Approved Project Application: Darkdell

JohnyzMielony

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Well, the production area meant to be the parter, but i will change it.
And by "OT-Light OT->Reach, you mean to use the gradient from Oldtown to light Oldtown and with the timber part only Reach?
 

IronGentleGiant

Playwright
Hello, Ive been back for a bit from a very long hiatus, been working on some variants for the Bowyers Guild, Workshop, and Journeymen House on my new plot. I'll post screenshots when I get some time.

Love what you have done with the place aeks.
 
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JohnyzMielony

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This is the opposite of what I was saying with the wooden beam. it needed to be higher, not lower. and thats the height the 2nd floor should be on too.
Oke, to make it super clear for me, becouse sometimes my brain doesnt work.
The upper facade is two rows of timber-fieldstone and one row of oak wood, firstly.
Secondly, the storage floor, floor (the one people walk on) should be on the same hight as the oak wood row should be?
Like on provided image.

2024-10-03_13-13.png
 

AerioOndos

Donkey Lord
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Going to update this message to address Johnyz post but for the moment there's something I wanted to do with the project that initially was impossible.
EDIT:
Johnyz, I've realised now looking again at your tests that perhaps the building you are testing for would be best to be the bunkroom, rather than the workshop. The building to the north has a lot more room on the ground for workspaces and storage so instead this thinner building with the tunnel would be journeyman's quarters, have a kitchen for labourers and journeymen. So lots of bunkrooms above ground. I'm making a note on the building so that you can see where the floors would be.


Currently most of Darkdell is lower than Cockshaw, the project between it and the Mander tributary. This is because I was going to need to force perspective to make it seem like darkdells slowly rose upwards towards the mountains with a range of parallel hills and valleys.

Now I can lift darkdells lowest points up considerably. For instance, the river at the vyrtown is 2 blocks lower than the lowest point of non-riverside cockshaw. I'd made an agreement with Nero that I'd carve a stream through along a preagreed path.

Now what I want to do is raise the terrain Using poly selections so that there's a rise of about 1 blocks between cockshaw and vyrvillage, another increase between vyrvillage and vyrtown so that finally the stream would be about 8 or 9 blocks higher between the castle and the cockshaw base. I can get more specific values in 30 mins or so



Basically, do I have approval to lift significant portions of my project up higher and this'll likely mean that the mountains around the Princes Pass breach 222 blocks above sea level, the old height limit. This has a potential impact on the upper torrentine valley.

Remember how starpike and hornhill tests were 2/3 of the height of the mountains behind them? Now we could add another layer of mountains behind to make it truly seem they were just in foothills
 
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Crispen_Archer

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I would like to apply for the inn next to the square at darkdell. The one I've been working on is pasted above the plot for the inn and aeks has also made some adjustments on it too.

Notes:
  • This inn is a middle class inn which follows a more realistic version of what a medieval inn would look like. From what I understand this is one of the first inns that does not have individual rooms like many throughout the server.
    • There is a larger area on the 2nd floor for the common people to sleep. Benches for eating indoors can also be set up during the day
    • There is a private room for multiple beds. Middle class people can pay a bit extra for a little more privacy
    • The innkeep and his family have a private living area
  • Many more tables for eating and drinking can be found outside in the square to make it more lively
  • There is a large wine cellar below
  • The outer facade is mostly finished as well as most of the interiors (some tweaking and detailing is required)
  • The 2nd floor still needs to be fixed and furnished.
  • The floor is currently just a dark tan ashlar. This needs to be fixed so it isn't bland
 

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SeapunkPeaches

Cersei's Left Bob
Alex & I are applying for the vyrtown inn, here are some photos (top of the plot at /warp wrmd)
 

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AerioOndos

Donkey Lord
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Hey to you both!

While I've worked a lot with Crispen on this inn, I do prefer the design done by Alex and WRMD. It was a close pick between the two and there are still some things which I think Crispen's does right that could be fixed in the Alex and WRMD version.
Love the ground floor and the shape of the cellar underneath!
However, with the shape of the plot I'd gone back and forth Crispen and ultimately decided to keep the angled shape of the northern side (see below) This can be done on just the top floor imo, as the lower floor could be covered by the journeyman's lodging roof.
1732103079003.png
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I think this, or a version of this kind of angled plot helps give more depth to the meeting point between plots A and B. Even if just one or two blocks are inset it'd help make the connection point more visually interesting.

Also as Crispen notes I really liked the idea of most inn occupants sleeping on simple beds in the same room. maybe 3 or 4 beds. I do like the idea of having 1 nicer room for a higher status guest but most of them sleeping comfortably enough in the same room would be a bit more fun too.

If you're okay with those changes I can paste it in whenever.
 
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