ModTown 2015 > Modder Claims

[Exterior Claim] ModTown Island Landmass

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Melchior Dahrk:
I've finished the first draft of ModTown 2015 Island. I really haven't done much with the town itself yet. I want other people to give that their own touch (mostly modder houses of course...). Please note that although I have fully placed rocks and flora, that does not mean it can't be moved or removed to make way for a modder home.

[SHOWCASE ALBUM]

Fetaures so far:

1. ModTown (incomplete)
2. Faction Island (no structure yet)
3. ModTown Beach
4a. Daedric Tower
4b. Adjoining cave entrance
5. Pycave entrance for Fulgore
6. Entrance to DEG's Small Cave claim
7. Island Shrine
8. Goblin Settlement
9. Giant Goatherd

I know there has been talk of other dungeons and such. I don't have entrances yet, but those can easily be added. Either by the modders who make them or by me. I believe that Dark has done some testing on the best methods for merging exterior claims.

Looking for feedback. Good or ill.

-MD


!!!!! DOWNLOAD HERE (Updated December 29th) !!!!!

Melchior Dahrk:
I am considering posting a couple teaser screenshots on the official forums. What do you guys think? I think we're getting pretty close to the point to be able to open this up to anyone interested in participating. Just a little more city planning to do.

HangHimHigher:
I think it looks stunning.  Having just listened to some of the recent modders' podcast with you and the other big names, I know that you appreciate constructive criticism... but I have very little for you!  Seriously, looking at the screenshots, the only suggestions I have to make the landmass better is adding a bit more rocks/foliage in some of the grassier regions like in screenshot 5, and (if possible) making the dividing lines between terrains (as seen in screenshot 10) less distinct.  Even those are me being super nit-picky and looking for things to suggest.  Really, the whole thing is great!

I especially liked the goblin settlement, the Daedric tower, and the Molag Amur/Ashlandish regions (that's like half the entire landmass, right?)!

Istreddify:
These look great - and the temple exterior you made reminds me how bad I am when working with exteriors (I tried to come up with something interesting, but I couldn't find an idea that would work - or wouldn't look terrible (or be completely and utterly bland)).  Speaking of that, could you fit a smallish park/garden area around the place? Would be great for those who worship more nature-orientated deities.


--- Quote from: Melchior Dahrk on June 27, 2015, 06:37:42 PM ---I am considering posting a couple teaser screenshots on the official forums. What do you guys think? I think we're getting pretty close to the point to be able to open this up to anyone interested in participating. Just a little more city planning to do.

--- End quote ---
A few of these (described as "a project that will soon be revealed") should definately spark some interest, so I'm all for it.

Melchior Dahrk:

--- Quote from: HangHimHigher on June 28, 2015, 05:54:46 AM ---I think it looks stunning.  Having just listened to some of the recent modders' podcast with you and the other big names, I know that you appreciate constructive criticism... but I have very little for you!  Seriously, looking at the screenshots, the only suggestions I have to make the landmass better is adding a bit more rocks/foliage in some of the grassier regions like in screenshot 5, and (if possible) making the dividing lines between terrains (as seen in screenshot 10) less distinct.  Even those are me being super nit-picky and looking for things to suggest.  Really, the whole thing is great!

I especially liked the goblin settlement, the Daedric tower, and the Molag Amur/Ashlandish regions (that's like half the entire landmass, right?)!

--- End quote ---
Yeah, I thought about the additional detail in the meadow/grazelands areas. What it really needs is some MGE-rendered grass... more rocks would detract from the theme, I feel. I wasn't sure how we all felt about generating some grass. I would be all for it, I suppose. Then we would just tell people that MGE is required to use that ESP.

I struggled with the transition between the ashlands and grassy areas especially. I mean... how do you transition from ash to grass? The vanilla game just uses rocks which wouldn't work well here. What I am considering is using one of the Grazelands grass textures as a border for the ashlands since they are yellower.
Yeah, the volcano and ashlands take up a good portion of the northern region. See this overview.

Thanks for the comments!


--- Quote from: Istreddify on June 28, 2015, 07:04:14 AM ---These look great - and the temple exterior you made reminds me how bad I am when working with exteriors (I tried to come up with something interesting, but I couldn't find an idea that would work - or wouldn't look terrible (or be completely and utterly bland)).  Speaking of that, could you fit a smallish park/garden area around the place? Would be great for those who worship more nature-orientated deities.
--- End quote ---
Lol, well I wasn't sure if you were going to make one so I just pieced something together as a placeholder, just in case. I have also sketched out the streets based on the marked up screenshot you posted. But that's about as far as I plan to go with the city proper. I really don't have a vision for it. So I'm hoping someone else has some thoughts. Oh, and I was thinking about other pantheons and there're the Redguards and their Tall Papa, walkaround and all that. But I don't know how we'd really portray that here. Or if it really makes sense to do so since it has yet to make it into a game, I believe... unless ESO has something.


--- Quote from: Istreddify on June 28, 2015, 07:04:14 AM ---A few of these (described as "a project that will soon be revealed") should definately spark some interest, so I'm all for it.
--- End quote ---
That wording is perfect. I'm probably going to get some flak for working on something other than Lyithdonea or OAAB, lol. Oh well, this is a worthy cause! And my primary contribution is now 98% complete.

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