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Mod Pitch/SS


Dyshein

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I apologize if this isn't appropriate for the forum, I don't normally post on nexus but seeing as how the other site I used to use for oblivion mods is rather dead this seems like a more active alternative. I'm currently working on a new mod that will be fairly expansive, at least compared to my last mod. Just like with my last one, I'd just like to pitch out the idea while it's in progress and see what sort of opinions people have about it (i.e. that's the dumbest concept i've ever heard, or maybe something nice >.>).

 

Anyways, this mod takes place in a separate worldspace from the main game and consists of a massive, walled in area divided into four corners and separated by a large canyon. Each corner is essentially it's own settlement, and each has its own dinstinct residents and interiors. The player, upon first traveling to this realm, starts out in the druid/nature corner and then eventually unlocks the other areas in a non-linear fashion, completeing various quests as well as following a main storyline concerning the origin and purpose of the realm. The four settlements consist of a nature/druid grove and cave, a dark city occupied by xenophobic dark elves, a magicians city, and a snowy city ruled by a somewhat psychotic dictator who forbids magic and encourages conformity.

 

Truth be told, I started this just because I enjoy working with smaller exterior areas as opposed to massive fields, but I have tried to give each corner its own distinct theme. I'm pretty much done with most of the exteriors/interiors, though the npcs and scripting still have a long way to go. Basically, I'm just wondering how the idea sounds, and/or if people have any suggestions for it.

 

And here's a picture with a screenshot of each area (wasn't trying to be too artistic, just showing as much as I can of each area).

http://i45.tinypic.com/2vuegw0.jpg

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Well, just a few design pointers ('Cuz that's all I'm good at)...

 

 

I'd avoid mixing Ayleid ruins and the castle architecture. Unless you really have a good reason to mix the two, skip it and use fort architecture instead of castle. They clash quite horribly.

 

The bottom left image: Is that a Leyawiin castle tower? You'll want to use a more high poly rooftop for the job. Also, the teleporter pad on the door needs to have a block covering the top of it. The shadow is floating.

 

Other than that, it looks excellent. Nice to see someone have managed to use the Crucible architecture to build something other than Crucible. It's kind of hard to work with and make no edges stick out.

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The first thing I noticed was the Ayleid architecture mixed with the castle walls. I think it would be cool if you did it all Ayleid.

 

It sounds like it would be a fun mod to play. It is great to have new places to explore and new things to do. And since you have your own worldspace, there shouldn't be any mod conflicts.

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Thanks for the architecture input, I am considering redoing the massive spire as perhaps several smaller ones so I don't have to blow it up so big. As for the Ayleid, I did use two imperial wall buildings (not walls themselves, but the guard buildings that stick out from the walls) only because I needed something resembling a building for the residents to live in.) Ayleid architecture is fun to work with, but it's hard to make anything resembling a city because it's all ruins, so you have to try and piece weird things together (which is still something I enjoy doing). Basically I chose the imperial architecture because I thought it fit most with my white/sterile feel that I was going for with that area. While the interiors of the two buildings are ICbasement, I did stilll add ayleid architecture within them (such as gates and pillars/rocks/stone slabs) to try and keep the theme going inside.
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Indeed, the Imperial City once belonged to the Ayleids. You could try using the Column objects in the Ayleid exteriors section; they work well for making straight wall connections. I like the way you managed to build a wall with the curved sections. You could design it with overlapping rings (That's like the Olympics logo).
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