Claim Request/Progress Thread: Dun Akafell

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SlugZ
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Claim Request/Progress Thread: Dun Akafell

Post by SlugZ »

Here I will post updates for Dun Akafell.

----------------------

Look at the attached picture.
Are these the only entrances?
Should A and B be ordinary houses or should they lead to the tunnels too?

-----------------------

And another thing:

Are the tunnels populated with bandits? If so, I wants to add a place for them and their loot.
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----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Kothloth »

Dunno, if you think that would fit it's up to you. Just don't make them too wealthy or glorious. A gang of ordinary riff-raff would do just as well ;)
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Post by Vegor »

I'd say it's filled with monsters. Looking at the exterior, it looks evil and cursed. Although the old story of Dun Akafell is scratched, I'd still look at it as being cursed and occupied by monsters and not frequented by too many adventures.

It's up to you though - but I think that's also how prometheus (who created the exterior) wanted it.
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Post by SlugZ »

Okay I'll do that then.
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by SlugZ »

Here is the current size of it. Should it be bigger?
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Hermit »

Okay. A number of things. A huge number.

First, did you claim it? DID YOU??? Obviosuly you were not.

Secondly ... this is really waaay too small. Think Old Mournhold. DA is a sunken city, not a bandit cave. Yes, yes, yes, make it bigger. Make it, at least, more interesting.

But, most of all, lease please PLEASE wait till you are granted a claim, okay?

Now, make an oficial claiming thread, and we'll speak about what is to be in DA.
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Post by Garriath »

The interior list says SlugZ *has* claimed it. However, no such claiming thread exists. Likewise, SlugZ hasn't made any such posts in any topics recently at all. When attackdrone, a highly respected former TR member (also known as Lorded) tried claiming Dun Akafell, he was denied because it was a 'Core Claim.'

I am aware that the original story was scrapped due to lore issues. However, I think that if we don't do anything interesting with these ruins than a huge potential would be completely wasted. For those of you that've played Baldur's Gate II: Throne of Bhaal, I really think Dun Akafell could be the Watcher's Keep of TR. I really think a team ought to work on this. The original idea was scrapped due to lore issues. Now I think TR as a whole is more lore-educated. I think if a team was made for this, preferably containing Aaron (as he's the most impressive interior artist I've ever encountered) we'd be adding a major attraction to TR. No offense to you at all, SlugZ, you have my sincere respect, but I feel that this particular set of ruins would be best dealt with with a group of people (and no, I'm not nominating myself, though if asked I would take part).

Please, Core. Quoting the Phantom of the Opera,

That's all I ask of you.
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Post by Hermit »

Yes, I really like the idea. I'll bring this up with the core.

Also, where does the interior master list say Slugz claimed DA? I corrected the mistake in the interiors list. I'm sorry for that ... I dunno how that happened. But I cannot recall granting this claim.
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Post by Aaron »

<blushes profusely> Thanks Garriath. Anyway, if this were made into a team project again I'd be happy to work on it. Although I have no experiance working with the old mournhold tileset, but... that's never stopped me before :p
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Post by Garriath »

Aaron: It's no less than you deserve. From what I've seen of your stuff, I'm completely honest when I say my mouth literally dropped open several times looking at screenshots.

Hopefully it wouldn't be *all* OM. I hope some of the old DA meshes were saved, I think they could still be used.

Hermit: Sorry, I meant the non city available claims. Thanks a ton for bringing it up with the Core.
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Post by Hermit »

Aaron, I agree with garriath. You skill in finding original use of meshes is astonishing. I'd be thrilled to see you do Dun Akafell. :)
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Post by Majra »

it was claimed, and it is not as you have described it hermit. Slugz continue workin on it and the way me and you discussed privately. It can be a tad more cavernous

The core claim part will be further in the future, at this point we want the base map 2 interiors finished.
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Post by Hermit »

Okay. Slugz, sorry about the mess again, but please, for the sake of keeping form, make a claiming thread. Just so that I can always look up who claimed DA if the master list dies, is abducted or struck by a divine bold of e-lightning. Okay?

On a second thought, I'll just consider this the claiming thread.

Claim granted, happy modding, wah wah.

*sighs*
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Post by SlugZ »

I would really like to know, if it should be bigger or smaller?

Of course this ain't the final cavern - not at all. It's just the basic shape. I'll add details when the shape is done...

That's my way to work.

What should the cavern contain? Just a lot of ruins?
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Hermit »

Ruins, yes. Lots of them. And maybe *sigh* some hoodlums or something like that, a hoodlum camp, soem hoodlum beds ...
Also, be sure to include hints for deeper dungeons below it. Maybe some OM doorjamb like things or something where, later, doors can be added. Also, it should be a bit more cavernous. Think of one or two long, bling passages that end in collapsed rubble or something.
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Post by SlugZ »

Thanks for the feedback.

Here is another product update. I'm still trying to shape the cavern and placing some boulders to make it look real ancient.

