City design

Developing the city of Almalexia. Currently on HIATUS.

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Nemon
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City design

Post by Nemon »

Post split from an earlier thread.

This thread will serve as the city design thread, where discussion on its design, current issues and possible solutions to them can be brought up - as well as anything else you deem relevant to it.


The northern gate cell, currently named "waterworks", is missing - due to its lack of completeness I guess. Since that is something I'd like to rectify, given the guidelines and decisions, I'd propose it to be more land based than its current form. As an entrance area to Almalexia, it needs to be easy to traverse on foot. The current layout was a nice, but awkward labyrinthine thing with bridges going here and there.

My proposal is an open square with a courtyard type structure surrounding it, loosely based on Aeven's link http://media.lvivalive.com/uploads/2012/01/italian-courtyard.jpg . Large gates leading east to Whitehall and west to Broadway would serve as visual cues to travelers and inhabitants of Almalexia, the structure itself would serve as housing and/or shops. To retain the canal system and (bonus) look pretty, a canal would strike through this area, with bridges leading gently over the passing gondolas underneath while birds are chirping under the skies so cheerfully blessed by Her Holiness Almalexia.

At the south part of this area, a symmetric set of roads would lead up to the sarmon terraces and the gates to the temple district of Mournhold. Somewhat similar to the symmetric paths leading up to the strider port.

Edit:
Note - I haven't volunteered to being part of the leadership, but will add suggestions on exterior solutions and how stuff can be achieved. I have already tried lowering Mournhold and the terraces - and it is quite easy to do so in one single swoop.
Last edited by Nemon on Tue Jan 14, 2014 12:12 pm, edited 1 time in total.
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Aeven
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Post by Aeven »

This sounds good, Nemon! Might I suggest colourful lanterns in the courtyards? :) Like in Roa Dyr.
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Post by Yeti »

Great plans, Nemon. Perhaps we could work our Indoril-style aqueducts into the area's design? They're kind of underused in the game as is, and would help fill space without adding buildings that need interiors. How do you suggest we handle the new entrance? Another large ramp like in the south? Also, are we still going ahead with lowering the Mournhold plateau by a smudge or two.
Last edited by Yeti on Sun Jan 12, 2014 12:43 am, edited 1 time in total.
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Post by Nemon »

I have made a rough attempt at lowering the entire city of MH, it's not very difficult and only requires a few alterations. More on that when proper decisions are made on this area.
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Post by Aeven »

Maybe this area could also function as a sort of open air/semi-covered bazaar?
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Post by Nemon »

Aeven wrote:Maybe this area could also function as a sort of open air/semi-covered bazaar?
I would advice against that in this location. Mostly because of space vs clutteredness (add to Oxford's) but also status of the area.

Based on the pic linked above I did envision putting the aqueduct statics to use, although not as functional aqueducts. Of course, should the master plan state that still some form of waterworks function remain here I or whoever does this will adhere to that. I would personally have moved the water stuff and purification construction out of this cell and placed on either sides of it, in the areas between this cell and Broadway/Whitehall respectively. Available room there.

There would, as I mentioned earlier, be possible to have a ramp leading up, but not in the style of how the south one works. Rather, imagine a version similar to the silt strider port one.
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Post by Nemon »

Any suggestions for the waterworks/northern entrance? It's an area imho requiring retooling and I'd like more comments on my proposal.
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Post by Aeven »

I thought it might look nice if the area was actually "built into" older waterworks and aquaducts, but clearly no longer functional.
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Post by Yeti »

Aeven's suggestion sounds cool, in my opinion. Otherwise, your proposal sounds good to me, Nemon.
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Post by Aeven »

Hey Nemon, have you had any chance so far to look at these ideas?
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Post by sasquatch »

Aeven wrote:I thought it might look nice if the area was actually "built into" older waterworks and aquaducts, but clearly no longer functional.
Really like Aeven's idea to build into and around the aqueduct pieces. Would be awesome if we had an area that really maximizes public space. I think having a multi-laered area that is really interconnected would go a long way to making the space seem more real, public and accessible.

I took a couple minutes to sketch out my idea of multi-layered city area that utilizes arches and aqueduct pieces could be like. Since I dont have a scanner i had to take a picture with my phone and use whatever program is linked with google docs to try to make notes. I'd normally be embarrassed to show this sketch but it is just an idea and i can do it through the anonymity of the net. XD


I also took some time to collect some cool looking source material for this aqueduct utilizing bazaar idea


http://www.tripadvisor.com/Attraction_Review-g294201-d1986211-Reviews-Suuq_el_Ataba-Cairo_Cairo_Governorate.html


http://weburbanist.com/2010/01/14/modern-trolls-bridges-as-homes-mini-cities/

http://www.artchive.com/web_gallery/W/William-James-Muller/The-Carpet-Bazaar-Cairo-1843.html

http://www.agefotostock.com/en/Stock-Images/Rights-Managed/IAM-0510003630


http://en.wikipedia.org/wiki/Bazaar


My sketch here:
http://imgur.com/KHiP9xm
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Post by Why »

My problem with the bazaar idea is that we have quite enough interiors and things for this city already, and don't really need yet another commerce area. Can't the northern bit just be a long scenic bridge between Broadway and Whitehall overlooking the place the Othreleth enters the city as well as some of the waterworkstuff that's already present there?

edit: like I posted [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=319520#319520]here[/url], this might be an ideal place for the home-office of the Seneschal of the City. And, while it might be more trouble than it's worth, maybe moving the botanical gardens to here could work? They're a bit out of the way as is, bringing them closer to the city proper could be neat.
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Post by Jule »

I believe the botanical gardens were intentionally placed in a quiet area. Their primary function isn't growing plants for alchemical purposes or scientific research, and neither were they planned to be the primary food source for the city's population, but rather a peaceful getaway for city folk.
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Post by Why »

Again on the topic of the northern waterworks cell and the Seneschal of the City, taking inspiration from our old Grand Ascendant cloister in the previous Almalexia versions, I'd be perfectly happy if it looked something like this (but clearly not crappy and like it was made by me):

Image

Simple and spacious. Obviously I suck at making exteriors, but I honestly think something as simple as that is what we should go for.
Last edited by Why on Mon Jan 27, 2014 8:55 pm, edited 1 time in total.
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Post by Yeti »

Looks pretty decent, Why. How do you propose we connect the area up to the new Mournhold entrance?
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Post by Why »

We don't. There's a new Mournhold entrance? Why? Did I miss something? D:

edit: so I did miss something. I honestly don't think Mournhold needs more entrances. It is a fortress, after all. But even if it is to have more entrances, I don't think we need a ramp to the upper ring right here, because there's one nearby in Whitehall already. If anything, add a small set of stairs from the Alma Rula place to the ring?

I suppose someone with more skill in exteriors than me might be able to construct some stairs along the cliffs that look nice here even with the Seneschal of the House's place at this position.
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Post by Yeti »

The stuff about the new Mournhold entrance is discussed [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24056]here[/url].
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