Approved [APPEAL APPROVED] Project Application: Dreadfort by Banty & SMP

SMP

Faith Militant
here's what i think of your resignation letter

giphy.webp
 

CashBanks

A Knight at the Opera
Staff member
LET THE RULING CLASSES TREMBLE AT A COMMUNIST REVOLUTION. THE PROLETARIANS HAVE NOTHING TO LOSE BUT THEIR CHAINS. THEY HAVE A WORLD TO WIN. WORKERS OF THE WORLD, UNITE!

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I'm humbly seeking to foster the Dreadfort project, completing the glorious work of SMP and BantyRooster.

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(green/yellow stripey part is a mix of forest patches and fields, preserving the best uninterrupted views of the castle)

Crux of the plan is to finish what SMP and Banty started. No plans to change the Dreadfort, might just swap in some of the newer blocks. Will finish the rest of the holdfasts and the town as they've largely been plotted.

Planning to start with Dreadfort Town and open up other holdfasts and points of interests as minis for application.

Overview:
Dreadfort: minor cosmetic updates with new blocks
Ramsays Mill: Minor cosmetic updates with new blocks, Marg is free to pitch changes to layout/plotting
DF Ringfort: Minor cosmetic updates, finish terra
DF Holdfast 2: Minor cosmetic updates

Dreadfort Town: finish current build with minor cosmetic updates. Town is mostly complete, might just need a few more houses, interiors added and crops/pastures detailed.

Mini-apps available:
DF Holdfast 1: finish current build
Ruins: start and finish
Gloomdale: Redo (for style consistency)
Peddler's Passage: Redo (for style consistency)

Terra will be emulating the style established around the Dreadfort:
2024-11-18_22.36.51.png2024-11-18_22.37.04.png
2024-11-18_22.37.38.png2024-11-18_22.41.54.png

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Ric

Ser
Staff member
Hey Cash!

So glad to see you applying for this :D I'm sure you'll do an amazing work once approved, as always. It'll also be great to see this beautiful project completed.

I like your plans and how much you're respecting what's already in place. But I would like to ask one question before giving my approval: can you show how you plan to make the transition between towards the snowed areas? A simple example of how you plan to do it would be enough for me.
I think it's important since it'll have to be applied more or less similary throughtout the transition area in the North. Jake and Scub made a nice transition work in Frost, but not in a forested area, hence my request.

Also, going back in this thread there're textures you made for the skins of the flayed. Not sure if you have any more work to put into them or if you plan to do so, but would be nice to have them added
 

CashBanks

A Knight at the Opera
Staff member
Thanks Ric!
Yes, despite my best efforts I can't seem to escape snow layers.

I don't particularly mind the default worldpainter snow transition that's used across most of the map.
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I think the noisier transition is a little more smooth/natural than the larger perlin shapes at Frost (examples below)
2024-11-23_21.04.25.png1732524389187.png

We could potentially improve the transition by adding in some muddy snow/snowy thatch blocks.
Default:
2024-11-23_14.14.28.png

Option 1: Replace some dirt/grass/pine needles next to snow with muddy snow/snowy thatch
2024-11-23_14.20.07.png

Option 2: More muddy snow/snowy thatch swapped in
2024-11-23_14.13.48.png

If I aimed to replicate the default transition style, then the muddy snow/snowy thatch could be added at any time down the track. Could even be done all at once with scripts across the north when we settled on a consistent style we were happy with.

I'm just chatting with Jake about where the west/north west snow line will be placed. We were discussing moving it further north, around this line to align with the topography.
1732527965048.png
 

AerioOndos

Donkey Lord
Staff member
Pronouns
they/them
The best looking result you'll get is clearing the area and redoing it. But ofc that's a huge time sink.

What could be done also is to create snowless rings around the trunks of trees, snow shadows so to speak.

Option 2 is probably the better looking option imo.
regardless of what you do on slopes the snow is going to look strange without some layering going on. Even if it's just some bushy grass under snow with a layer on top to give some bulge to the structure.
 

Ric

Ser
Staff member
Regarding doing it all at once with scripts, I think it should be fine. Would be even better, perhaps, for consistency. I do agree with Aeks that option 2 is the best looking one. I also agree on moving the transition further north, makes sense... and since a chunk of it would be removed maybe you could do the option 2 so it's an example for the future, already on production - but I think that can be discussed further down the road.

Nonetheless, I'm happy with your plans. You have my approval :)
 

lemonbear

Nymeria
Staff member
Pronouns
she/her
Happy to also approve! After seeing your work with the Wall castles, I'm confident you'll be able to fully bring the Dreadfort to life.

In terms of the snow transition, I agree with moving the transition further north. For the style, Option 2 is better than leaving the vanilla now as-is, but I wonder if there could be some kind of compromise with the perlin style because I think there are ways and places that it works very well. Perhaps by using Aeks's suggestion of snow shadows around trees and/or using chunkier/perlin bits more selectively rather than making it a whole pattern? Or being more intentional with snow placement at points of interest within the forest.
 

Jakethesnake8_8

Firemage
Pronouns
he/him
Hey there Cash!

Just seen that Dreadfort is open for plots! I have a few comments on the house style. Currently, I feel like the style is a little basic, and could do with some refining.

On the wooden houses:

The Viking-style roof frame is nice, but I think it would look better with stairs as opposed to slabs. I can’t think of any examples at the moment, but a few people have given that style a go on their plots. It might be an idea to see if they have anything to borrow from.