I'll continue work tonight.
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Haplo »

I'd say add a whole new layer to it. Like another level to the city, I think that would make it big enough for it to be called a city. Right now it seems a big velothi tomb with long passage ways. Make the second level have some big rooms and caverns and such.
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Post by Kothloth »

I was the one who granted the claim under the condition that he spoke with Majra regarding how it should be made. I also think that this new Dun Akafell doesn't have to have anything in common with the old idea. It doesn't have to be an OM city. It can be a bandit cave for as much as I care. Making it an OM city is just to make it more complicated that it actually is, and would take too much time anyways. I'd say keep it simple.
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Post by Majra »

I already talked to him. No second level, there is a city, it is below this (the hinting at a larger cavern below that hermit mentioned) that will be handled in a time frame outside of map work. But for now, we need this top level completed. Great work so far, I might do a little tinkering with the OM temple, so it wont look like the Old Mournhold one so much, (temples should be unique looking)... I'll look into making that mesh for it, but that shouldnt delay you, it can be implemented in detailing. Keep up the good work
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Post by SlugZ »

Thanks.

Is it okay if I let the temple be the entrance to the city? I think that would make sense, since it's so grand.

BTW: I'm planning adding mushrooms, so there is a reason for the green light i would like to add. But I suck at lore... which mushrooms grows in this region?
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Majra »

entrance to a city? your not making the city... Im confused
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Post by SlugZ »

Yeah.. you said that there will be a city under this one.
No second level, there is a city, it is below this (the hinting at a larger cavern below that hermit mentioned) that will be handled in a time frame outside of map work. But for now, we need this top level completed.
And I think I will use the temple entrance for that. Okay? (I KNOW I SHALL NOT MAKE THE CITY. IM NOT THAT DUMB.)
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Majra »

hehe, just making sure.... always must make sure
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Post by Haplo »

well there's really only 2 types of mushrooms made so far I think, those that grow naturally and those that the Telvanni grow themselves for their own purposes.
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Post by SlugZ »

Okay then :P

Could you possible by any means be in posession of some mushroom knowledge? :D
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Haplo »

for the green light, I'd say add some water to some dips or holes(vivec water, scaled to .5), and put some violet coprinus in there, and some draggle-tail. And make sure you have some luminous russella(sp?) as well for sustenance.

Those three plants give off a soft bluish green glow that would be a great shade for damp, dark, moldy interiors. If you really want to get wild, add some hanging moss or ivy in some places.
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Post by Vegor »

Well they don't give the glow themselves, you'll have to add ambient light for that. But I also added those in my original caves leading towards Dun Akafell in combination with water. It looks great, I'd surely recommend you'd do that. Looks a bit eerie as well, especially combined with the water dropping sound effect.
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Post by Hermit »

In the game, there were some caves which had violet corpricus and the other bitter coast ground mushroom in them, so you can safely use these. Also, 0.5 scaled muck mushrooms could work, especially in their static form (not the container form).

Use the blue glow, but don't overdo it. Especially the abandoned tunnels should be dark and eerie, anything but well lit.

As for the hoodlum camp, you could make them artifact smuggler hoodlums, that way they'd be at least somewhat special ... we don't have to repeat Bethesda's generic tomb and cave mistake, do we?
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Post by SlugZ »

New update:
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Hermit »

Looks pretty neat so far. I like how this is coming along.
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Post by SlugZ »

Thank you!

I will put a large effort into this... so I still need some days to complete it. Right now I'm placing a lot of statics and trying to make it look real "destroyed" and ancient.

Which artifacts should the bandits hold? Dwemer Items? Magic Items?
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by SlugZ »

Update.

I still have a lot of static work to do, but I think it's turning up pretty nice. :)
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Lady Nerevar »

buitifull! i wish i had tribunal... keep up the good work.
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Post by SlugZ »

Here is an example of what I want this cavern to look like; mysterious and quite scary.
Interior Designer:
----------------------------------
Now making:
Almalexia, Manor district (21,-26) #1, #2, #3, #4, #5, #6, #7 and #8

Yay! Dun Akafell passed review! Now I'm happy! :)
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Post by Aaron »

Gotta say, I'm impressed, you're doing some very good work on this :)
Claims completed:
Yashazmus, Shrine of Mehrunes Dagon
Mzankh, Dwemer Ruin
Nchazdrumn, Dwemer Ruin
Sirrilas, Shrine of Mephala
Moriken, Abandoned Dunmer Stronghold
Old Necrom Morag Tong GH
Darconis Diamond Mine
Assorted other boring claims.
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Post by Garriath »

It's nice stuff, but might I ask where the skulls came from?
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Post by Haplo »

Skulls are from bloodmoon, Castle Karstaag.


Bandits would hold things such as: summon monster scrolls, silver weapons, iron weapons, maybe an enchanted weapon or two, a bunch of chitin and iron...some torches, a bunch of common food, and maybe a dwemer item. and a stash of coins too.
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Post by Majra »

Im very impressed Slugz, kothloths recommendation of you is indeed proving true.
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Post by Garriath »

I meant, why would bandits pile up skulls in nice little triangles?
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Post by G.M.K. »

SlugZ you have some talant there. Just wish my comp would be back sooner so i can get back to modding.
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