6-4-Dre

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Dexter
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6-4-Dre

Post by Dexter »

Claim type: Exterior
Claim ID: TR_6-4-Dre (#187)
Faction: Dres
Claimed by: Parted User
Status: Not Available (Progress: 20%)
Location: (34,-51):(39,-54), Size: 24
Files: TR_6-4-Dre_Dexter_1.esp

---

Tear
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Dexter
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Post by Dexter »

This will be on hold until I have gotten a few projects concearning Maps 1-3 off the ground.
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Post by Dexter »

And aaaaaaaaaaaall the way from the bottom of the forum comes the Tear thread.
I've got the layout planned in my head, and have been focusing on small areas for now. Tear is divided into several districts. They are the Noble Quarter (name needs work), Slums, Temple District, Bazaar, Docks and Residential District. Or at least, that's the way it works on paper. It is quite possible that I will make some of the districts bigger than they are supposed to be, which will keep me from naming the districts as such. But you all get the general idea of how the city will be broken up.
The Noble Quarter is at the top of an island in the middle of the bay. I like the tapestries, but am not sure about the ropes. I am thinking about getting rid of them and putting lanterns or torches on the pillars.
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Noble1.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Noble2.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Noble3.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Noble4.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Noble5.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Noble6.jpg

The Temple District is the least developed of what I have worked on so far. It's barren now, having only the most bare-bones structures. It includes a Tribunal Temple, and several houses of the Temple officials. I am also planning on making some sort of communal charity center, perhaps an outdoor kitchen to feed the poor. There certainly are plenty of poor in Dres culture, and the nobles damn sure won't feed them.
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Temple1.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Temple2.jpg

Speaking of poor, the Slums are what I've put the most effort into. They are nearly complete, minus just a few details here and there to ensure that all floaters and bleeders are accounted for, and there is proper clutter. The Ald Skar bridge pieces are my best friend. The pictures don't really do justice to what I've built. The Slums are a spawling mess, everything piled on top of each other, with people sleeping under makeshift shelters, or no shelter at all. There are almost as many people living in the exterior than in the interiors. The whole thing looks like a strong storm will reduce it to a pile of rotting scrap wood.
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums1.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums2.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums3.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums4.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums5.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums6.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums7.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums8.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums9.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums10.jpg
http://img.photobucket.com/albums/v310/Dexter_Kong/Tear/Slums11.jpg

That's all I've got for now. Comments please.
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Post by PoHa! »

High Plaza FTW!!! :P

Nice work on the slums. I couldn't tell, but looking at the pics, I thought that it'd look great if you used a lot of shack planks between some of the dock pieces, to give it even more of a rickety look... I think I might have seen you do that, but I wasn't sure, so I posted :)

The noble quarter looks good too, though I couldn't quite get a good idea on all of it. An aerial shot of it would be great.

Good stuff. :)
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Post by Nomadic1 »

Ooh nice :) A top down screenie of the rich district would be good to help us see it. On the rops you could hang some different coloured lanterns (personally :lol: I like the ropes more than the tapestries). Not sure what it would turn out like though.

Are you going to add the large House Dres pyramid/tower thingy? Anyway, looking good :)
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Post by Theo »

1) The slums are just great! I can imagine the rugged beggars and lots of clutter in the streets. Oh yeah!
2) The temple district looks quite bare right now. Maybe you could put there a system of semi-connected back-door gardens partly divided by walls. This would create nice "sanctuaries" for meditations, isolated from the crowded streets and plazas.
3) The noble quarters look apropriately rich, but the ropes do not fit there as they remind me lines to hang on wet clothes in poor quarters of Neapol. (But as Nomadic said perhaps if you would put some paper lanterns and/or banners on them it would make different impression)
I must also agree that the tapestries do not look so well being on pillars, but perhaps you could hang them on some houses.
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Post by Lady Nerevar »

i like the ropes... they seem to conect the whole thing together (visualy). i like the tapestries.... aperently im on the minorety :P

although im disapointed in this bineg a velothy instead of a dres city, its still looking realy sexy/

ps. theo's idea for the temple district sounds tight
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Post by Haplo »

Yay for cool stuff, progress, and more tall cliffs!

Excellent job on the slums, Dex. I like the open feel of that area, it just looks quite enjoyable to walk through. :-)
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Post by Sload »

DexterSkillz++
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Post by Swiftoak »

Dude, those screens pwn. But I must ask how you get your water to look so nice! My water is just a crappy translucent surface without a texture. Teh (water) textures dont even show lol.
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Post by sirwootalot123 »

WOAH.

The slums are pants-crap levels of awesome... just as a random idea, I had a little idea of tear in my head for a while that some slums would be built into the muddy canal walls.
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Post by Morden »

If you add lantern or torches, just keep in mind that too many in the same cell will bring your FPS to a crawl.. that happened to the old version of Firewatch.

