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Concepts/Planning Ideas
02-14-2007, 01:28 AM,
#21
 
i wants my aboriginal betmer civilizations!!!

goblins... rieklings, argonians, naga, imga...

but noooo... they like men and elves... pshh
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02-14-2007, 04:46 AM,
#22
 
Quote:Originally posted by Seniosh
Looks like you guys have got a credible layout for a dwemer city. Good going. I'll trust that you guys can be creative on the inside also? The more detailed and inventive the inside is, the more it reflects the civilization. Good start with the exterior. Can't wait to see the rest, once it's figured out.


Thanks


This is however not Dumac nor is it in Silgrad Tower Mod. This is just something I been doing, its my idea of what a dwemer city might look like, limited of course by what I have availible in the CS. and it was kept up a bit. (less Ruined)

The interiors will be done with a less ruined look as well, also I can't decide if I want all the piping to be above or at ground level

Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


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Enjoy the Great taste of Diet Bob, with Zero Calories
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02-14-2007, 01:49 PM,
#23
 
A tricky part is having the city appear as though from an alien civilization - something not at all human. They think differently than us, how would they build, what are their tastes in decor? Is all the machinery going to be obvious? or should it be integrated into the surroundings, as something almost decorative, but still functional. These things should be planned before the city is built, so that it can be more consistent.

One thing i'd say is don't look too much at the dwemer ruins in Morrowind, because i get the impression that they were basically just dungeons. I haven't played Morrowind, so tell me if you disagree, but in Ayleid ruins, i am filled with a sense of
"ahh hello? this isn't somebody's house, this is a dungeon"

well now we need houses, and signs of life, as you guys have said. So don't just make this a giant dungeon.

On a happier note, yay for the dwemer! too bad i missed out on morrowind.
Leader of the Morag Tong
Hail Mephala
I do work sometimes - I swear!
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02-14-2007, 04:36 PM,
#24
 
Good Points


Yes the dwemer ruins were pretty much dungeons

These interiors will not be like dungeons, but regualar homes, with kitchen, bedrooms and living areas. And a couple of Manor Homes for the leaders.

Thier is also a Temple, this temple however is devoted to Science & Astrology.

A power station, and a fortress which is not seen in the screenies.

Enjoy
Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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02-19-2007, 09:29 AM,
#25
 
WOW :banana:

I can't believe the interest, all are nice ideas and these should all be taken into account towards the final design. I like the idea of the interior looking like it was lived in and is now deserted.
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02-19-2007, 11:15 AM,
#26
 
My first concept:

The concept is, there is a door inside the ruin that has indentations, these indentations are runes or something and the player has to find them and insert them to open the door. The problem is they are spead all over the ruin level the player is on and the previous levels. So the player has to find them and then insert them into the indentations before he/she can move on to the next level. I will try and draw em out on the computer to show an example.

Edit:

Please excuse the crudity of this drawing, i done it quickliy as an illustration.

The black parts are the indentations where the peices are missing, these will be filled in with the same shape pieces as the others.
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02-19-2007, 01:28 PM,
#27
 
This would be nice, like a lock, instead of a key, its letters
finding the letters and placing each one in its place opens the door


Sounds good !!

Maybe trapping the door, if putting the letter in the wrong hole, brings on the pain Big Grin

Bob
I am a free single guy again, but I am still addicted to Elder Scrolls


http://z10.invisionfree.com/Island_of_Ra...hp?act=idx


[Image: qxbkbqrcde.jpg]

Enjoy the Great taste of Diet Bob, with Zero Calories
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02-19-2007, 01:36 PM,
#28
 
Exactly, Nice idea about the trappings.

Now for a decent picture
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02-19-2007, 02:14 PM,
#29
 
Ahh the dwemer were my kind of race! Scientists to the end. Really nice idea with the indentations. You'll have to make the center of a door a container probably, and when it has the missing pieces, the door unlocks, and you can pass.

Hmm wouldn't it be cool if there was a door you actually had to disassemble to pass through? an engineering test sounds like something the dwemer would have. And anyone who can't figure it out is maddened as they try in vain to open a door they just need to break down.
Leader of the Morag Tong
Hail Mephala
I do work sometimes - I swear!
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02-19-2007, 02:30 PM,
#30
 
Not sure about the scripting for the door, it was just an idea.

Hmmm a door you have to dismantle, nice but could annoy some people, Not sure how it would work.
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