The future of Almalexia
Moderators: Haplo, Lead Developers
http://i159.photobucket.com/albums/t141/WhyAreWeFighting/scannen0001.jpg
Here's me trying to envision the city as one gigantic canton-esque structurething incorporating Nemon's acropolis and ramps et cetera. I don't think it really works out, but it was fun to try and draw something again, even though I have zero skill. The perspective is so off.
I'll try to contribute stuff that isn't useless soon.
Here's me trying to envision the city as one gigantic canton-esque structurething incorporating Nemon's acropolis and ramps et cetera. I don't think it really works out, but it was fun to try and draw something again, even though I have zero skill. The perspective is so off.
I'll try to contribute stuff that isn't useless soon.
I spent some time last night making the city appear less blocky and more organic and low key. My main ambition so far has been to create a sort of majestic feel to the metropolis, that's why the minas tirith-y rising levels has dominated my WIP screens so far. I know that some of you have voiced your concern regarding the towers that seem to dominate the landscape. Trust me, as I am progressing the ratio small vs giant will appear much more acceptable, I needed to do the big stuff to get my ideas evolving...
The next thing is to erase the square weird border, I am doing so by making natural borders instead of the boring walls, drawing the flora into the lower levels of the city itself. So far I am only one third through the initial layout of Almalexia. The most important parts are yet to be done and I will continue working on this stuff now.
Also, to repeat myself. Towers doesn't need to be guard towers. I can perfectly well create a brilliant interior for one of them to demonstrate this, although I'd rather spend my time outside.
Regarding the causeways, I currently have one facing NW and NE. My initial idea was to have two facing SW and SE as well, but I'm considering doing just a S facing one at what eventually will be the main gates of Mournhold. That is to be decided when I get around to this area. As of now I'm "stealing" final house setups from the southern part, placing them in my concept - since placing windows and doors are boring mehness.
The next thing is to erase the square weird border, I am doing so by making natural borders instead of the boring walls, drawing the flora into the lower levels of the city itself. So far I am only one third through the initial layout of Almalexia. The most important parts are yet to be done and I will continue working on this stuff now.
Also, to repeat myself. Towers doesn't need to be guard towers. I can perfectly well create a brilliant interior for one of them to demonstrate this, although I'd rather spend my time outside.
Regarding the causeways, I currently have one facing NW and NE. My initial idea was to have two facing SW and SE as well, but I'm considering doing just a S facing one at what eventually will be the main gates of Mournhold. That is to be decided when I get around to this area. As of now I'm "stealing" final house setups from the southern part, placing them in my concept - since placing windows and doors are boring mehness.
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According the towers;
I made an int, the Alma Rula Palace, with the previously mentioned open hall with balconies and walkways as base for the large towers. So interesting stuff can be made with them, just not too many of them as it will be repetetive.
Concerning Almalexia:
to my idea the city has grown so far outward that it grows upto the slopes of the mountains, and is at nearly maximum size.
Quarters can be defined, but variation with for instance shops in residential ares, and houses between (on/under) shops should be there. Some areas can be city defences, other pious, but do not define it with a canton, wall, border or whatever.
I mean make it a living city, with opportunities everywhere, though I believe a grand market would be in place.
I made an int, the Alma Rula Palace, with the previously mentioned open hall with balconies and walkways as base for the large towers. So interesting stuff can be made with them, just not too many of them as it will be repetetive.
Concerning Almalexia:
to my idea the city has grown so far outward that it grows upto the slopes of the mountains, and is at nearly maximum size.
Quarters can be defined, but variation with for instance shops in residential ares, and houses between (on/under) shops should be there. Some areas can be city defences, other pious, but do not define it with a canton, wall, border or whatever.
I mean make it a living city, with opportunities everywhere, though I believe a grand market would be in place.
I know I'm going to sound like a hypocrite for saying this, but this needs *less* rocks - Cathartis
http://img600.imageshack.us/img600/6447/morrowind20110815223633.jpg
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http://img855.imageshack.us/img855/4238/morrowind20110815224042.jpg
Stuff.
http://img69.imageshack.us/img69/4748/morrowind20110815223648.jpg
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http://img706.imageshack.us/img706/7162/morrowind20110815223856.jpg
http://img855.imageshack.us/img855/4238/morrowind20110815224042.jpg
Stuff.
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Phile.
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- Almalexia.esp
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- Terrifying Daedric Foe
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Great concept.
Just one thing seems somewhat off: the large ramps that go all the way to the top despite the fact that there is nothing important there. I'm sure something can be makeshifted out of the indoril platforms or the walls so that there are a few buildings there to justify the effort of building the ramps.
Just one thing seems somewhat off: the large ramps that go all the way to the top despite the fact that there is nothing important there. I'm sure something can be makeshifted out of the indoril platforms or the walls so that there are a few buildings there to justify the effort of building the ramps.
On top of some of the things discussed on IRC, here's a list of things that I feel should be preserved/expanded in the new Almalexia in some form.
- Grand Ascendant's cloister, as a somewhat secluded area
- the Indoril councilhouse on an elevated area overlooking a part of the city
- the general style and feel of the late Sarethan quarter, with academies, grand cultural venues and embassies. Almalexia must have a Broadway and a Whitehall.
