Map 1 Detailing Team

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Animunculi
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Post by Animunculi »

I would like to claim these 6 cells:
37, 18; 37, 17
38, 18; 38, 17
39, 18; 39, 17
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Post by Hermit »

Well sorry, they're mine already.
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Post by PoHa! »

Didn't I read somewhere in this thread that we weren't supposed to create any new interiors (ie doors to interiors that don't yet exist)?

[Edit] Found the post...
Dexter wrote:We will not be adding or removing any buildings (and therefore not creating any new interiors),
[/Edit]


Are we keeping the massive amounts of menhirs inland? And, if so, what about adding the flat coastal rocks? Hmm... and what about those blasted shelf fungus on the ac rocks...?

I suppose I should also post my progress....

I've completed (37, 16) (though that may change in accordance to how the above questions are answered), and I've started on (37, 15). Schoolwork has kept me busy, though.
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Post by Hermit »

Well ...

There are ZERO interiors that generate small points of interest in map 1. If there were caves like there afre in the game - about one every cell, all in all - so that players have a little reason to be in a certain cell, then I would never have wanted to create some. But there are none. I asked Dex and got the interiormaking covered, or else I would never have done it in the first place.

I'm keeping the menhirs. It's a novel feature of that region and makes it distinct. I'm replacing some with either scaled up models or the flattop coastal rock meshes. I'm also adding wild telvanni mushrooms, to generate the image of flora that is distinct to that region.

I'm seriously cutting down on shelf fungi on rocks. I'm keeping some, but most are being replaced by Telvannit roots and other fungal stuff. This is the mushroomy part of Morrowind, after all.
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Post by PoHa! »

Okay then, just checking, for consistency's sake. Even if I personally don't like some of it, its more important that, from one cell to the next, things are designed similarly.

With that in mind, I will report that (37, 16) is now almost complete, and, as far as I have discovered, there are no interiors in the entirety of the cells that I've claimed. And, pending the approval of Hermit's idea for either a daedric or dwemer ruin in his caim, I too would like to place one... I'm thinking sunken ruin, just off the shoreline.
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Post by Hermit »

True, we need to coordinate. However ... would you mind putting in a feral mushroom too? I mean ... it's both logical that there'd be such plants, and it was in the devs' original plan for MW's mainland ... and it looks distinct (and cool).

Also, you get the daedric/dwemeri ruin. I just wanted one or two put on the island.
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Post by PoHa! »

You mean a wild telvanni mushroom, right? If so, I already have, and I've placed little sprouts here and there as well.

As far as the ruin goes, why couldn't I do one (dwemer or daedric), and you do the other?
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Post by Dexter »

Okay, directions have been added to the first post of this thread, so you guys don't have to sift through five pages to find them.
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Post by Xui'al »

So what do you want me to do after the cave hermit? The junk-ifing process is coming along quite well...
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Post by Hermit »

The other cave, and then, a little shack? I used a shack_01 model ... what's inside is yours to decide. Maybe make it a truthsayer, or some kind of trader for travellers with two hammocks to rent for the weary traveler?
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Post by Xui'al »

No problem. Right on it as soon as the cluttered cave is done, which should hopefully be tomorrow.
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Post by Nomadic1 »

Edit: Nevermind
Last edited by Nomadic1 on Sat Sep 10, 2005 11:37 am, edited 1 time in total.
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Post by Animunculi »

Could someone mark Hermit's cells to the detailing map, it is hard to understand which cells are claimed and which need detailing.
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Post by Hermit »

Besides, I plan on claiming all of the remainder of the island, so it'd propably be best if you would claim someplace on the mainland. :)
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Post by Nomadic1 »

Well, the island is the only remaining claim ;) It's alright though, I'll remove my claim for you.
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Post by Hermit »

Oh, the mainland has already been done? Goodie then. :)
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Post by Theo »

Is there some claim for me as well? For some reason I cannot acces the page with the map.
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Post by Animunculi »

If Hermit claims the whole Telvanni Isle, there is nothing left...
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Post by Hermit »

Well, if you two absolutely want a claim, I can give you a pice ... but I'd rather do this myself entirely for consistency's sake.

If you want to, claim anyway, Please put in feral mustrooms like I did (check the pics) using selected ex_t_ tiles. That gives the TI region a distinct flavour and also looks cool. Additionally, take care to place flowers like in the AC region (clusters of in-game flora) and Black Rose meshes here and there. Noir didn't put a single flower in.

And finally, add caves and things that make non-Port-Telvannis cells interesting for players.
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Post by Theo »

Ahh. Good news then! I am sure this will be better in Hermits hands. My fingers are iching on opening map 1 quests already.

@Hermit: I think there is plenty non-interior places of interest you could use as well. These are only few results of my brainstorming:

1) Wrecked cart of merchant, who has been attacked and killed by wild beasts. There can be merchants corpse nearby and some of the goods still can be found in the cart.
2) You can add some battlefield. Corpses with arrows sticking from them, rusty weapons lying all around etc.
3) You can use some overhangs and exterior tents to built Orcish mercenary camp.
4) Try adding some really dense vegetation of shrooms, so that everyone can lose their way there easily.
5) At the coast there can be lots of floating planks, logs and barrels, which have been brought here by waves from some shipwreck. Player can go fishing some gold.
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Post by Anonymous »

ALso the huts of Dyers. The dying of threads really stinks. Woad dyers in the middle ages had to live out of town because woad stinks like sewage. No reason why this shouldnt be the same.
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Post by Animunculi »

hermit wrote:Well, if you two absolutely want a claim, I can give you a pice ... but I'd rather do this myself entirely for consistency's sake.

