Evil Stronghold

Some screenshots from todays work on Hythum. I've been putting this area together all week and it's nearly done. If I have been producing like this during my entire recovery I'd be sitting pretty.

Oh well.

I don't like some of the weeds in the middle of the road and need to clean them up but overall I am quite happy with what I have.








Comments

  1. Sweet!I said it before, the docking area looks very cool where you can see things far below. It gives a feeling that we never had in NWN1. I agree on the weeds. I'd place some growing stuff here and there along the stone walls and close to the wooden structures where there is less wear and tear on the grass. Grass growing in the middle of walkways would be worn away(?) by the traffic in a city. Placing it along walls and ground also hides the joint. Some dirt in the corners would also to the job.

    But that you already knows and I'm sure that the final version of the town will be excellent, as usual. I really like to watch this mod grow and the amount of screen shots you produce don't make it worse.

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  2. Yeah, I agree. I kept thinking about what was missing, decided on the weeds but once I saw them knew it needed to be changed pretty much as you've outlined. I need to add some additional sound too.

    Thanks for the input and feedback. I really do value and appreciate it. :-)

    Glad you like the docks!

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  3. Looking great! Maybe the weeds would look a bit better if they were a little shorter.

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  4. I was trying to decide which was my favorite screenie. I think #2 though. Not sure what it is about that one specifically. But they are all awesome!

    All these great modules coming out this year. I feel like I am waiting for Christmas morning!!

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  5. Hey Folks,

    Thanks for the feedback. Nice to hear from you.

    I've already removed the grass and put some dirt near the walls and added weeds there. I need to load it up and take peak but it looks much better in the editor.

    @Liso, I'm glad you liked the docks. I was happy with how they came out this time. As with everything we make progress with each attempt. When I'm done I'll want to pitch my initial areas and build brand new ones. Oh well... onward and upward.

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  6. Very nice work, Ernie!

    About the weeds - I bet if you line those walls with weeds of various heights, it would look pretty cool.

    And depending on how much time you want to sink into the area, maybe skirt the walls with a thin line of dirt as well.

    I really like the look & feel of this area!

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  7. Hey Jclef,

    I just did some of those things. I used shorter grass as per merecraft's post and lined the walls with dirt, both as a texture and used a number of placeables converted to environmental objects. I have a lot of nice dirt pile object from the deep/pit crypt tileset I've added. It really added quite a bit.

    I appreciate the feedback from everyone. Quite helpful! :-)

    Ernie

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  8. Looks great! The ruins in screenshot 4 have a very nice Rome-in-the-sky feel. I think the colors work well too. Cool but not cold.

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  9. Thanks Mearduin. Your area design is top notch your complement is high praise indeed. Thank you.

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  10. Seems like a very detailed and well thought out city. Nice shots.

    I especially have a weakness for all shots showing airships. I very much look forward to seeing them in game.

    Your use of the stone blocks to form a roadway is clever and creative. The effect is very convincing.

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  11. The base of the stone block is actually a tall pillar included with the crypt pit tileset. I had regular docks initially and felt like I'd had done that been seen in every configuration I could think of so I started to experiment. I'm happy with the result too. I'm glad you think it looks good!

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  12. I thought I left a comment here about this the other day. Looks good.

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  13. Hey Dirtywick. Thanks for the post. I'm glad you like it!

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  14. I had written more last time, but when you lose a post...well you know how it is.

    Anyway, I think the look is perfect for a floating fortress was the bulk of it. One of the more impressive areas I've seen.

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  15. Thanks again. I'm slowly closing in on the end of area design for this large project.

    I'm going to try to harvest a lot of the conversations out of the original Hythum as a starting point.

    That's not counting creating NPCs, items and of course scripting.

    Long long way to go.

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