I Have begun the process of logging the current interior situation so Chefs work on the cities exterior can progress ahead, I'll be handling these in groups based off the the original claim maps, this should make it easier for all to read and comment on.
All devs are encouraged to look at the works in-question to judge for themselves.
https://www.tamriel-rebuilt.org/claims/old-forum-interiors-narsis <files can be downloaded here and are also compartmentalised for ease of navigation.
GOOD: only personal taste concerns, can be merged
OKAY: minor errors that can be fixed, shouldnt 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
SCRAP IT: Needs a new claim be opened to replace it.
TR_i6-1-Hla: Needs work
Seems the claimant designed it as the house of a prositute, but the effect just looks moddy in the confined space with the planters and flowers not fitting with a poor interior, but the other cluttering is decent so would easily be tweaked back to a standard home. Needs a pathgrid.
I think this one would make sense to move into an apartment or down dockside rather than keep as a standalone building.
TR_i6-2: Doesnt fit shell*/Okay**
*Top Floor: Needs the banners cut back and a small clutter pass, also not actually clear this person is a security master so should have some picks and probes hidden (claimant apprently didnt take things seriously and it shows). Needs a pathgrid. If its shell isnt changed this one also should only be a 2x2 room, not 2x3 as it is currently
**Bottom Floor: Needs the moddy looking platform removed and also a small clutter pass but otherwise solid home for a guardsman/warrior. Needs a pathgrid
These two I'd definitely suggest having be in some apartment block of some kind.
TR_i6-3: Scrap it
Should only be 2x4x2, but has additional section wide at the back. Cluttering is, questionable. The “grocers” selection is mostly bread and fish, with a too broad selection of liquor, the butcher just has meat layed out and the downstairs room is also fairly blandly designed, might be workable but would personally suggest not bothering. Needs jagga removed and a pathgrid
The upstairs portion might be worth keeping as a standalone residence in an apartment, but thats it.
TR_i6-4-hla: Needs work
This one has some interesting design choices but is way too compact for them to work well, I'd recommend getting this a bigger ext and then expanding it out some more, otherwise it'd just be cramped and moddy looking
TR_i6-5-Hla: Scrap it
Bad use of space, under cluttered and nothing of interest worth salvaging, a new claim is a better use of time.
TR_i6-6: Doesnt fit exteior
Doors are out of alingment with the exterior, also very weird design choices with the inaccessible weapons on hooks, variety of banners and bunks on the top floor. Needs a pathgrid
TR i6-7-Hla: Needs work
Opposite of i6-3,this one feels too big for its content. I suggest losing one of the quest rooms and make that a store room rather than the somewhat superflous (and IMO boring) second basement. Really not a fan of the top floor level being ladder/ext access only, but is tolerable. Would suggest knocking this down to de_p as well. Needs the jagga removed and a pathgrid.
Needs the entrance doors fixed, blacksquare over the shelf-thing, maybe a light clutter pass as well. Needs a pathgrid.
TR_i6-9-Hla: Needs work/scrap it
Uses a tower for a house which isnt a good use of space anywhere, wouldnt be paticulalry worth the effort of converting to a guard tower either. Needs a pathgrid.
TR_i6-10-Hla: Scrap it
The claimant didnt even try to fit the shell shape let alone size, set mixing, uses sixth house smuggler crates as base for new containers and the layout doesnt even work for its purpose, this doesnt look like a “trading company” it looks like a town-house gone wrong. The lowest floor isnt even needed. Not to mention import of drinks-export of Kwama is the EEC's buisnes and they already have an office in narsis.
Bad top to bottom.
TR_i6-11-Hla: Scrap it
Boring layout and undercluttered, not worth fixing, a new claim with a more interesting ext would be a better use of development time.
TR_i6-12-Hla: Doesnt fit shell
Yeah this one would be next to impossible to fix conventionally due to layout choices, but the cluttering in both cells is solid, would recommend splitting them off into seperate locations.
Top floor could be moved to an ex_hlaalu_b_05 and the bottom would work well down dockside with its basement made a residence. (they use seperate classes anyway)
TR_i6-13-Hla: Scrap it
Harsh assessment, but this supposed to be the home of a minor guild and this just doesnt live up to that, blandly cluttered, boring layout. I might suggest repurposing but its not even got anything worth preserving.
TR_i6-14-Hla: Doesnt fit shell
Technically built into the cliff but still an awkward fit, I like that the claim says “give him some sort of character” but nothing is saying “ship captain” here and its pretty bland as far as manors go. Basement just looks awkward, honestly I am not sold this one is worth keeping either.
Would knock this down to de_p and give a clutter pass, otherwise solid as a small residence. Needs a path-grid.
Tr_i6_16: Doesnt fit exterior?
Numbers 16 and 17 on the claim map (starts getting confusing after this), lower floor doesnt actually seem to fit the shell but is otherwise a fairly standard smith shop, forge could be replace with a better looking kitbash and the Gah-julan armors removed, otherwise fine.
The upper floor storage, does fit but kinda nothingy, piece of glass being there apparently by instruction.
Pretty boring but salvable, might recommend moving into a larger complex, needs a pathgrid.
TR_i6-17: Scrap it
Number 18 on the map. This one is actually okay, but again tower-house. Might be cool moved to a smaller settlment. Will need a pathgrid regardless
Numbers 19-20 on the map (just.. why?) top floors decent, bottom floors adequate, both could do with clutter passes and both need pathgrids.
Would suggest making the part of an apartment complex, rather than seperate.
Number 21 on the map. Pretty nice for a small house/store, goods might be a little expensive for such a humble space so might be worth tweaking. Needs a pathgrid
TR_i6-20-Hla: Scrap it
Number 22 on the map. Very empty and the premise is likely better served by making something like a guild of chandlers with more room rather than working off this sorta sad base.
Number 23 on the map. Good with an asterisks, claimant might have been implying this was the house of a sixth-house cultist (weirdly stacked furniture, séance set up in the middle of the floor) so this might need some scrutiny, otherwise well cluttered, needs a pathgrid.
Would suggest moving this down dockside.
Shell: ex_hlaalu_b_28 (shoved block)
TR_i6-22-Hla: Needs work
Number 24 on the map. Cluttering is okay but the layouts a mess, could be saved by cutting out that weird corridor and bringing both floors together to fit a ex_hlaalu_b_05 layout. Needs a pathgrid
Shell: ex_hlaalu_b_18 (shoved into block)
TR_i6-23-Hla: Scrap it
Number 25 on the map. Not truly objectionable, however the cluttering isnt creative and with the new dockside spaces I think a more expansive and interesting layout would be doable rather than shoehorning this in. (Its a weird shape for a big-city warehouse)
TR_i6-24-Hla: Okay-needs work
Number 26, not the boat, its the one the arrow is pointing towards (not visible on the map, check in the file) Top floor is a decent little home that would do well in some apartments, but the bottom floor very much looks like an afterthought, could probably be fixed in a clutter pass but “sea labor firm” seems like something better served by the various merchant companies or even a guild rather than a random office so not sold its actually worth keeping.