Indoril-Thirr Roads

Development of the Northeastern side of the Thirr Valley. Primarily Indoril land. Contains Almas Thirr, Dondril, and Roa Dyr.

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Gnomey
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Indoril-Thirr Roads

Post by Gnomey »

This shouldn't take too long. Here is my proposal:

[url=http://i54.photobucket.com/albums/g103/Gnomenator/Ind-ThirrRoadProposal.png~original][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_Ind-ThirrRoadProposal.png[/img][/url]

A and B are two alternatives for that stretch of mainroad. A would make for a more direct route between Old Ebonheart and Almas Thirr, B would make for a more direct route between Almalexia (and Othrensis) and OE.
Honestly, I'd want both of them to be mainroad, to make things nice and ergonomic, but as they don't actually go past anything important (other than Roa Dyr, which could just as well stay isolated) that seems excessive.

1. is a bridge, which I highly suggest placing there, as it would allow the road to bypass a rather narrow and awkward dip. However, putting this bridge in properly would require making changes to the cell to the east, which is not currently part of the Indoril-Thirr file. As such, I would like to make a quick edit to the Alt Orethan file to coincide with this change.

2. is the road leading up to Roa Dyr. Should this actually be mainroad? I suppose a paved road would make for smoother going if Ilvi elects to travel by rickshaw, but a dirtroad would better underline the castle-estate's isolation.

3. is a road leading east. While it seems silly for there to only be one mainroad out of the Thirr River Valey, and as such sensible to make this mainroad too, I changed my mind after looking at a map:

[url=http://i54.photobucket.com/albums/g103/Gnomenator/OthrensisThirr.png~original][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_OthrensisThirr.png[/img][/url]
(The createmaps link, where the roads are harder to follow).

Currently, that road leads to absolutely nowhere of importance except Almalexia, which the road further south already leads to in a more direct fashion. Unless we end up putting something on that road, I think it should stay dirtroad.

As for road textures, I'd probably go with the WG_Road texture I used for the other side of the Thirr, as I think that should match with MH tileset, and at it certainly would work with the Velothi tileset.
arvisrend
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Re: Indoril-Thirr Roads

Post by arvisrend »

These are mostly choices between good and better. I'm fine with the bogroad (your #3) staying a dirtroad; it will eventually lead to the player's Indoril stronghold, but otherwise it's not essential to anything.
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Gnomey
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Post by Gnomey »

After feedback and thinking some more about it, here's my proposal:

[url=http://i54.photobucket.com/albums/g103/Gnomenator/Ind-ThirrRoadProposal-1.png~original][img]http://i54.photobucket.com/albums/g103/Gnomenator/th_Ind-ThirrRoadProposal-1.png[/img][/url]

-Make 1 a bridge, as suggested, making a small edit to the neighbouring file.

-Make B mainroad.

-Completely remove the northern half of A. This includes a long bridge. Removing the long bridge will justify the roundabout route of B. It also takes Roa Dyr out of the spotlight of being at the center of the only major crossroad in the section.

-2 would, as such, remain a dirtroad that meets up with the mainroad to the south. The dirt road would provide nice views of Roa Dyr, while maintaining Roa Dyr's isolation.

-3 remains a dirtroad.
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Yeti
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Post by Yeti »

I concur with and fully support the most recent proposal.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
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