Hi Aeks,So, when looking at the app, the central forest area doesn't make the most sense to me as that is where there'd be some pretty good farmland. This would have been cleared long ago as it is close to the Rowan river. What I'd suggest would be to make it look like there was a forest there, but its been cut back to a few remnants trapped on the hillsides. This would also allow for meadow and little riparian corridors along the streams that'd be perfect for hunting game in. I've indicated my suggestions for the placement of the remnants in red.View attachment 19405
I'll also copy this pic onto the discord soon.
Also, the blue C is where I recommend making the stands of trees almost entirely Coppiced Hazel or similar looking schems (JHazel and the coppiced/cut versions, the pollarded willow schems). these are perfect for brushwood, wicker baskets and simple, easy to light firewood.
Hiya 7!
As someone who previously showed interest in Ivy Hall and the surrounding area, I’d recommend still revisiting the house style a little more. Incorporating elements from the inspiration images I sent on discord and the ones on your document would be a good way to start. In doing so you can blend those Reach quirks into a more Westerlands palette. The new house tests are a step in the right direction, but you have the opportunity to set the pace here for a good transition, so don’t be afraid to go big!
On the castle, I think Stokesay is a great castle, but not for the Reach-Westerlands border. I’d recommend something like Chateau Castelnau-Bretenoux, which has those French Reach shapes, with a few Westerlands-esque elements (namely it being a more fortress style castle, and having that big square tower). The argument there of course being that architectural characteristics would be similar to the Westerlands because the environmental features would be similar. An intangible region border wouldn’t have that drastic a difference in castle style.
The gradient is a good step as well, although I think you could find a way to blend it a little more effectively. Back in the day, we went with a majority Westerlands colored plaster covering Reach cobbles, and used the cobble to show weathering. With the lovely new blocks I think you could come up with something that does it more justice. With the green tiles being produced on Ivy Hall lands as well, it might make sense to incorporate this as an endemic quirk of the castle and some richer houses.
Planning wise, I have some notes as well. The area is on a large river, which would be a vital trading and resource opportunity. I think it would make much more sense to have settlements based around the river (think small but modest villages like those in the Mander sprawl). Similarly, the slate production complex would require water and clay, being made of clay tiles and whatnot.
Lastly, I’m loving the forest tests and river tests. My only comment there is to make sure with the river that you have the wet sand on the point bar of the river and have the cutbacks be muddier. If you’re confused, I think there’s a ‘Terra School’ thread of mine lurking about that can explain it better.
Best of luck,
Jake
Here are some more house tests:Hiya 7!
As someone who previously showed interest in Ivy Hall and the surrounding area, I’d recommend still revisiting the house style a little more. Incorporating elements from the inspiration images I sent on discord and the ones on your document would be a good way to start. In doing so you can blend those Reach quirks into a more Westerlands palette. The new house tests are a step in the right direction, but you have the opportunity to set the pace here for a good transition, so don’t be afraid to go big!
On the castle, I think Stokesay is a great castle, but not for the Reach-Westerlands border. I’d recommend something like Chateau Castelnau-Bretenoux, which has those French Reach shapes, with a few Westerlands-esque elements (namely it being a more fortress style castle, and having that big square tower). The argument there of course being that architectural characteristics would be similar to the Westerlands because the environmental features would be similar. An intangible region border wouldn’t have that drastic a difference in castle style.
The gradient is a good step as well, although I think you could find a way to blend it a little more effectively. Back in the day, we went with a majority Westerlands colored plaster covering Reach cobbles, and used the cobble to show weathering. With the lovely new blocks I think you could come up with something that does it more justice. With the green tiles being produced on Ivy Hall lands as well, it might make sense to incorporate this as an endemic quirk of the castle and some richer houses.
Planning wise, I have some notes as well. The area is on a large river, which would be a vital trading and resource opportunity. I think it would make much more sense to have settlements based around the river (think small but modest villages like those in the Mander sprawl). Similarly, the slate production complex would require water and clay, being made of clay tiles and whatnot.
Lastly, I’m loving the forest tests and river tests. My only comment there is to make sure with the river that you have the wet sand on the point bar of the river and have the cutbacks be muddier. If you’re confused, I think there’s a ‘Terra School’ thread of mine lurking about that can explain it better.
Best of luck,
Jake
There is a new castle layout on my plot now. I'm happy to talk to you in game about which parts of the Chateau Castelnau-Bretenoux inspire the different parts of the model if you want I have also included a protected hamlet as per the discord discussion but this could be omitted.Hiya 7!
As someone who previously showed interest in Ivy Hall and the surrounding area, I’d recommend still revisiting the house style a little more. Incorporating elements from the inspiration images I sent on discord and the ones on your document would be a good way to start. In doing so you can blend those Reach quirks into a more Westerlands palette. The new house tests are a step in the right direction, but you have the opportunity to set the pace here for a good transition, so don’t be afraid to go big!
