The Spring 2023 edition of The Rookery is now out! Take a look to see the latest builds, guides, progress and development updates on the upcoming 1.18.2 switch. You can read it here:
I did a detailed breakdown of canon descriptions of the Rainwood when I was working on Mistwood. You can find it here. I think the finished builds and terrain in the Rainwood are pretty solid, but there are a number of areas that have been in progress for a while now that could use filling in.
I agree wild weirwoods would likely be rare for that reason; however, there is canon for wild weirwoods growing outside of godswoods, on their own, in the Rainwood. I think a few wild weirwoods in other more remote areas would still be plausible.
I'll just add that it also seems to make a difference whether the moss is clinging to a horizontal versus a vertical surface. Anyways... I think I'll shut up about moss now. Everything else looks really amazing, Tham. I am super excited!
Personally, I would definitely vote for more homogeneous...
It definitely looks nicer interspersed across a 3D shape instead of a flat grid, but it still seems somewhat inconsistent with the mossy textures we already have.
Also, maybe I don't know what I am talking about, but wouldn't the moss be more likely to cling to the cracks and crevices in the...
I'm not wild about the moss. It looks really patchy because the moss can't continue across block lines. So it just looks like a bunch of individual moss patches laid out in a weird grid pattern.
Unfortunately, I can't really think of an easy way fix that. Maybe if it were more like smaller...
If we're talking about the terrain set blocks, I still think terrain set wall-blocks would help us up our cave game.
There are a few different underground locations in canon (like Greenseer's or Gorne's Way) that would definitely benefit from being able to have more realistic cave formations.
It was suggested on my application for Greywater Watch that it might be interesting to have the Greywater Watch "castle" itself be a mysterious location that doesn't actually exist on the server. That would make it impossible to find Greywater Watch on the server much as it is supposedly...
Also if you are using just a general schem brush to test your schem set, make sure you redo the brush command after making any changes to the schem set.
For example, you could do "//schset create Oak Oak*@**^10" and then do "//scbhr &Oak" to test the new schem with a schem brush. Then you...
I have always found that as long as the selection for the trees are the exact same height and ground level for every tree is at the same point in that uniform selection size then the same vertical offset will apply to each tree schem.
Say for example you build all of you trees in within the...
Hey Howy, it's really exciting to see someone finally updating Weeping Town!
I have a little feedback on the terrain plan. First, that river/stream/whatever off to the east between Weeping Town and Gower looks a little off/overly simplistic to me compared with the terrain changes you're...
One point he made in a previous video on Winterfell (talking about the show's version of Winterfell), is that the flat roofs on towers would be a bad choice for heavy snow. He suggests that the snow would accumulate on a flat roof and not slide off, potentially causing weight issues.
I feel...
Most of the time you choose a name for the schemset you want to make (e.g. "Oak"), then you'll want to build all the oak trees you want in your schemset. You should select each oak tree you've made (making sure the selection is as small as possible and the tree is centered inside the selection)...
Here is a new test of a hut on top of small crannog enclosed by a fence made of woven reeds. It's currently at the top of my plot at /warp loras.
https://imgur.com/a/9y3U6HK
Thanks for those hydrological insights, Thamus. That basically confirms my prior suspicion that yes, the Neck does in fact make no sense.
Rain and subterranean sources are probably the best real world explanation, but I haven't found anything in the canon that references those possibilities...
I have made some new house tests using lighter wood blocks that I think better match the light color of woven dried reeds.
Also, here is something I am working on for the a new version of the current hall for Greywater.
It's inspired by this.
Additionally, here are a bunch of...
Thanks Stoop, that's a good point on the ruins. Sounds like I definitely need to dial those back some.
When I say "rare goods" I mean rare in the neck, but more easily available in more conventional settlements (perhaps down the green fork). I am basing this mostly on the description of Meera...
There are basically only two choices, and both of them require extrapolation from the canon.
We could recognize that a large floating/moving structure in the terrain of the Neck would be wildly impractical, if not completely impossible. Then we can extrapolate using clear indicators from the...
This does actually sound like a short-cut to me. There is evidence in the text of making "castles appear and disappear," not making castles magically float over otherwise insurmountable terrain obstacles.
Yes, I definitely see the benefit of incorporating more of the wood and less of the stone. Also, the plan was for the stone elements to be much more ruined in the final version, as well as more closely integrated with the wooden structures.
I see it the entirely opposite way. We have many pieces of evidence regarding Greywater Watch, the Neck Terrain, and the crannogmen's culture. All of these pieces of evidence point away from it physically moving except the vague, second-hand, word of mouth tales that "it moves."
This point...
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