wall, so people can watch whatever is going on. Its a rough model, but I just wanted to show what I thought our tavern could look like


Homik

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Re: Team Xiosia [City Design]
« Reply #83 on: March 01, 2008, 04:32:33 am »
Awsome! Those are better stairs than i could ever make!

And if anyone is interested, here's a start on the Plaza Tree


Liadan

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Re: Team Xiosia [City Design]
« Reply #84 on: March 01, 2008, 11:57:10 pm »
YEY that's exactly how i was thinking of it dihenis! although, would it be possible to make the space between the stools and the stairs a bit bigger? i hate to see the fights that will break out should it ever get crowded...



and homik that's a good start for the plaza tree :)

Homik

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Re: Team Xiosia [City Design]
« Reply #85 on: March 02, 2008, 11:54:45 pm »
Here's a finalized map of our city:



It may not be as pretty as some of the other maps, but it gives an exact idea of distances ans building placement.

Xillix Queen of Fools

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Re: Team Xiosia [City Design]
« Reply #86 on: March 03, 2008, 05:29:13 pm »
Impressive work on all fronts, I suggest you consolidate your ideas and decide what you will choose to submit for the the final 2d map.

Great show!

Duraza

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Re: Team Xiosia [City Design]
« Reply #87 on: March 03, 2008, 10:02:16 pm »
Having fun again with my wonderful drawing skills  :P



This picture is of the roads leading out of Quintherion. The "hunting grounds" area is the area most animals would be found for lack of extrememly thick forest, giving them space to move around. The "Bandit Stronghold" is the area outside the city with the most bandit influence. The last area where the "Dead Tree" can be found is the quietest of areas because of the thickness of the forest there. Hard for animals, bandits, or anyone else to move through that specific region.



This next picture is of one of the bandit tents. Instead of just having a bunch of tents standing around while people are killing bandits the idea we thought of was to have destructible tents. Where you'd find a tent you'd find more than the regular amount of rogues. Also, just like how rogues spawn after you destroy them so would the tents, only they would take longer periods of time to spawn. The emblem is of a dead tree with two sabre's behind it.

As for the actual dead tree on the map and emblem (I'll be drawing the sight later) it is to be the actual bandit stronghold. The other camps are there to distract the guard and keep them far away from the actual bandit hide out. The Dead Tree will be a hollowed out tree, hard to see in the thick forest and protected by magic so only members can enter.
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Velh Krome

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Re: Team Xiosia [City Design]
« Reply #88 on: March 09, 2008, 03:40:16 am »
as for me, i humbly approve Homik's map, it's very good enough.
i got some internet issues these days, so for now take these ones for for contribution. first one actually is for Noriin's and Velh's current home, which though is tried to be kept in line with the setting for a "common dermorian tree home":

this one may be too.. er.. too organic:


this one i tried to get as close to Homik's as possible. i took Homik's great sketches about the look of dermorian houses and tried to make it look more .. "grown": (watch out, bad "cellphone"-quality"):



edit:
Resized now, sorry for inconveniences.
« Last Edit: March 16, 2008, 01:58:58 pm by Velh Krome »

Nikodemus

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Re: Team Xiosia [City Design]
« Reply #89 on: March 10, 2008, 01:15:20 am »



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