Priority:
Stage:
- Merged
Development Progress:
100
Merged into:
Claim Type:
Faction:
Area:
Description
Small and unassuming Redoran Kwama mine. Should include bedrolls for workers (probably just three or four Velothi) and Redoran guards (one or two who patrol the interior) and some form of office space for an overseer (who would possibly just be one of the guards or workers).
See comments for merge notes and location.
Comments
Proposed description: “Small
Proposed description: “Small and unassuming Redoran Kwama mine. Should include bedrolls for workers (probably just three or four Velothi) and Redoran guards (one or two who patrol the interior) and some form of office space for an overseer (who would possibly just be one of the guards or workers).”
This has been opened for
This has been opened for claiming.
I'd like to claim this. It
I'd like to claim this. It would be my first interior, but it seems like a good place to start.
For interior work, what's the rule on creating NPCs? It sounds like you want them created, I assume named, and given AI packages. What about writing things like dialogue and notes?
No NPCs should be added to
No NPCs should be added to the interior, though the interior should be designed to accomodate the NPCs in the description.
Interior devs are welcome to add creatures (and path grids), so you can add in the Kwama if you like (otherwise this will be handled when the interior is NPCed).
Okay. I'm not thinking of
Okay. What about notes? Things like warnings in front of a dangerous part of a cave? Not for here, just curious.
Notes are definitely
Notes are definitely encouraged! Just make sure any new objects you make are named to reflect the interior they belong to ("TR_sc_RR_KwamaMine5_note" or something similar).
Are these the first egg mines
Are these the first egg mines in TR? I can't find any others. Would be fun if so. Anyway, starting it now.
Can I get some feedback on
Can I get some feedback on the size? Don't know if this would be small and unassuming enough.
Hey Bugsby, sorry for the
Hey Bugsby, sorry for the late reply! Size is looking good at the moment (I wouldn't go any larger, though). You should use the in_moldcave_exit00 rather than in_moldcave_nat_exit00 for this interior.
As far as egg mines in TR, there are a few already; you can probably find most of them by checking the use report for the "Kwama Queen" creature in the CS. Here's a (probably not very complete) list:
TR egg mines
Thanks. Makes sense that
Thanks. Makes sense that there would be plenty of others. Back to work then.
Could someone (Sirrah if you
Could someone (Sirrah if you're still watching this?) give me some quick feedback on the latest version? There's still a lot of clipping and awkwardness, but I want to make sure I'm not doing anything that raises red flags. Mainly, I'm wondering about egg placement, the "burrows" for kwama workers (they won't be inside them), and some objects being used in nontraditional ways. Also I need to know if there are any restrictions on scaling objects.
Looking good at the moment,
Looking good at the moment, Bugsby! I like the egg clutches on the lower levels, but the ones on the wall in the in the queen's room are too vertical; maybe they could cluster at the bottom of each alcove, rather than being affixed directly to the wall.
You should replace the furn_redoran shelves too; they look out-of-place as the only adobe furniture in the cave. A couple of ex_de_shack_plank_03 refs could be used to makeshift some shelving.
As far as scaling goes, I didn't notice anything that stuck out; the only hard rule for scaling refs is that they should look natural and not be noticeable over/undersized.
Another minor point is that TR interiors should have a TR_ prefix in their names so they group together nicely in the CS.
I'm giving this one up. I
I'm giving this one up. I think I'm too busy right now. I'm not happy with how some of this turned out, so if someone takes it over feel free to change anything you want or start from scratch.
I would like to give it a go,
I would like to give it a go, using the work that has already been done...
Granted
Granted
Well, here is the Kwama Mine
Well, here is the Kwama Mine 5 for Roth Roryn. I have modified the basic floorplan to place the Kwama Queen on a lower level because I didn't find it correct to have the eggs so far from the Queen and so out of the way. I modified a bit the overseer room. Otherwise, I kept the idea of clusters of eggs, I found them very interesting. I also put a pathgrid for the creatures. The North Marker is present, but since I don't know where the North will be in game, it will certainly have to be rotated later. And... well, it is finished. Put up for review !
Reviewing.
Reviewing.
Clean: Yes Illegal to Sleep
Clean: Yes
Illegal to Sleep Here: Yes
Northmarker: Present
Lighting: Good
Floaters:
furn_com_torch_ring_01
in_mold_rock_06
Other:
Made some small adjustments to the ledger text (plural of 'kwama' is just 'kwama').
Replaced Furn_De_Tapestry_M_01 (this one's exclusive to MT-affiliated ints) with furn_de_tapestry_10.
Added lights to egg clusters.
Added some scaling variety to egg clusters.
Added a few extra rocks along sharp wall transitions.
Removed one of the miner's picks and placed the other out of the workspace (these aren't used in egg-collection, so probably shouldn't be positioned so prominently)
Comment:
Lovely work as always, WindEole. Glad you kept Bugsby's egg clusters, I quite like the effect.
Proposed location: RR -12,94
Proposed location:
The interior fits the
The interior fits the location proposal. Exterior and interior doors are mismatched. Exterior edits are needed to make the area look like an actual kwama mine. Adjust the northmarker when merging.