4-17-Hla
Moderator: Lead Developers
Here it comes. There are few bugs but attentious moder should spot them. If nobody wants this I will reclaim this once I have more time.
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THEO
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Sorry, you need to first make a small showcase exterior so that we can evaluate your skills and give you advices and pointers on how we want the exteriors to be done. Then, once you're promoted to modder status, you'll see a "Claim" button in available claim threads. Rather than hit "Post reply" you'll have to hit that button to enter your claim message, it'll move the thread automatically to "Pending" where the request can be granted or rejected.
Non-modders cannot make claims.
Non-modders cannot make claims.
- Thrignar Fraxix
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- Location: Silnim
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- Thrignar Fraxix
- Developer Emeritus
- Posts: 10644
- Joined: Mon Dec 06, 2004 10:30 pm
- Location: Silnim
- Contact:
he claimed it, I revoked it
Reviewing Administrator
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
Morrowind Reviews: 1640
Completed MW Interiors: 29
The just man frowns, but never sneers. We can understand anger, but not malevolence - Victor Hugo, Les Miserables
The abuse of greatness is when it disjoins remorse from power - Brutus, Julius Caesar
Fun is bad - Haplo
- Nomadic1
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- Location: Adelaide, Australia
Go with the middle of the two - make the landscaping high with the GL cell, and make it lower with the WG cell. In the middle, make a sharpish elevation. Keep the textures WG IMO at the point where the two cells meet, as I reckon the GL cell will be changed later to fit. The claim border will be smoothed when you claim is combined into the Map 4 file.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
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Look at this: http://tamriel-rebuilt.org/old_forum/download.php?id=12069Theo wrote:I made a lot of progress today. This claim is big enough so that I could realize my ideas here and create some epic landscape. I just hope I will not overkill this area with them, but so far I try to watch myself. 30 cells is 30 cells.
Plan of the monastery of St. Felms:
1 - Temple.
2 - Main building.
Basement: Food storage.
Ground floor: Refectory and kitchen.
Tower: Combat grounds.
3 - Pilgrim site. Shrine of St. Felms. Tower: Library
4 - Pilgrim hostel with little oratory and chapel.
5 - House of the gardener and storage of gardening tools.
6 - Abbons house. Tower: his office.
7 - Laboratory
8 - Entrance to the crypts of previous monks.
9 - Dormitory.
10 - Temple servants accommodation.
11 - Storage tower.
My claim is near to completion.
I'm sorry for you Theo, I think that some of the buildings should be kept and some of them removed.
1. Temple: Keep it; the most important building
2. Main building: remove it perhaps; it's function will be transferred to the temple
3. Pilgrim's site: I would keep it or move the shrine to the temple and use that exterior for the main building (nr 2)
4. Pilgrim hostel: perhaps I could keep it
5. Gardener house: I woud keep this; he can be also a farmer
6. Abbons house: maybe we can keep it or move to the temple
7. laboratory: remove it or replace it with a butchery
8. Entrance to he crypts: the idea looks cool to me.
9. Dormitory: don't keep it. This should be in the main building or temple
10. Temple servants accomodation: Does the temple have servants? I would remove it.
11. This could be useful, but there is another storage area at the main building.
Does anyone has some other opinions or other useful ideas?
Ok, I am with you on 10) 11) these can be removed without replacement. Laboratory can 7) also can be removed, as the gardener house 5). Some orders of monks used to grow their onw herbs and create medicines, but this should rather be an order of battlemonks so all they need is some battlegrounds and temple and not farm and lab and neither some extensive library.
I would like to keep 1), 2), 3) and 8) though.
But I would keep the main building for the kitchen and refectory in ground floor, storage area in the cellar and dormitory in the tower. Combat grounds can be moved to the building 3) together with library and partly to the exterior
The pilgrim site can remain in house 1). I didn't know how big interior for 1 is. 6) (Abbons house and office) and 4) (cells for visiting pilgrims) can also be moved to it, also some decent library, or vault.
I would like to keep 1), 2), 3) and 8) though.
