Kragen Mar Interior Survey 4: Main City

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Vern
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Part 4 of the Kragenmoor interior survey (which is bigger than the other three "parts" by a comic margin)

All devs are encouraged to look at the works in-question to judge for themselves. All devs are encouraged to look at the works in-question to judge for themselves. Map coordinates conform to the version of Kragenmoor in the current rest_exteriors (as of 09/12/2020) , not Nemon-mar (though of course by the time these documents becomes relevent that will have changed)

Key

GOOD: only personal taste concerns, can be merged
OKAY: minor errors that can be fixed, shouldn’t need a review before merging
NEEDS WORK: Should be fixed as its own claim and then re-reviewed
DOESN'T FIT EXTERIOR/SHELL: Needs to be fixed as its own claim and re-reviewed
MOVE IT: Interior is better in another location.
SCRAP IT: Needs a new claim be opened to replace it.

TR_i4-180-hla: Okay
Number 44 on the map. Would drop the temple association, else-wise flora needs updated, doors fixed and a pathgrid.
Shell: ex_hlaalu_b_03

Tri4-181-hla: Scrap it (all three)
Number 45 on the map. The temple itself is little more than a shrine, the shrine is just a room (does not justify its own cell at all) and the dormitories are frankly underwhelming into the bargain. Kragenmoor needed a proper two story temple by default, but this is another case of a claim I am actually surprised passed review at all.
Shell/s: A ex_velothi_temple_01, B ex_vivec_h_09, C ex_vivec_h_06

TR_i4-182-Hla: Doesnt fit shell-scrap it
Number 46 on the map. Being a bit harsh, but the top floors fit is dubious and the lower floors layout is just weird. This strikes me as a claim thats not worth the effort fixing up unless we end up truly desperate for ints with Kragenmoor.
Shell: ex_hlaalu_b_18

TR_i4-183-Hla: Good
Number 47 on the map. Needs a pathgrid. Personally might suggest sprucing up the clutter with new stuff but the int doesn’t really need it.
Shell: ex_hlaalu_b_28

TR_i4-184-Hla: Scrap it
Number 48 on the map. Again being harsh, but this one is just filled with weird clutter choices, it'd also need a set change to de_m.... its effectively a whole new claims worth of tweaks and fixes, so to that end just have a new claim.
Shell: ex_hlaalu_b_23

TR_i4-185-Hla: Doesnt fit shell/needs work
Number 49 on the map. Too wide on all sides, top floor should only be 2x2 and the bottom 2x4, on the reverse looking over there is a lot of empty space so after its shrunk this will only need the doors fixed, the flora updated, some minor cluttering and a pathgrid.
Shell: ex_hlaalu_b_08

TR_i4-186-Hla: Needs work
Number 50 on the map. This one definitely could do with an extra clutter and flora pass. Needs a pathgrid.
Shell: ex_hlaalu_b_10

TR_i4-187-Hla: Scrap it
Number 51 on the map. Bad layout, weird cluttering, usual list of suspects. The upper floors make poor use of the space and additionally doors and paths seem to be blocked ingame. The basement is creeping outwards which is never good and the upper floor hellfire arrangement is juvenile.
Shell: ex_hlaalu_b_10

TR_i4-188: Needs work
Number 52 on the map. Very under-cluttered, another pass should bring this up to standard. Needs pathgrid
Shell: ex_hlaalu_b_23

TR_i4-189-hla: Good
Number 53 on the map. Needs flora updated and a pathgrid.
Shell: ex_hlaalu_b_05

TR i4-190: Okay
Number 54 on the map. Way too small for a guildhall, but this would make a nice tailors shop, just needs the clothing selection updated and a pathgrid.
Shell: ex_hlaalu_b_28

Tri4-191-hla: Needs work
Number 55 on the map. This ones got a lot of questionable choices but I think might be salvable. The building is too small, but I think the pieces could be used within the framework of a larger hall. Which this needs since the claim has nothing for the tanner part of miners and tanners.
Shell: ex_hlaalu_b_09

