2021-02-21 Meeting Summary

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Cicero
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Clambering Moors region template II
 

Link to the first part of the Template meeting: https://www.tamriel-rebuilt.org/forum/2021-02-14-meeting-summary 

  1. What changes need to be made to bring the exterior of this region up to date?
     
    1. What assets that we currently have should get used?
      1. Red Ferns
      2. Red maidenhair trees
      3. Grass texture
      4. White mushroom trees
      5. Uld Vraech pine plants. 
      6. White, Red, Orange and black lichen containers.
      7. Red mountain rocks.
      8. Bunglers Bane on dead trees.
    2. What existing assets need to be modified? 
      1. Fern should be a different colour to not match the maidenhair trees (orange).
      2. Grass texture needs a redo as it has a repeating pattern in the middle.
      3. The plants need stencil and alphas changing. 
    3. What new assets (models/textures) need to be made?
      1. White mushroom trees if we cannot use the shroom trees slated for telvannis. 
      2. Shutag pod (https://www.tamriel-rebuilt.org/asset/shutag-pod).
      3. Boneshroom (https://www.tamriel-rebuilt.org/asset/clambering-moor-boneshroom). 
      4. Small green bushes (as it is a moor) would be good to have to fill in gaps between rocks.
      5. Red mushroom tree (https://www.tamriel-rebuilt.org/asset/red-mushroom-tree) could be either a tree or a container if smaller.
      6. Snowfall mushroom (https://www.tamriel-rebuilt.org/asset/snowfall-mushroom) pale/white colour, container. 
      7. Grass: Red, red/brown, red/green, green/brown. Can use RFD’s Bloodmoon grass mesh as the model for CM, would just use a new texture on it so it isn’t using Bloodmoon textures.
      8. Dead trees.
      9. Grass containers (red and yellow, used for the grass chitin armour).
      10. Yellow, Red, light purple, blue mountain flowers.
    4. Fauna in the region (New and Old)?
      1. New: 
        1. Redoran hunting hounds (https://www.tamriel-rebuilt.org/asset/redoran-hunting-hounds). 
        2. Bug Elk (https://www.tamriel-rebuilt.org/asset/bug-elk). 
        3. Land Dreugh (https://www.tamriel-rebuilt.org/asset/land-dreugh). 
        4. Firefly Netch (https://www.tamriel-rebuilt.org/asset/mini-firefly-netch). 
        5. Skylamp (https://www.tamriel-rebuilt.org/asset/skylamp). 
        6. Collared Rat (goblin creature of war). 
        7. Dead Rats Goblin. 
        8. Redoran Scarab.
        9. Malahk Orcs (race)
      2. Old: 
        1. Cliff Racers (use a unique ID so they can be replaced with furry cliff racers if we get around to it). 
        2. Guar. 
        3. Nix-Hound. 
        4. Hoom. 
        5. Kwama Forager, Warrior, Worker, Queen. 
        6. Scrib. 
        7. Rat. 
        8. Mudcrab
        9. Dreugh
        10. Slaughterfish (large and small).
    5. What CS work needs to be done?
      1. After taking another look in the CS to refresh our memory, the entire region should be remade again. It is all RM rocks and confusing paths. There is a mix of BC and BM vegetation, as well as some AI and WG. The region should be handled as exterior claims in the future, and should only be using CM assets. The claims should be set up to make sure that the moors actually get made, and only using mountain assets as you move more towards the mountains themselves.
      2. No Bitter Coast, West Gash, Solsthiem, or Ascadians Isle sections.
      3. Trenches/Ditches + sunken roads would be good for creating visual blockers, as well as larger rocks near the mountains. The moors should be somewhat open though, as much as can work with Morrowind. Some other things to use are man made nordic menhirs, and redoran towers on hills.
      4. Extend the region slightly south to consume some of the Roth-Roryn cells at the RR/CM border (and turn the ascadian isle part of the river roryn into RR assets). 
      5. Verarchen/Veranis could do with being expanded with a few more buildings.  Add a temple, and a wall around the perimeter of the town. Remove the two mesas at the front of town, lower those buildings, keep the raised part at the top, no bridges. The removal of the rocks and bridges will create enough space for some service buildings and houses.
      6. Rhanim is a regular shacktown-dock with some random redoran buildings around it, and they don’t serve any clear purpose.
      7. Kogomar has a weird layout and is too spread out on one side. It should not have one of the Kogotel carved out manors in the rocks either. Place also needs a name change to not confuse players looking for the nearby Kogotel.
      8. Labrys island should be fixed up so that it no longer looks like a grenade.
      9. No Shacks that aren’t on the coast, farmsteads and log cutters are redoran huts outside of towns.
      10. A legion fort to account for the massive distance between the Rift garrison and Fort Ancylis, and also it would show good legion/redoran relations. Needs further discussion.
  2. What sort of interiors would this region have (caves, tombs, etc), and in what proportions?
    1. Caverns for Dead Rat goblins (2 big 1 small).
    2. Bandit Caves (Malahk orcs -- in the foothills, 2 of them)
    3. Caverns (many -- Smugglers along the coast, around 4 of them. Necromancer/undead cavern. 1-2 Nix dens. 1 Conjurer Crystal Daedra cavern. 1 Sixth house cavern. 1 smuggler cave that has 6th house items. 1 that has a dwemer ruin near the end).
    4. Larger Dwemer ruins in the mountains. Medium one on the island (One big, one medium, 2-3 outposts, one large in the inner sea). One of the large ruins contains the Dwemer farm.
    5. Need another Daedric ruin in the north (one in the south already). 
    6. Grottos (3-4 -- 1 is a ruby cave. 1 Dreugh grotto with eggs. 1 regular grotto. 1 free choice).
    7. Ald Umbiel (redoran ruin from the four score war).
    8. Mandaryon and Vyndismaren (propylon network locations).
    9. Nordic ruins (only one proper fort, rest are small outposts or just rubble, no barrows). 
    10. Iron mine (in the mountain where redoran get their metal from, perhaps near Veranis. Some deposits in the odd cave or two as well).
    11. Kwama mines (3 at least).
    12. Garnet cave in the mountains.
    13. Amethyst mine near the GM border.
    14. Ancestral Tombs (8-10).
    15. Velothi towers (2-3).
    16. Malahk Orc camp in the mountains.
  3. How many of each type of interior are needed?
    1. See previous question.
  4. Guidelines for the appearances of the interior (tileset, assets to use/avoid)?
    1. No Lava or Bone cave.
    2. Most caverns should be Py. Grottos are mud or mold.
    3. The other places have a dedicated tile set (nordic, redoran, daedric, dwemer, legion, etc.)
    4. Can have diamond, iron and garnet ores in some mountain caverns.
  5. Brainstorm/start a thread on the forums for “blurbs” for the interiors
    1. https://www.tamriel-rebuilt.org/claims/clambering-moor-cave-1 , https://www.tamriel-rebuilt.org/claims/clambering-moor-dwemer-ruin-1 
    2. Like for the exterior, interiors can feature environmental hazards, to increase the region's difficulty alongside the creature list.