Secondly, the half door walls fit the style well, but a little variation and detail would be nice. We’ve got three types of wattle and a northern carving block which would be well-placed within the style you’re going with. Gradients using jungle vertical planks would help. Additionally, a dark northern variant of the house style could help diversify the style a little.

Details like firewood storage, sheds, barns, and grain stores could be nice additions to break up the rectangular plot shapes. This will just add a little bit of depth whilst including congruent details to the project, as firewood and grain storage would be even more important here where it gets snowy, cold and wet. As such, showing proper storage will help demonstrate this.

Lastly, I think the Viking elements have their place, but I think we can draw on a wider inspiration, as I often find the Viking style to be indicative of older server conventions. With the cycler tool and variants for every wood type now we can make something a little more current. I’ve attached some inspiration images that might help illustrate my point better.









On the stone houses:

The stone houses right now are really quite plain, with only 2 blocks in their gradient and no signs of much detailing. Currently, they look quite similar to houses we have in the Reach but with a northern gradient. Freeze-thaw action would definitely come into play in this part of the north, so showing that in the gradient with damage, icy cobbles, and darker blocks will help sell that northern vibe.

The roof material being thatch is good, but I wonder if a different design would work better. Maybe making the ridge of the roofline into a whole block and having the houses be slightly bigger will help differentiate it a little. Adding ornamentation or maybe smoke holes would be nice.

I think having bigger houses in general is a good idea. Families would have lots of children in case some of them died, which is an even greater risk in the North with cold temperatures and exposure. Similarly, fitting lots of people into one building means they can rely on each other for warmth which would be vital in the winter. Another detail you could consider would be having space for animals. Farming families may have pigs, or a cow, or goats that they would need to keep inside when the weather required it. I think it would help tie in with the pastoral elements I plan to use in the Lonely Hills.

Again, some inspiration. Combining elements of wood, stone, thatch, and sod rooves will also help diversify the style. That way you’ve got X amount of roof materials to mix with Y amount of wall materials, allowing for more detail and depth.








Potential House Style:

I also wonder whether having some brown/brownish-yellow plaster houses would work. This would represent daub and wattle, which would be a good material to use, as it is strong, insulating, and disperses damp— something that would be a concern in the cold snowier parts of the north. Perhaps it could be used on small hovels or storage buildings?







Some of these examples are paler than what I’d go for, but they illustrate the point well enough.

I’m more than happy to discuss further in-game or over discord or however you prefer, and I’m more than willing to work on the style in-game, because I’ll need to develop it myself when I get to that stage of the lonely hills.

Best of luck,

Jake
 

Margaery_Tyrell

The Dark Lord Sauron
Hey there Cash!

Just seen that Dreadfort is open for plots! I have a few comments on the house style. Currently, I feel like the style is a little basic, and could do with some refining.

On the wooden houses:

The Viking-style roof frame is nice, but I think it would look better with stairs as opposed to slabs. I can’t think of any examples at the moment, but a few people have given that style a go on their plots. It might be an idea to see if they have anything to borrow from.

Secondly, the half door walls fit the style well, but a little variation and detail would be nice. We’ve got three types of wattle and a northern carving block which would be well-placed within the style you’re going with. Gradients using jungle vertical planks would help. Additionally, a dark northern variant of the house style could help diversify the style a little.

Details like firewood storage, sheds, barns, and grain stores could be nice additions to break up the rectangular plot shapes. This will just add a little bit of depth whilst including congruent details to the project, as firewood and grain storage would be even more important here where it gets snowy, cold and wet. As such, showing proper storage will help demonstrate this.

Lastly, I think the Viking elements have their place, but I think we can draw on a wider inspiration, as I often find the Viking style to be indicative of older server conventions. With the cycler tool and variants for every wood type now we can make something a little more current. I’ve attached some inspiration images that might help illustrate my point better.









On the stone houses:

The stone houses right now are really quite plain, with only 2 blocks in their gradient and no signs of much detailing. Currently, they look quite similar to houses we have in the Reach but with a northern gradient. Freeze-thaw action would definitely come into play in this part of the north, so showing that in the gradient with damage, icy cobbles, and darker blocks will help sell that northern vibe.

The roof material being thatch is good, but I wonder if a different design would work better. Maybe making the ridge of the roofline into a whole block and having the houses be slightly bigger will help differentiate it a little. Adding ornamentation or maybe smoke holes would be nice.

I think having bigger houses in general is a good idea. Families would have lots of children in case some of them died, which is an even greater risk in the North with cold temperatures and exposure. Similarly, fitting lots of people into one building means they can rely on each other for warmth which would be vital in the winter. Another detail you could consider would be having space for animals. Farming families may have pigs, or a cow, or goats that they would need to keep inside when the weather required it. I think it would help tie in with the pastoral elements I plan to use in the Lonely Hills.

Again, some inspiration. Combining elements of wood, stone, thatch, and sod rooves will also help diversify the style. That way you’ve got X amount of roof materials to mix with Y amount of wall materials, allowing for more detail and depth.








Potential House Style:

I also wonder whether having some brown/brownish-yellow plaster houses would work. This would represent daub and wattle, which would be a good material to use, as it is strong, insulating, and disperses damp— something that would be a concern in the cold snowier parts of the north. Perhaps it could be used on small hovels or storage buildings?







Some of these examples are paler than what I’d go for, but they illustrate the point well enough.

I’m more than happy to discuss further in-game or over discord or however you prefer, and I’m more than willing to work on the style in-game, because I’ll need to develop it myself when I get to that stage of the lonely hills.

Best of luck,

Jake
Can u summarize this, writing a whole ass novel damn
 
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