- a square that functions as the predominantly foreign quarter of the city (currently Sandil Plaza)
- a relatively large, squalorous, narrow and winding poverty-stricken quarter. Skooma dens, gambling holes and taverns here. Perhaps close the waterside, or even merging into it somewhat. Waterside/floating market area?
- Grand Ascendant's cloister, as a somewhat secluded area
- the Indoril councilhouse on an elevated area overlooking a part of the city
- the general style and feel of the late Sarethan quarter, with academies, grand cultural venues and embassies. Almalexia must have a Broadway and a Whitehall.
- a square that functions as the predominantly foreign quarter of the city (currently Sandil Plaza)
- a relatively large, squalorous, narrow and winding poverty-stricken quarter. Skooma dens, gambling holes and taverns here. Perhaps close the waterside, or even merging into it somewhat. Waterside/floating market area?
How does everyone feel about the amount of towers in the WIP shots Nemon posted? Acceptable? Way too many? Still waiting to see some real towers? etc.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
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*tumbleweed*
I'm not aiming for the same amount of towerage on the south side of Almalexia btw. Ada's useful post Tuesday is something I'm looking into, since it gives specific points for me to work on. Some of the old concepts, static setups and neighborhoods was ok enough to keep.
I'm not aiming for the same amount of towerage on the south side of Almalexia btw. Ada's useful post Tuesday is something I'm looking into, since it gives specific points for me to work on. Some of the old concepts, static setups and neighborhoods was ok enough to keep.
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Why and myself (others may disagree, but I'm willing to go into long discussion as to prove them wrong) are of the opinion that there are indeed significantly too many. We have relayed these concerns to Nemon via IRC, but I'll post them here for the purpose of discussion. What we're specifically concerned about is the following:Haplo wrote:How does everyone feel about the amount of towers in the WIP shots Nemon posted? Acceptable? Way too many? Still waiting to see some real towers? etc.
- A lot of towers may look somewhat impressive from afar in pictures, but from a game play point of view, they are rather dreadful. They do not look good at all from the ground level, are annoying to navigate and do not generally make for interesting interiors. In addition, we don't have far enough ideas to actually fill these huge interiors with, which will lead us to the same sort of annoying filler interiors (think 'Ordinator Storehouse') we have been trying to cut.
- They give the city a whole deal of symmetry that gives a very planned look, while the consensus is that Almalexia's ground plan should be very organic.
- The current concept leaves way too much open space unused between the towers. It is basically a forest of big towers, with entire soccer pitches in between.
- The single largest complaint about the old version of Almalexia was that it far too many gratuitous large buildings. Obviously, we do not want to repeat that.
Why and myself think a good standard would be to only keep some of the towers along the side of these ramps, whilst removing all the freestanding ones in the city itself. Even then, we should take care they aren't stupendously huge. We want to be able to do something with them. The areas in between the ramps should be heterogeneous urban areas.
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Based purely on the screenshots, I think the amount of towers is OK for an upper class/administrative area. I like the look and feel of them, they say metropolis. I can't really envision an Alma that is a flat, low pancake. The poor areas could/should use far, far fewer, perhaps substituting them with buildings stacked atop one another in the style of slums.
I'm going to repeat what I said earlier about multiple levels of habitation. Towers would be more interesting (and easier to build/navigate) if they aren't just one giant tower, but rather several interiors stacked atop each other and entered through doors on different levels.
I'm going to repeat what I said earlier about multiple levels of habitation. Towers would be more interesting (and easier to build/navigate) if they aren't just one giant tower, but rather several interiors stacked atop each other and entered through doors on different levels.
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My main issue is that they look terrible. They're big, blank boxes. Not enough on the outside walls to break up the monotony. Almalexia should have a whimsical beauty to it, not look like a brutalist office complex. I would rather see a handful of interesting large large buildings than too many boring ones. These should be the temples/palaces/grand government buildings.
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"How dare you question the colonnade!" - one of the Glorious Leaders
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What ever happened to this?
"Imagination and memory are but one thing which for diverse considerations have diverse names."
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
"How dare you question the colonnade!" - one of the Glorious Leaders
"Nemon + IKEA = creationism" - some guy
"The layout is awesome, the scale is awesome, the whole city is just awesome!" - Tyrion on Blacklight, circa 2007
Here's the recent process. Untouched since September (!)... When I'm done with 5-2 this becomes top priority.
- Attachments
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- Almalexia.esp
- Dirty as hell
- (2.32 MiB) Downloaded 160 times
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I would love to hear what you could come up with for an Indoril theme! I am a big fan of hammered dulcimers so it's unfortunate to me that they don't really make an appearance in Morrowind music yet.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Here's a picture of a MH-style banner I designed for use as the city sigil. It's based on the Indoril logo Lutemoth made (we use a different one now)
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- indobugbanner.jpg
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Recent update.
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- CleanB Almalexia.esp
- Phial
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Hasn't what Leon mentioned been the plan for at least half a decade anyway?
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YesAndres Indoril wrote:Hasn't what Leon mentioned been the plan for at least half a decade anyway?
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined