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Markarth


CommunistTiger

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I can not help but admire the Bethesda level designer's inexplicable reasoning for the poor design and layout of Markarth. While it is centered around the Temple of Dibella, I feel that Cidhna Mine should have an aqueduct coming out of it, with the smith, Keep, and temple on one side and the housing and shrine on the other, and have so much less rubble laying about. There should be a central bridge connecting the two halves. Towards the end Madonach mentions a whole Dwarven city underneath...There should be some trapdoors and other remnants. I opened the CK and I'm trying to move things around but frankly, I have no clue what I'm doing. There are just too many things to move. Also, underneath the Temple is an entity somewhere along the lines of 'somethingtemplecrag02', and underneath that...there's nothing. No land whatsoever. I would start by deleting all of the buildings and statics, and then moving the waterways around and scaling them. But there's no land. I searched for a large enough static I could scale and HD retex on my own but there's nothing of the sort. I don't know how to make land. I know a few people on TESAlliance that could NavMesh for me, but I really think Markarth could have better design. Does anybody want to help?

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I'm planning to re-do Markarth in my Romantic Cities and Locations series. I'm currently working on Whiterun, Darkmoor, Riverwood and Fort Darius.

Next I'll be working on Markarth, and yes, I will change the whole layout of the town.

 

If you do not know how to navmesh alone, I suggest you do not embark on something as big as modifying a whole town.

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To me Markarth is really a tale of two cities. There are a few clues in the game that suggesthat Markarth was a Reachman city built on top of the Dwemer city of Nchuand-Zel, while the city that the player visits in-game is in fact an extension of Nchuand-Zel. From what I've seen in Skyrim's art book, my guess would be that the design of the city did a complete 180 at some point during development, with the Reachman/Nord city changed into a completely Dwemer city. A total redesign of Markarth based on the idea of literally building on top of the Dwemer city is something that I've wanted to tackle for quite a long time now. However I'm an asset modder rather than a CK modder, and my hands are full at present.

 

All that said, if anyone decides to attempt taking the city in that direction, I'd be happy to lend a hand where I could, whether that be with planning sketches or new tileset elements.

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I'm planning to re-do Markarth in my Romantic Cities and Locations series. I'm currently working on Whiterun, Darkmoor, Riverwood and Fort Darius.

Next I'll be working on Markarth, and yes, I will change the whole layout of the town.

 

If you do not know how to navmesh alone, I suggest you do not embark on something as big as modifying a whole town.

Would you consider my layout, the half-half kind of thing?

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Draw a layout that you planned and send it to me by PM, I'll check if it can be done and eventually, if I use your layout, you will be credited.

 

Also, Ph0rce, would you be able to rapidly model a terrain nif?

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Iceberry, consider yourself part of the team.

If you and Ph0rce manage to bring new models for Markarth while I finish "totally" overhauling the Hold of Whiterun, it would be awesome.

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Draw a layout that you planned and send it to me by PM, I'll check if it can be done and eventually, if I use your layout, you will be credited.

 

Also, Ph0rce, would you be able to rapidly model a terrain nif?

Afraid that I don't know what you mean by terrain nif. Do you LODs of tileset elements? Or a full mockup of the city environment?

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