TR_i4_192: Needs work
Number 56 on the map. Not too severe, but still lighting needs adjustment, along with a clutter pass, addition of kragen bonemold and a pathgrid.
Shell: ex_hlaalu_b_15

TR_i4-193-hla: Okay
Number 57 on the map. Needs doors fixed, a clutter pass, Kragen bonemold added and a pathgrid.
Shell: ex_hlaalu_b_13

TR i4-194-Hla: Okay
Number 58 on the map. Needs a clutter pass and pathgrid.
Shell: ex_hlaalu_b_04

TR_i4-195-Hla: Okay
Number 59 on the map. - both good size for an apartment
Downstairs: Okay, uses weapons in place of tools which should be replaced with the proper tools from TD, elsewise some extra clutter wouldn’t hurt along with the path-grid.
Upstairs: Okay, Remove the jagga, otherwise pretty blandly cluttered so could use some extra clutter and a pathgrid
Shell: ex_hlaalu_b_20

TR_i4-196-Hla: Needs work
Number 60 on the map. The winding stairway down should be replaced with a more straightforward hallway stair and give this a general clutter pass. This is too humble for the TG chapter, this is right next to Cyro so they should have a much more established location their working out of, but it'd work as a general lower class tavern. Needs a pathgrid
Shell: ex_hlaalu_b_12

TR i4-197-Hla: Move it
Number 61 on the map. Not big enough for a major guild hall, might fit as a chapel in a settlment like St Seryn though. Will need a few adjustments, bars facing the wrong way around, needs more clutter and a pathgrid.
Shell: ex_hlaalu_b_10

Tri4-198-hla: scrap it
Number 62 on the map. While I hate the term this is just a very “moddy”interior, an entire stage inside someone 2x2 flat? Downstair acsess being ladder acsess only and the general unimpressive decour... nah not worth the effort of fixing.
Shell: ex_hlaalu_b_04

TR_i4-199-Hla: Needs work
Number 63 on the map. Very empty and the literal closet with the proof of him being a dagonite needs a desk at least. However shouldn’t take much too bring it up to standard and the premise does make sense given the proximity too Cyrodiil, could be a tharnite or Mythic Dawn infiltrator. Needs a pathgrid.
Shell: ex_hlaalu_b_28

TR i4-200-Hla: Needs work
Number 64 on the map. Fits the shell and the layouts solid, however it'll need a pretty hefty clutter update with the various new clutter sets, proper kilns (assuming we have them by then), potters wheels, hopefully some glass blowing tools. Place is also pretty low on environmental clutter IE tapestries and the like, so will need those as well. Needs a pathgrid.
Shell: ex_hlaalu_b_24

TR_i4_201: Okay
Number 65 on the map.
Upstairs: Okay, could maybe use a little extra clutter. Needs a pathgrid.
Downstairs: Okay, would add columns/swap out the pieces for hall pieces, little extra clutter. Needs a pathgrid.
Both prime candidates for apartments.
Shell: ex_hlaalu_b_25

TR_i4-202-Hla: Scrap it
Number 66 on the map. Just an undercooked int that doesnt seem worth the effort too fix. Premise may be salvavable, but not like this.
Shell: ex_hlaalu_b_12

TR_i4_203: Scrap it
Number 67 on the map. This doesnt fit its shell (its entire back end makes it too wide) and fixing it would involve moving 90% of the clutter and whats there isnt brilliant. A new claim would be more straightforward and look better
Shell: ex_hlaalu_b_08

TR_i4_204: Scrap it
Number 68 on the map. This one could technically be fixed, but I also think there are better ways of executing a butchers shop which trying to work around this older base would hamstring (pun unintended).
Shell: ex_hlaalu_b_05

