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A Suggested List of Beta Locations
10-06-2008, 07:14 PM,
#1
A Suggested List of Beta Locations
Seeing as the consensus seems to be that we're not going to have dungeons in the beta area (or at least only a few), here are some alternative locations to add interest to the wilderness:

The Vaults of Gemin

This is the only big, epic dungeon in the area. The player had to retrieve a tablet from it in Arena, which told the location of Murkwood. The place is a huge underground vault built by the Barsaebic Ayleids millennia ago, to hide all their deepest and darkest secrets. The Argonians are terrified of the place, and shudder when its name is spoken, for it is haunted by the ghosts of the ancient Marsh Elves. Most of it is flooded and filled with mud and filth.

Barsaebil

A huge Marsh Ayleid ruin, almost completely sunk into the marsh. Towers and arches stick out of the mud at crazy angles, and are covered in Koniption's bromeliad plants, and vines.

Naga Camp

There could be between two and four of these, made from a small group of Koniption's Naga Huts, with fires outside and the huts filled with loot taken from Imperial and Dunmer travellers and merchants on the inside. There would be several Naga there (when they are finished), who will attack players on sight if they are not Argonians (who will not be attacked, but the Naga will still be unfriendly).

Stormhold Foundations

A totally flooded layer of crushed Marsh Ayleid stones on which the Imperial city is built (it was the only solid area they could find to built on top of). Filled with cracks and narrow flooded passageways in which the poorest Argonians in the city live.

Glok-Chuba Stump Village

An underground village made from retextured SI Elytra nests and retextured caves, inhabited by a clan of Paatru frog-people.
Core Member of Black Marsh (Lore and Modding)

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10-06-2008, 08:17 PM,
#2
 
Lovely ideas here.....mmmm, marsh elves, nice!
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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10-06-2008, 08:19 PM,
#3
 
Can't wait to see them !!!!
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10-06-2008, 10:55 PM,
#4
 
Perhaps we could make up a Marsh Elf Race with a name somthing like

Palusmer Swamp/Marsh Elves
Viridmer Green Elves
Arbormer Tree Elves

(prefixes are latin)

they are like a splinter group of Ayleid that moved to black marsh and died out before imperial domination of tamriel. Perhaps a few quests investigating them and maybe even reviving one that fell into the murky waters eons ago

just a suggestion tough Wink
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10-07-2008, 07:02 AM,
#5
 
I dont think reviving is a good idea, But making a race that wears the ghost spell. (It just makes them look like a ghost) would be nice. Although we might aswell use the high elves for it. It's a lot easier. And when you equip them with nice armor, it would do just as good as creating a new race.
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10-07-2008, 07:29 AM,
#6
 
Fair enough it was a bit far fetched lol
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10-07-2008, 09:03 AM,
#7
 
Quote:Originally posted by Back2Murder
...we might aswell use the high elves for it. It's a lot easier. And when you equip them with nice armor, it would do just as good as creating a new race.

I agree, although I think we could make them a little more 'pagan' and give them a sort of a 'spriggan' kind of a look....make them 'greener' somehow. Whether that involves green hair, bark-like flesh, a dishevelled 'marsh look' or the ghost effect depends on how it would look in-game...but by all means, minimise the work involved. Subtle changes with established models often work better anyway.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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10-07-2008, 09:30 AM,
#8
 
Great to see everyone jumping in on this thread! Big Grin

As far as I know, their name was the Barsaebic Ayleids. I just invented the name Marsh Elves because it sounds better and is much quicker to say! But their spirits, after spending centuries inhabiting their ruins, would probably look a bit more "marshy" than the pearly white ghosts in Cyrodiil - is there any way we could recolour the spell to make it a murky green?

It would also be good if not all of the spirits are hostile - it would be really creepy if some of them just stand there or wandered around the ruins without noticing the player.
Core Member of Black Marsh (Lore and Modding)

Retired Editor of Silgrad Tower

77 interiors completed and counting!
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10-07-2008, 09:34 AM,
#9
 
Quote:Originally posted by Deeza
It would also be good if not all of the spirits are hostile - it would be really creepy if some of them just stand there or wandered around the ruins without noticing the player.

Good point. They would have to be recognisably different though and maybe liable to attack if you attacked them. In fact, the aura itself may be what defines them and that may link up with whatever happened to the Ayleid Marsh Elves...perhaps the ones that ignore have a reason to do so rather than just attack on sight.

We could do with a few more experienced creature modellers, actually.
Cunning Linguist (Writer and Voice Actor - Lost Spires, St and many, many more.)
Lizard King - Leader of the Black Marsh mod
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10-07-2008, 09:37 AM,
#10
 
Agreed, but where to get them? Annyway, I believe there is a ghost effect in the shivering isles wich is a more green color.
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