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Serenity Prototype Map

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Post  asomath Fri Dec 23, 2011 3:25 pm

Current progress on the Prototype Map of Serenity.

Serenity Prototype Map SerenityPrototype

It looks fairly nice in comparison with the old MMT Serenity Alpha map:

Serenity Prototype Map Serenity4ms

Things to do:

-Prototype in other villages
-Prototype miscellanious doodads
-Move the St Nicholas Docks to the actual river instead of the bastion.
-Position roads.
-Move southern mountains back just a bit

~Asomath
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Post  schveider Sat Dec 24, 2011 1:04 pm

This map was created for other scale than original concept.The village would fit only to small area around the square area with pyramid.It was only experiment.I wanted to see how it would appear with different proportions.

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Post  asomath Sat Dec 24, 2011 6:10 pm

I only looked at the map for relative positions and what the objects actually were. The proportions I determined from in game view.

This pedestal is about the size I would imagine the pedestal being... a bit shorter than the player.

Serenity Prototype Map Brazier-1

This octagon basically represents the approximate size I would see a well being:

Serenity Prototype Map Well

The houses were a different case. For them I used simple boxes, in which I beleived a house could fit.

Serenity Prototype Map HouseB-1

This is just a masking of the furthest points of each box. So to get a more accurate representation of the height, I would have to cut a roof out of the cube.

Serenity Prototype Map HouseA
Serenity Prototype Map HouseC

This makes it look better in proportions, although some shaving down and tweaking will definently be needed.

~Asomath
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Post  schveider Sun Dec 25, 2011 12:39 pm

Ok thanks.It looks good.Could you upload the map to googlecode please?

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Post  asomath Sun Feb 12, 2012 10:11 pm

So I finally finished my prototype of the Serenity town area and uploaded it to google code. I couldnt remember if I had to upload anything else besides that map, so if I do, please tell me. I got a layout of the town that should look pretty good. Most of the cubes that I set as place holders have been carved to look somewhat like the concept art, so there should be many suprises when someone comes in and replaces a placeholder with an actual model. The town is mapped as such:
Serenity Prototype Map PrototypedSerenityMap1RS

1. Town Hall
2. House of Guidance
3. House of Vibrancy
4. House of Recognition
5. House of Weighing
6. Central Fountain
7. First Blood – Weapon Shop
8. Seven Against Tears – Armor Shop
9. Gesserit Mansion
10. Bank of Alvar
11. House of Reflection
12. Mistress of Chants – Magic Shop
13. A Trades House – General Goods
14. Fortune’s Folly – Inn
15. Twisting House
16. Chortling Amber – Stables
17. Fountain - +10 Might
18. House of Talents
19. The Medicary – Temple
20. Pedestal – Fire Resistance
21. Well of Contribution
22. Mental Tactics – Training Hall
23. Tutorial House
24. Pilgrim’s Wisdom – Guild
25. Abandoned Temple


~Asomath
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Post  schveider Mon Feb 13, 2012 5:09 pm

Generally good however buildings are too big - approximately 2 times. You can compare building's size with Cathode who(or which - I don't know which one is used in case of robot) has his face in the same level as my camera does.

Serenity Prototype Map Prototypesize

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Post  schveider Mon Feb 13, 2012 5:14 pm

Guys, we have pretty mess here. Asomath, if it is possible move last yours and my post to "Serenity Prototype Map" please.

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Post  Sinbad Mon Feb 13, 2012 5:15 pm

If that was a hovel or single/double person dwelling than yes it's far too big, but I think the scale there is good for something like an inn or a stables.
Also, remember that the abandoned temple needs to be huge. ( from the look of the bird's eye view it already is but just remember not to scale it down too much if you end up resizing everything.)

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Post  asomath Mon Feb 13, 2012 5:29 pm

Thread successfully split Smile

For some of these structures, the doorway might simply be the problem. That one is the house of talents, and is designed to be a double person, two story house. I had no way of accurately gauging the size of the door.

14 and 1 (the inn and town hall respectively) are three stories.

The abandoned temple is of course the largest structure, and is the tallest as well.

How did you place that model? I could use that to resize the doorways and figure out which buildings are out of proportions, and then redo them from there.

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Post  schveider Mon Feb 13, 2012 5:52 pm

1) The goal is to maintain buildings' proportions similar to previous MaMs.
2) The terrain as I created it doesn't have same scale like the one on concepts posted above. Rib intended to have map 1024m long (~3360ft). The one I made should have ~2.6km (~1.63mile).
3) The temple has good scale. Smile

And I placed model via content browser(ctrl+shift+F). There is filter almost at the top. Model's name is Cathode

EDIT: And it is not necessary to make any terrain materials for now since this terrain is also prototype.
And thanks for the split. It look much better now Smile

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Post  asomath Mon Feb 13, 2012 6:04 pm

Well in that manner, my proportions will definently be off a bit. Thanks for the clarifications, I'll do some measurements and get somthing more accurate. In terms of where I've put all the buildings in relationship of each other, does everything look good?

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Post  schveider Mon Feb 13, 2012 6:43 pm

Only thing which limits us is scale in all other cases we are free to do almost anything.
I do not intend to follow concept because I think it has no purpose to place buildings according to some ankh-shaped road.
In my opinion the temple should stay more far away from other buildings because villagers may think it is scarry or something like this. Temple itself should be the only thing placed in that pond because other buildings are distracting. Our aim should be to show off temples majesty, the passed glory of ancient civilization etc. Smile. There is also option to place it very close to mountain's slope which would look cool in case we would have much bigger map to hide it so that the player could approach it e.g. going through some forest and suddenly the temple would appear Very Happy.