On the castle, I think Stokesay is a great castle, but not for the Reach-Westerlands border. I’d recommend something like Chateau Castelnau-Bretenoux, which has those French Reach shapes, with a few Westerlands-esque elements (namely it being a more fortress style castle, and having that big square tower). The argument there of course being that architectural characteristics would be similar to the Westerlands because the environmental features would be similar. An intangible region border wouldn’t have that drastic a difference in castle style.
The gradient is a good step as well, although I think you could find a way to blend it a little more effectively. Back in the day, we went with a majority Westerlands colored plaster covering Reach cobbles, and used the cobble to show weathering. With the lovely new blocks I think you could come up with something that does it more justice. With the green tiles being produced on Ivy Hall lands as well, it might make sense to incorporate this as an endemic quirk of the castle and some richer houses.
Planning wise, I have some notes as well. The area is on a large river, which would be a vital trading and resource opportunity. I think it would make much more sense to have settlements based around the river (think small but modest villages like those in the Mander sprawl). Similarly, the slate production complex would require water and clay, being made of clay tiles and whatnot.
Lastly, I’m loving the forest tests and river tests. My only comment there is to make sure with the river that you have the wet sand on the point bar of the river and have the cutbacks be muddier. If you’re confused, I think there’s a ‘Terra School’ thread of mine lurking about that can explain it better.
Best of luck,
Jake
I’m liking the new additions! It’ll definitely help make that a smooth style transition. My only feedback would be the gradient. Maybe remove the light reach fieldstone. The cobbles are high contrast blocks, but the light fieldstones are relatively lower, with the Westerlands fieldstone being higher again. It might help create a smoother texture gradient if you omit the Reach fieldstone.Here are some more house tests:
View attachment 19425
I’m still waiting on my laptop to be repaired (should be fine by Friday), but after then I’ll be more than glad to discuss in game!There is a new castle layout on my plot now. I'm happy to talk to you in game about which parts of the Chateau Castelnau-Bretenoux inspire the different parts of the model if you want I have also included a protected hamlet as per the discord discussion but this could be omitted.
Hi Jake,I’m liking the new additions! It’ll definitely help make that a smooth style transition. My only feedback would be the gradient. Maybe remove the light reach fieldstone. The cobbles are high contrast blocks, but the light fieldstones are relatively lower, with the Westerlands fieldstone being higher again. It might help create a smoother texture gradient if you omit the Reach fieldstone.
I’m still waiting on my laptop to be repaired (should be fine by Friday), but after then I’ll be more than glad to discuss in game!
Okay soooo,
I've had a look at the new map again and it would make so much more sense to put the green tile production facility directly off the Rowan river, so that they can immediately load tiles onto barges and ship them once ready. Since they're a clay tile, not actually a piece of stone, having an even larger water source to draw from would make sense. Could potentially be where the stream meets the Rowan river.
Also, remember its an undammed river that floods. you don't want house foundations less than 2 blocks above the water line. The village might benefit from having a little stone wharf that is also a rampart to protect the bank from erosion.
Remnant forest should mostly be thicker, older trees and often gnarled. Small thinner trees are fine for ones you'd take brushwood from but where its actually remaining old forest you'd want thicker stuff.
That stream could really work if it was inset a bit more, with muddy slab besides slab high water and mb the legacy grass block (exposed dirt sides) next to the muddy sand too so it looks a bit more eroded. Would be good to play with it a little bit.
Tests are going in the right direction, definitely a fan of the Conques and other insp from that area with light stone and lots of infilled timber framing.
About the castle, imo you've got a few choices to fit it better to the hill. You could put a bit more of a height difference between different wards of the castle. the Hall ward being 2 blocks higher or lower than the gatehouse ward, for instance. maybe even more to exagerate the effect.
The reverse is to make the hill a lot more like the one that Chateau de Chinon sits on. A flattened limestone bluff that was carved on one side by the river. then you could have the hall and gatehouse wards combined and get more of that open yard effect that there is at the real Stokesay castle. That would also give you an amazing view inside the yard of the side of the Ivy Hall itself
Hiya Seven,
I’ve still yet to see the castle, I haven’t visited your plot yet. However, I think Aeks’ suggestions are good. I have visited Chateau Chinon and have some pictures if you would like them. Let me know!
On the note about feedback, I understand it can be overwhelming to receive lots of feedback, however, it’s not a barrier to progress, in fact it’s the opposite. Suggestions, critiques and comments that develop ideas, plans and tests— all with the goal of creating an even better outcome— are not hindrances to progress, but a part of the process. That being said, I’m sorry to hear you feel overwhelmed. Like I said in my first post, I had plans to work here and have worked nearby, so I have lots of enthusiasm for this project. Please don’t mistake enthusiasm and eagerness to help for anything malicious or intentional.
Best of luck,
Sincerely,
Jake
Hey 7,
Definitely understand the point about “drip-fed” feedback. Although it’s common for feedback to evolve as tests are updated or people come up with new ideas, I think in this case some updates may have been lost in conversation between the forums and Discord. It’s something that we’ll work on improving.
Could you update the app document with the current state of your plans and tests, if it’s not already? I can take a look at your app with a fresh pair of eyes.