But I would keep the main building for the kitchen and refectory in ground floor, storage area in the cellar and dormitory in the tower. Combat grounds can be moved to the building 3) together with library and partly to the exterior
The pilgrim site can remain in house 1). I didn't know how big interior for 1 is. 6) (Abbons house and office) and 4) (cells for visiting pilgrims) can also be moved to it, also some decent library, or vault.
THEO
That's been looming in the back of my head as well.
This will also be the second monastery that trains priests in combat in Map4.
What if the main building has been declassified? Maybe it's a manor now. Or perhaps it's abandoned? Imagine all the fun there. The Dunmer have been known to abandon former temples and monasteries. Just look at the book Incident at Necrom. Or my fav which has yet to appear in Morrowind, an estate belonging to one or all of the Tribunal.
This will also be the second monastery that trains priests in combat in Map4.
What if the main building has been declassified? Maybe it's a manor now. Or perhaps it's abandoned? Imagine all the fun there. The Dunmer have been known to abandon former temples and monasteries. Just look at the book Incident at Necrom. Or my fav which has yet to appear in Morrowind, an estate belonging to one or all of the Tribunal.
this claim is hlaalu. why is there a velothi building here at all?
if you're gonna build a bunch of old velothi buildings, they should be in northwest map 4 or map 5. not southeast map 4. it doesnt fit with what this area is supposed to be like.
zalz's is an exception, and hidden nicely, and the old one at kragenmar is fine too because its in the velothis, but this really isn't justifiable. blackbird can use it again when map 5 is all detailed or totally revoked im sure.
if you're gonna build a bunch of old velothi buildings, they should be in northwest map 4 or map 5. not southeast map 4. it doesnt fit with what this area is supposed to be like.
zalz's is an exception, and hidden nicely, and the old one at kragenmar is fine too because its in the velothis, but this really isn't justifiable. blackbird can use it again when map 5 is all detailed or totally revoked im sure.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
Well, personally I don't care much if the monastery remains here. It is my least popular part of the claim so it can be removed all together (perhaps the hilltop tower with the staircase could remain).
I thought this could be a wilder area of map 4, which has been settled during Velothian era, but later Hlaalu settlements evolved more at the traderoutes and close to the sea rather then in this barren mountaineous wasteland, where original structures and institutions from more pious times remained.
(While I was doing this claim it was still marked as Redoran).
I thought this could be a wilder area of map 4, which has been settled during Velothian era, but later Hlaalu settlements evolved more at the traderoutes and close to the sea rather then in this barren mountaineous wasteland, where original structures and institutions from more pious times remained.
(While I was doing this claim it was still marked as Redoran).
THEO
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- Location: Brugge (bruges), Flanders, Belgium
This monastery is located near the entrance to the pass of the valley of the dead (kings/rulers). The valley is created by theo and perhaps the coolest area of this claim. This area consists some big ancestral tombs, created with some velothi pieces.Hemitheon wrote:Couldn't a Hlaalu Councilman live out here on his own estate? A couple Hlaalu council members in Vv branch live alone away from the city.
I don't know if it's a good idea to have a hlaalu estate on that place. There is already a hlaalu home in the neighbourhood.
But it's not impossible nor indiscussable there won't be a hlaalu settlement.
I was thinking about a deserted monastery and some hlaalu buildings nearby, but it may not look too much like Tel Motrivra.
I guess it's your explanation about there should be ashlands at map4. this claim is not near i4-24-Hla and there are no big AL rocks, nor AL cliffs IIRC and I don't want to redo everything, now I'm almost finished.Sload wrote: this entire claim really needs to be taken on in the context of a larger attempt to really identify what Map 4 is. I tried to initiate that in private about a year ago but never really went anywhere.
What do you mean with private? I checked your private topics and I resisted to reply.
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- Location: Brugge (bruges), Flanders, Belgium
This claim should be complete (unless it's revoked). The place used to be property of the velothi, but it belongs now to House Hlaalu.
I've included a list with my suggestions for interiors.
I've included a list with my suggestions for interiors.
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