TR_i4-205: Okay
Number 69 on the map (nice).
Downstairs: Okay, flora fix, clutter pass and a pathgrid
Upstairs: Okay, clutter pass and a pathgrid
Both good candidates for apartments, though downstairs would need that little under-stair part cut (no great loss)
Shell: ex_hlaalu_b_07

TR_i4-206: Needs work
Number 70 on the map.
Upstairs: Needs work, closet needs to be replaced with the de_m version, otherwise this just feels very empty RN.
Downstairs: Needs work, feels under-cluttered (even for a 2x2), needs a pathgrids.
With fixes these could possibly work in apartments.
Shell: ex_hlaalu_b_21

Tri4-207-Hla: Needs work.
Number 71 on the map. The storeroom needs to be shrunk, replaced with an armoury or cut, the majority of its contents are irrelevant to a guard tower. Armour needs replacing with Kragen, furniture updated to de_m, and the lights need to be fixed (too many currently). After all that a light clutter pass wouldn’t hurt and a pathgrid will be required.
Shell: ex_hlaalu_b_13

Tri4-208-hla: Scrap it
Number 72 on the map. This is too small to be even a minor guildhall, but doesnt really fit any other purpose, additionally has set issues, very little clutter. The little display in the middle is sort of neat, but that can be recreated from a screencap and doesn’t warrant the cell.
Shell: ex_hlaalu_b_10

Tri4-209-hla: Scrap it.
Number 73 on the map. Excessive cobbling and the layout would require this be cut into three cells. The topmost floor doesn’t actually have much in it. The middle floor is too small to actually be a rich cat-catchers home and the main bar once the worst of the cobbling is removed is also quite empty.
Shell: ex_hlaalu_b_01

TR_i4-210-Hla: Needs work
Number 74 on the map. Would be actually good, but this does need a flora update and the clutter could stand to be updated. Needs a pathgrid.
Shell: ex_hlaalu_b_23

TR_i4-211-Hla: Needs work
Number 75 on the map. Similar deal to the above, armour selection needs to be updated and also should have the makings for armour IE ore, bug-shell ect added. We'd also hopefully have a better indoor hlaalu fireplace/forge by then as well. A general clutter update would be good and this needs a pathgrid.
Shell: ex_hlaalu_b_28

TR_i4-212: Doesnt fit shell/needs work
Number 76 on the map. Removing the south door would deal with the shells oddities since it could be recycled to a ex_hlaalu_b_05 easily enough. Top floor needs more fishing related clutter (plenty of that in TD now), flora updated and a pathgrid.
Shell: ex_hlaalu_b_21

TR_i4-213: Doesnt fit shell/needs work.
Number 77 on the map. Doesnt fit in the send there should be something under the stairs, flipside that'd be perfect for adding a basement which this would need to turn it into a proper tanners store. Hanging static guard hides, various cauldrons, tables with various hide ingredients and dubious sounding alchemicals. The current floors need some extra cluttering as well and the store selection probably should be updated. Needs a pathgrid.
Shell: ex_hlaalu_b_27

TR_i4-214-Hla: Scrap it*
Number 78 on the map. Doesnt fit the footprint of a b_12 at all, too wide on all sides with those long stairways taking up room and the layout is too strange to be fixable without destroying the cluttering. For this to be salvageable it'd need a new exterior with the modular set, but if we were to go that far I'd recommend a new claim which could cater to the needs of such an establishment better by default, rather than this odd collection of compromises. This one hurts a little, but practicality won out.
Shell: ex_hlaalu_b_12

TR_i4-215-Hla: Needs work
Number 79 on the map. I think this would make a good base for an expanded warehouse based off the modular set, on its own its too small and cramped. Could add some of the new larger containers like the long crates and groups of barrels. Will need the containers check for deprecates, a clutter pass and a pathgrid.
Shell: ex_hlaalu_b_10

TR_i4-216-Hla: Needs work
Number 80 on the map. I'd knock the furniture down to de_p (grocers arent the most glamourus of merchants), afterwards a clutter pass and pathgrid.
Shell: ex_hlaalu_b_09