Also, I made the House Indoril banner in OOT as one of my early projects a long time ago... which gives me an idea. hy don't we make a House Dres banner? We can run a community competition for it in the Private Tavern. It would look much more unique then the standard blue interior tapestries which are currently hanging in those screens. A new banner would take very little time to create and it would be a fun project. In the end, you choose the banner you want Dex.
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Post by Dexter »

I'd love a Dres banner. Seriously, it would make my day.
Also, the slums are not the FPS killer that they seem. Although the reference count is high, they are almost completely made of statics, with very few activators and lights. I want the place to look dark and scary at night, not bright and alive.
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Post by sirwootalot123 »

DRES BANNER! I made one for 6-26, and I sent the file in my big OOT submission a while back, but I guess it got scrapped before even being looked at because of the "dres" prefix - that would explain why Poha isn't using it in the new balsan mar :-P. I can't upload it till sunday though, as it's on my dad's computer. Hope it's good enough! :)
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Post by Morden »

Put it in the community competition thread.
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Post by Dexter »

Dropping this. The latest version of the file is uploaded.
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Post by Lud »

Claiming. (my first ex claim!)
Will be working on this slowly but steadily, in order to give me a bit of a break from ints/fixing/dialogue/etc
It will be done eventually/
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Post by Dexter »

Have fun.
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Post by Haplo »

Any kind of progress been made yet?
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Post by Theo »

I would really love to make at least one town for TR and Tear would be perfect, but I have too many obligations now (map 2 detailing, map 4 claims). Moreover Ludovic deserves this one more for his reviewing work and I don't know how much has he actually done.
But I thought: Perhaps the concept of Tear could be a subject of public discussion and when a concept is done the city itself could be assembled by team of modders, rather then just one.
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I beleive capital of Dres would be ideal place where this could have been. If I was allowed to mod this one cell of 12 total I couldn't ask for more.
I beleive capital of Dres would be ideal place where this could have been. If I was allowed to mod this one cell of 12 total I couldn't ask for more.
I had a dream a year ago about walking from the harbor towards castle on the hill through labyrinth of oriental-like slums being aware of horrible plague epidemy in there.
I had a dream a year ago about walking from the harbor towards castle on the hill through labyrinth of oriental-like slums being aware of horrible plague epidemy in there.
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Post by Lud »

This one is going to be a labour of love.
I've been dreaming up ideas for it, and I'll be making it special. Special but slow.
Map6 is not exactly high priority.
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Post by Tyrion »

Make us reviewers weep when we see it.

The good kind of weeping that is...
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Post by Thrignar Fraxix »

heh... looking at that pile of houses... how would interiors work for those? (I don't think they would)
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Post by Theo »

Thringar: The interiors could be made by standard velothi interior pieces that would be reduced by ex_v_foundations blocks used as walls. As furniture would be rare in these those could be perhaps divided into 3-4 groups of interiors. Careful planing would be needed.

Ludovic: Could you post some city plan of yours here? I would be curious to see it.
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Post by Tyrion »

It's like living in one of those storage things. I mean they look more like prison cells...
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Post by Vrenir »

It definitely says "slum," though the living quarters aren't really much worse that those shacks on the Bitter Coast. I for one really like the concept, though the exterior arrangement would obviously need to be done very carefully to make it look good.
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Post by Tyrion »

I wasn't really putting that idea down. It actually works quite well. Although I think one full interior that's being shared by four or five different people might work a little better than putting up walls and portioning up such meager interior space. You'll also find historically this is how slums often are: several families sharing a single space.
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Post by Haplo »

We should let Ludovic worry about this later on, when it's higher on his priority list.
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Post by Lud »

Tear city plan:
[url=http://img2.freeimagehosting.net/uploads/54cfe43954.jpg][img]http://img2.freeimagehosting.net/uploads/th.54cfe43954.jpg[/img][/url]
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Post by Theo »

Nice one and pretty logical too. So you don't want to include Dexter's temple district?
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Post by Lud »

I'll shove the temple onto the island. It's a stratified city effect, trying to express the whole Dres caste system. The Noble quarter is highest up, the the merchants, etc.
The road going to the island is raised above the ghettoes below, with a separate road heading down toward the slave market canton and the docks. (This was inspired by driving into Paris; the beautiful city is surrounded by a great expanse of run-down suburb; which the French say "isn't really Paris". The motorway going in is raised above these poorer areas in a similar fashion. I'm thinking that only the better off classes will be allowed to even use this road :P )

The slave pits will be carved into the cliffs, with mines and other hard labour nearby. Judging by the Redguard comic, the place should be swampy. The AI region above will probably segue into AJ marshiness.
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Post by Bloodthirsty Crustacean »

Sounds amazing. One thing that I didn't like so much in Dexter's (a: unfinished b: I'm not an exteriorer, so can't talk) screens of the slums was how, although they were really cool and messy and complex, how I like my slums, they were just these massive platforms rising out of nowhere and neatly confined. I'd really like to see them 'built into the side of cliffs' (as you say your slave areas are, which sounds awesome) and perhaps 'hanging off' the side of the city cantons themselves, like something organic, rather than 'organised' as Dexter's kinda looked, just 'being there, on their own' as they were.

Either way, it all sounds great. Good luck!
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Post by Jale »

I really like your ideas Ludo, and if I were to make one suggestion, it would be the inclusion of some kind of barrier in between sections (other than the obvious water barriers). The reason for this is there are references to Tear being made up of Cantons. This doesn't necessarily imply Vivec-style cantons, but does suggest some form of barrier between each...a wall, a stream, a ditch with bridges...
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Post by Sload »

That city plan is missing now :-(
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Post by Lud »

I'll dig it off my lappy and have it back up in a while. ;)
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Post by Haplo »

Locked. This belongs to Lud, but it's being locked now as it's Map 6 and not being actively worked on at any sort of decent rate since Lud is working on quests for Map 1. (You can of course still work on it when you like though.) Lud has first dibs on this when Map 6 claims are re-opened.
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