If you want to, claim anyway, Please put in feral mustrooms like I did (check the pics) using selected ex_t_ tiles. That gives the TI region a distinct flavour and also looks cool. Additionally, take care to place flowers like in the AC region (clusters of in-game flora) and Black Rose meshes here and there. Noir didn't put a single flower in.

And finally, add caves and things that make non-Port-Telvannis cells interesting for players.
Oh, I didn't want that claim so much, I just stated a fact. Besides I got my interior claim to work at. :)
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Post by PoHa! »

(37, 16) is done, pending some possible vertex shading:

[img]http://i5.photobucket.com/albums/y171/PoHaEiFor/3716.jpg[/img]

I added one cave to it, almost not viewable in the lower right corner of the pic, with the coastal rocks leading to it.

I have to admit that Hermit was right about the menhirs. They seem to pull the whole cell together, somehow. Good call Hermit. :D
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Post by Dexter »

Good to see that progress is speeding up on this. Later tonight (after work) I will be reviewing Arthmodeous' claim and updating the claim map to include Hermit's bit.
And Inferno_Strike, 1-23 is not in need of detailing. However, Zalzidrax has not logged in for almost two weeks, so you may try your hand at detailing 1-2 if you like.
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Post by Xui'al »

PM me or add me at camelotages@hotmail.com if anyone needs any shacks done. I got my hands full of caves right now, but I might take on a few easy, quick shacks.
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Post by PoHa! »

Hmm... how are the interiors meant to be done? I mean, is anyone who wants to do them allowed to, will it be done through the claims browser, or would it just be easiest if the claimer did them along with the exterior, saving poor mistreated Dexter the trouble of linking them later?
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Post by Xui'al »

I THINK the claimer does them with the exterior. I am just offering to help people with theirs.
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Post by Vernon »

Xui'al wrote:I THINK the claimer does them with the exterior. I am just offering to help people with theirs.


[url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13326]click[/url]
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Post by Sload »

See, it wasn't intended for interiors to be added at all (though I think that they should be..) so there are no rules about that, really.
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Post by PoHa! »

@Vernon: I was talking specifically about the interiors that are being added, not ones that are already there. If that team is responsible for doing the new interiors, then I must have missed it...
Last edited by PoHa! on Sun Sep 11, 2005 5:43 am, edited 1 time in total.
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Post by Vernon »

There are rules about it, sort of:
Dextor wrote:When I say detailing, I mean DETAILING. We are going for pure aesthetics here. We will not be adding or removing any buildings (and therefore not creating any new interiors), nor will we be changing the landscape in any significant way.
This way we will actually finish map 1, one day. :)
Last edited by Vernon on Sun Sep 11, 2005 5:48 am, edited 1 time in total.
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Post by PoHa! »

Yes, I quoted that earlier. But, for example, in the 12 cells that I claimed, there's not a single interior anywhere that I've been able to find. I believe Hermit has made a similar statement about his claim as well.

[Edit]Imagine that... both of those statements that I alluded to are on this same page :D [/Edit]
Last edited by PoHa! on Sun Sep 11, 2005 5:48 am, edited 1 time in total.
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Post by Sload »

But, by adding new interiors, we're not following that rule.

PoHa: That's because there are hardly any non-town interiors on the map.
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Post by PoHa! »

Sload wrote: PoHa: That's because there are hardly any non-town interiors on the map.
Umm... yea... that's exactly what I was saying, actually. There's too few interiors here, IM(and others')O, so we're adding more... (aren't we?). All I want to know for certain, is who makes the ACTUAL interior, the exterior modder who placed the need for the interior, or is that to be handly specifically by someone else? Xui'al claims the first to be true... uhm... sort of.
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Post by Sload »

So far, Hermit is the only one to place any interiors. Xui'al made them for him. It looks like it's your choice and it's not done formally (though it'll probably be subject to a review of some sort)
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Post by Vernon »

If you are going to add buildings despite Dexter's guidelines, then I would (A) make sure get the go-ahead from him, and (B) make sure to add a comprehensive list of any new buildings so a new interior can be added asap.
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Post by Dexter »

As Vernon said, if you really think your claim needs an additional interior, send me a PM, or contact me on AIM (the best way to reach me). You will also have to see to it that the interior gets made, either by yourself or by someone else doing it for you. We will not be giving out new Map 1 interiors for claiming.
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Post by Xui'al »

I think Hermit will be doing the reviewing for the interiors I made himself, given that he is the interior core moderator. I think more small interiors need to be added. Look at Vvardenfell, there is a tomb, shack or bandit cave every five feet. Given that there is more area in the mainland, the density of the small interiors would be less, but we can put together plenty of small interiors in a short amount of time.
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Post by Dexter »

Arthmodeous, beautiful detailing, Your claim will be cleaned and added tomorrow.
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Post by Vernon »

I agree, we can add some new interiors, but they have to be perfect this time around so we don't have to go back doing fixes and detailing again. After all, this detailing team is meant to make map 1 something pretty much bug-free and ready for quests.
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