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I'd spread the lichyard SE a bit more with the oldest part being lots of barrows and maybe a few stone ships. These could then blend into the natural hills to give the effect of the lichyard's oldest tombs being lost into the natural landscape
Hopefully you're able to access this link but having old nature-overtaken ruins without the usual exposed stone would be good if you were planning to have some wrecked stuff around.
Just was doomscrolling and thought these pics would fit the barrowlands
Conjecture I think, but considering its the famously sandy part of Westeros we use textures based on sandstone and sedimentary rocks for Dorne, because of course they're softer and more easily break down into sand (I know I'm being captain obvious here).
The main issue with the peninsula isn't...
Now that I can see part of the castle test in Azul's pic above, the wave-cut platforms visible on the right hand side should all face the same direction and run parallel to each other, not start turning like a starburst the further around the point they go. If there is variation, it should be...
the chandeliers might be a bit too much imo but I like the idea of having a cage-light. perhaps a biome variant of lanterns? or an unlit lantern block?
Absolutely love the sack shape. Could be used for vases too! imagine white porcelain or patterned ones, not just brown or hessian-looking, which...
I need to have another schwizz at the document but my main feedback is to not be afraid of greening up the SE faces of the slopes. Remember that the storms that make the rain wood wet go over the stepstones.
Some of that moisture would hit the mainland part of the broken arm as well! Only 1/2 of...
My main issue with current harvest hall is that it places the castle on a mountain spur. This doesn't really allow for the area around castle to be the breadbasket of the marches. I need to try and find the canon and source that I'm paraphrasing here but will check WOIAF tonight.
If the castle...
I'm not a huge fan of how vanilla banners operate with their faint movement animation and how theyre on a faint diagonal rather than straight down.
I'm pretty sure those are features and I'm not crazy.
If you're worried about it being too similar, just make the main yard bigger and have the weirwood slightly out of the way. So it's an interesting visual but should not be blocking sightlines from the buildings or getting in the way of functional design imo.
Love it! Especially the insp! We need more solid tower houses. Main thing I'd go for though is extending the yard size, or at least creating an extra, perhaps lower yard that includes the weirwood, rather than having it in the centre of the functional space.
To expand on EStoop's point about a larger terrain test, working out some vegetation zones/general zones for different schems would be good in a larger diorama too. For instance:
A lowlands/riparian zone with poplars, black poplars, cottonwoods etc and v small boulders/pebble piles.
On slopes...
Could you walk us through the vegetation as it goes from lower areas through to the upper montane plants? basically what schems or plants you want to use/depict and what their arrangement might be? Also, I'd use many fewer stairs so that they're not making lots of artificial looking 45d angles...
Also just to add a bit to my initial suggestions for semi-precious stone "mining" was in fact for prospecting rather than mining. This is my fault for not being clearer. Rather than digging big holes in the ground, the people would be panning in the stream beds for citrine, zircon or sapphires...
I need to have another look in game but from the images, I think the sections of droopy thatch need to be wider. Rather than just one upturned stair, try and make them maybe a full block or full block and stair that's sliding down. This'll make it look a bit more like Paloza and other...
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