Another ideas are welcomed.

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Post  asomath Mon Feb 13, 2012 7:23 pm

Haha, is this house more appropriatly sized? The cathode is about 20% larger than he was when I placed him, so that his face was at eye level of the players.

Serenity Prototype Map CathodeHouse2

Well, if thats the case, I'd love to rework the design, taking into account what you've said. I would love to increase the epicness of the temple. If we're removing the island of buildings, and making the town more towards the west, then perhaps it would be cool to have some woods, and then a grand stone bridge spanning the "lake" leading to the temple. On either side of the start of the bridge, maybe some decaying statues based on lizardmen soldiers or priests?

Anyways, its up in the air. Ill have another prototype done in, what sounds like a good time, a week?

~Asomath

EDIT: Actually, it might be difficult to tell exactly how drastic that change is from that point of view. Here's another view from Eagle Eye. All other buildings are still the same at the moment, so you can see how small the house has been changed in comparison.

Serenity Prototype Map HouseNewSize
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Post  Sinbad Mon Feb 13, 2012 7:50 pm

While you guys are talking about re-designing the layout - Could we possibly get a much less square shaped lake..?

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Post  asomath Mon Feb 13, 2012 8:13 pm

Haha yeah I was thinking the exact same thing. Do we know why it was such a Square in the first place?
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Post  Sinbad Tue Feb 14, 2012 2:55 am

Lazy map design I'm guessing... someone drawing maps using basic shape tools?

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Post  schveider Tue Feb 14, 2012 5:57 pm

asomath wrote:

Well, if thats the case, I'd love to rework the design, taking into account what you've said. I would love to increase the epicness of the temple. If we're removing the island of buildings, and making the town more towards the west, then perhaps it would be cool to have some woods, and then a grand stone bridge spanning the "lake" leading to the temple. On either side of the start of the bridge, maybe some decaying statues based on lizardmen soldiers or priests?

Anyways, its up in the air. Ill have another prototype done in, what sounds like a good time, a week?

~Asomath

EDIT: Actually, it might be difficult to tell exactly how drastic that change is from that point of view. Here's another view from Eagle Eye. All other buildings are still the same at the moment, so you can see how small the house has been changed in comparison.


New size is ok. You can definitly make your own concept. Especially for this structure the more concepts we have the better.
Week sounds reasonably but take your time to think it out.

Sinbad wrote:
While you guys are talking about re-designing the layout - Could we possibly get a much less square shaped lake..?

And as far as the lake's shape is concerned I don't have any idea why square was chosen. As for me it fits overall appearance of the temple very well since it highlights its monumentality. A scar in face of the landscape if you like poetry Very Happy You'll see it would be well looking as soon as the area around temple is populated with trees and other objects

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Post  Sinbad Tue Feb 14, 2012 9:51 pm

Hmm... Even the temple itself isn't a square though. I think a vaguely square shaped lake with a bit of organic random-ness to the edging wouldn't be horrible but this square seems completely unnatural, man-made, new and definitely doesn't give the wild, abandoned, overgrown look we want for the temple area...

EDIT: On that note, vaguely "star" shaped would probably be even better than vaguely square shaped wouldn't it? Being the old temple of the stars and all?

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Post  schveider Wed Feb 15, 2012 9:01 am

Aaahh, so it is abandoned temple of Church of the Stars I didn't know it Very Happy. Now I understand why you don't like this shape. In this case small redesign wouldn't hurt. I suggest circle-shaped lake with vaguely star-shaped inner island and bridge leading to it as asomath proposed. In this case I think we would also need to reconsider temple appearance.

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Post  Sinbad Wed Feb 15, 2012 4:45 pm

pretty sure it is anyway... can we consult the knowledge banks? I may be wrong..

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Post  schveider Wed Feb 15, 2012 7:54 pm

You mean this? http://www.castlegobs.nl/wiki/index.php?title=Abandoned_Temple

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Post  Sinbad Thu Feb 16, 2012 2:43 am

Yay, so I wasn't just making stuff up Smile

EDIT: Also... I'm guessing that means Lizardman statues etc. may not be appropriate?

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Post  schveider Thu Feb 16, 2012 6:21 pm

Yeah, obviously we can't use it for the temple but I have an idea or two actually.
First, we could make some ruins in the forest at the foot of the cliff. In this case it would be necessary to alter the statues somehow i.e. damage for example but I'm pretty sure it would look great plus we could salvage even more than statues.
Or second, there is a dragon's cave in the north. We could change it from cave to an old ruins of some ancient civilization e.g. refering to MaM 8, to the Abandoned temple in Dagger Wound Island specificaly and thus there would be an option to place the statues somewhere in ruins.
And technically there is also an option to combine both of these.

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Post  asomath Fri Feb 17, 2012 2:24 pm

Just a quick question. As most of the concept work hints that Serenity has an abundance of Bamboo, are we looking at more of a tropical or temperate mountain climate?

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Post  schveider Sat Feb 18, 2012 3:35 pm

Answer is based on where Serenity would be placed. If we keep its posotion i.e. north of Jadame then it should be Tropics. However on the other hand it has much higher altitude than other places in Jadame so there should be more colder climate. My vision is the most of Serenity area should be covered by forest consisting of bamboo and some broad-leaved trees typical for Tropics.

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